THE BESTIARY I:I've yet to get on this either, but I'm sure I will.
This setting at the very least needs its own brand of wolves.
I also have some ideas regarding "conceptuals", like elementals, but covering a concept/idea/thing rather than material.
It's
Bestiary I because I'll need to make a few posts on monsters unless we magically get sblock or spoiler boxes any time soon. So I, II , III it is.
Fabled WolfNo. Enc.: 1d4 (1d6)
Alignment: Neutral (Neutral Evil)
Movement: 180’ (60’)
Armor Class: 6
Hit Dice: 4 + 1
Attacks: 2 (bite, freezing breath)
Damage: 2d6, 1d6 + see below
Save: F2
Morale: 9
Hoard Class: 0
Vicious, intelligent, but above all driven. They do not hunt to survive, but for the terror they produce in their intended victims, they are known to toy with their prey, trailing them for days before finally cornering them. They are every fear and myth projected onto the wolf, reflected back onto the world, a living nightmare.
If 50% of their number has been lost, their moral rises to 10, as seeing their brethren fall only heightens their bloodlust.
Fabled wolves can breathe a cone of cold damaging breath, 20' long by 10' wide, 4 times per day.
Snow ApeNo. Enc.: 1d6 (2d10)
Alignment: Neutral
Movement: 120' (30')
Armour Class: 7
Hit Dice: 3
Attacks: 2 (bite, grapple)
Damage: 1d6/1d4
Save: F3
Morale: 9
Hoard Class: 0
Covered in matted white fur, if not for their menacing deep blue faces they would be all but invisible out in the tundra. They are intelligent and use their extensive knowledge of their territory to trap foes before savagely biting and wearing them down by attempting to snap tendons and rip their intended meal's arms from their sockets.
If an ice ape successfully grapples an opponent, they are the first to attack the next round.
Their white fur enables them to surprise a foe on a roll of 1-3 on a d6 in the snow. If a blizzard is occurring they may surprise on a roll of 1-5 on a d6 and feel no adverse effects due to it.
Fabled RoseNo. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 8' (0')
Armour Class: 2
Hit Dice: 3
Attacks: 1 (entanglement)
Damage: 1d6
Save: F3
Morale: 12
Hoard Class: VI
A mass of circling dark thorns and large blood red roses that slowly flex and probe in the direction of living things, eyelessly seeking them out in order to feed. Below them often lay the corpses of previous kills, thick roots now criss-crossing through the dried, bloodless flesh.
Once entangled by the fabled rose a Strength check must be made against it, with the fabled rose assumed to have a Strength score of 14. While tangled the victim takes 1d6 damage each round.
While entangling a victim, the fabled rose can cast the spell Sleep, once per day.
Weeping PhantomNo. Enc.: 1 (1)
Alignment: Neutral
Movement: 80' (30')
Armour Class: -2
Hit Dice: 3
Attacks: 1 (touch)
Damage: special
Save: F3
Morale: 12
Hoard Class: V
A stricken spirit with a faded, pinched face and a elongated body comprised of bloodied, once white strips of cloth. They appear only when the sky it at it's lightest, and there are no clouds in sight. Like many phantoms, they are thought to be lost Summer souls, still lamenting the death of the Seasons. They guard the bones of the fallen, often taking unburied corpses and keeping them within their icy abodes. They do not hunt the living, nor do they care to converse with them, their first instinct is to flee from their sight, only standing it's ground within their small, icy, skeleton filled grottos they call home.
The touch of the weeping phantom does not harm in the traditional sense, but ages the victim by 1d4 years every round. Once the vicim has reached the maximum age for their given race, they die of old age.
The weeping phantom can not be harmed by anything less than a +3 weapon or damaging divine spells.
Blinded PhantomNo. Enc.: 1 (2d4)
Alignment: Chaotic
Movement: 60' (20')
Armour Class: -2
Hit Dice: 3
Attacks: 2 (claws)
Damage: 1d4
Save: F3
Morale: 12
Hoard Class: 0
With eyes made of orbs of clear ice, hunched onto all fours, with long black arms and twitching fingers thin as needles, this incorporeal spirit is as unsettling as it is dangerous. While they will not converse with anyone, they are constantly chattering to themselves. They attack all who come near, they are easy to track for those that know of them, for there territory is marked by a thousand angry claw marks.
Their sharp claws secrete a mystical poison that causes the victim be shaken with fear as they view those around them as undead (save vs. paralysis, or be paralysed for 2d6 turns).
Blinded Phantoms are surrounded a cloud of darkness (as per the spell) at all times.
Some ideas:
Fabled Owl - "wise"/sapient, watchful, a guide
Fabled Bear - giant polar bear pretty much, can talk I reckon, rune magic?
Fabled Deer - silver, ghostly, can vanish, can prance off into the air
Sorrow Conceptual - morale save inducing, made out of sadness...somehow
Battle Conceptual - made o' broken blades and shields
Vengeance Conceptual - made of shadows perhaps, stalks people
Torment Conceptual - drags foes into itself, made of chains perhaps, born in torture chambers?
Justice Conceptual - only attacks "criminals", but can easily be corrupted
Thanks for reading so far.
Last edited by Charlatan on Sun Jul 17, 2011 7:15 pm, edited 1 time in total.