Authentic Medieval Monsters
Authentic Medieval Monsters
Here are stats for monsters straight out of medieval folklore and legend. I was surprised on how many actual medieval monsters were never officially stated up in D&D. The Amphisbaena was in the 1st Edition Monster Manual, but the version I'm presenting here is a re-work from the original sources, not a conversion. So, here are some authentic medieval critters for C&C, starting with the "A"s.
ALPHYN
NO. ENCOUNTERED: 1-6
SIZE: Large
HD: 5 (d10)
MOVE: 50'
AC: 16
ATTACKS: 1 Bite (1d8), 2 claws (1d6)
SPECIAL: Rend, Trip, Scent, Track, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 5
XP: 280+5
The Alphyn is a fearsome predator that resembles a large, somewhat shaggy gray wolf, with a lion-like mane, eagle-like forelimbs and a long, almost prehensile tail. Some sages claim that Alphyns are a magical cross-breed of griffins and wolves. They are certainly amongst the fiercest beasts known, and will not hesitate to attack humans. They prefer forested areas in temperate to sub-arctic climates.
Alphyns can be trained if raised from pups, and are sought after as guardian animals. Alphyn puppies are worth up to 1,000 gp to the right buyers.
Combat: Alphyns attack with their teeth and claws. They are relentless combatants, and will never flee a fight.
Rend: If both claw attacks hit a single victim in combat, the Alphyn will rend for an addition 2-8 points if damage.
Trip: If an Alphyn's bite attack is successful, it will attempt to bring an opponents to the ground. If the victim fails a Dexterity check, they will automatically lose initiative the next round.
ANTELOPE, SAW
NO. ENCOUNTERED: 1-12
SIZE: Medium
HD: 2 (d10)
MOVE: 80'
AC: 18
ATTACKS: 1 bite (1d4) or 1 horn slash (2d6)
SPECIAL: Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 15+2
A Saw Antelope resembles a stag at first glance, the major noticeable difference being a pair a large horns that resemble sharp, curved blades with deep serrations on the front edge. The creature also sports a pair of short tusks protruding from its mouth. Its tail is lion-like, and a series of short tufts of hair line its back.
The Saw Antelope is an extremely quick beast, and successfully killing a Saw Antelope is the high point in many hunters' careers. It dwells in same environments as normal antelopes. It high armor class reflects its great speed in evading attacks.
When a Saw Antelope is distressed, it makes a loud bellowing sound.
The horn of a Saw Antelope can be mounted in a handle and used as weapon. Treat such a weapon as a scimitar. Mounted Saw Antelope horns are highly sought after by savage humanoids and tribesmen.
Combat: Although it is normally a peaceful herbivore, the Saw Antelope can be a fearsome combatant if threatened. It can either bite with its tusks, or employ its razor-sharp, serrated horns. There are stories of Saw Antelopes even being able to fell trees with their horns.
AMPHISBAENA
NO. ENCOUNTERED: 1-6
SIZE: Large (8')
HD: 3 (d10)
MOVE: 20', 40' (roll)
AC: 15
ATTACKS: 2 Bites (1d4)
SPECIAL: Poison, Roll, Darkvision 60'
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 50+3
The Amphisbaena is strange, giant snake with heads on both ends of its body. The creature is usually brown or green in color, although red specimens are not unknown. Its eyes glow green in the dark. The creature prefers arid conditions, but unlike other snakes it is warm-blooded and active even in cold climes. In can sometimes be found in dry areas underground.
Amphisbaenas are highly sought after by alchemists, for use in healing potions. A complete specimen can easily net an adventurer 300gp or more.
Combat: Amphisbaenas can attack with both heads. Anyone bitten by either head must save versus their Constitution or die from the creature's venom in 1 turn.
Roll: An Amphisbaena can grasp one end of it body with the other, and form itself into a rigid hoop. In this form it can roll at a speed of 40'.
ALPHYN
NO. ENCOUNTERED: 1-6
SIZE: Large
HD: 5 (d10)
MOVE: 50'
AC: 16
ATTACKS: 1 Bite (1d8), 2 claws (1d6)
SPECIAL: Rend, Trip, Scent, Track, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 5
XP: 280+5
The Alphyn is a fearsome predator that resembles a large, somewhat shaggy gray wolf, with a lion-like mane, eagle-like forelimbs and a long, almost prehensile tail. Some sages claim that Alphyns are a magical cross-breed of griffins and wolves. They are certainly amongst the fiercest beasts known, and will not hesitate to attack humans. They prefer forested areas in temperate to sub-arctic climates.
Alphyns can be trained if raised from pups, and are sought after as guardian animals. Alphyn puppies are worth up to 1,000 gp to the right buyers.
Combat: Alphyns attack with their teeth and claws. They are relentless combatants, and will never flee a fight.
Rend: If both claw attacks hit a single victim in combat, the Alphyn will rend for an addition 2-8 points if damage.
Trip: If an Alphyn's bite attack is successful, it will attempt to bring an opponents to the ground. If the victim fails a Dexterity check, they will automatically lose initiative the next round.
ANTELOPE, SAW
NO. ENCOUNTERED: 1-12
SIZE: Medium
HD: 2 (d10)
MOVE: 80'
AC: 18
ATTACKS: 1 bite (1d4) or 1 horn slash (2d6)
SPECIAL: Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 15+2
A Saw Antelope resembles a stag at first glance, the major noticeable difference being a pair a large horns that resemble sharp, curved blades with deep serrations on the front edge. The creature also sports a pair of short tusks protruding from its mouth. Its tail is lion-like, and a series of short tufts of hair line its back.
The Saw Antelope is an extremely quick beast, and successfully killing a Saw Antelope is the high point in many hunters' careers. It dwells in same environments as normal antelopes. It high armor class reflects its great speed in evading attacks.
When a Saw Antelope is distressed, it makes a loud bellowing sound.
The horn of a Saw Antelope can be mounted in a handle and used as weapon. Treat such a weapon as a scimitar. Mounted Saw Antelope horns are highly sought after by savage humanoids and tribesmen.
Combat: Although it is normally a peaceful herbivore, the Saw Antelope can be a fearsome combatant if threatened. It can either bite with its tusks, or employ its razor-sharp, serrated horns. There are stories of Saw Antelopes even being able to fell trees with their horns.
AMPHISBAENA
NO. ENCOUNTERED: 1-6
SIZE: Large (8')
HD: 3 (d10)
MOVE: 20', 40' (roll)
AC: 15
ATTACKS: 2 Bites (1d4)
SPECIAL: Poison, Roll, Darkvision 60'
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 50+3
The Amphisbaena is strange, giant snake with heads on both ends of its body. The creature is usually brown or green in color, although red specimens are not unknown. Its eyes glow green in the dark. The creature prefers arid conditions, but unlike other snakes it is warm-blooded and active even in cold climes. In can sometimes be found in dry areas underground.
Amphisbaenas are highly sought after by alchemists, for use in healing potions. A complete specimen can easily net an adventurer 300gp or more.
Combat: Amphisbaenas can attack with both heads. Anyone bitten by either head must save versus their Constitution or die from the creature's venom in 1 turn.
Roll: An Amphisbaena can grasp one end of it body with the other, and form itself into a rigid hoop. In this form it can roll at a speed of 40'.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
The "problem" with a lot of "authentic medieval monsters" is that they're really just animals. I mean, there are some that are interesting (demons, mostly) but there's also a crapton of things that are absolutely normal... but not to the mind of the medieval man. Of course, if you go outside just Europe, there's some more interesting stuff, but I find that religion is where the real scary stuff lives.
serleran wrote:
The "problem" with a lot of "authentic medieval monsters" is that they're really just animals. I mean, there are some that are interesting (demons, mostly) but there's also a crapton of things that are absolutely normal... but not to the mind of the medieval man. Of course, if you go outside just Europe, there's some more interesting stuff, but I find that religion is where the real scary stuff lives.
It's true that a lot of things in the bestiaries are just 7th-hand accounts of ordinary animals. Of course, by that 7th hand, what's being described might as well be a totally different beast! So, what I plan in doing in this thread is presenting the legendary versions of animals. Such as panthers that can charm animals with their breath...
As for scary stuff in religion, I grew up Roman Catholic. I know all about the intersection of creepy and spiritual!
BTW, when are we gonna see M&T II?
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
BLOOD AXE wrote:
Cool! Good to see someone else jump on the "monster train".
Thanks for the conversions.
Thanks. I've been collecting the various monster conversions in the Forum, especially the Mystara conversions.
Let's keep that "monster train" chugging along!
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
serleran wrote:
I dunno. Manuscript's turned in. Not in my hands, so I can't say.
I look forward to seeing more monsterinos.
But, what I'd personally like to see is a "real rendition" of fey. Sick of them being all goody-goods when most are evil, vicious little hats. Damn chaotic evil Smurfs.
You know its not wise to speak ill of the Good People, right?
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
serleran wrote:
Of course I do, but I am not afraid. I have a lot of wrought iron.
I am pretty sure I bought a D20 book or PDF where the Fey are evil. Plus the few in Ravenloft. I'll give it a search in the next 48 hours.
_________________
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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jamesmishler
- Ulthal
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Clavis, these are very cool, please keep going! I always wanted to research classic medieval monsters, and do this, but never got around to it... excellent work!
_________________
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Main Man, Adventure Games Publishing
jamesagp1@gmail.com
http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com
_________________
James Mishler
Main Man, Adventure Games Publishing
jamesagp1@gmail.com
http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com
jamesmishler wrote:
Clavis, these are very cool, please keep going! I always wanted to research classic medieval monsters, and do this, but never got around to it... excellent work!
Thanks! Here are 3 more, representing the "B"s. That includes the infamous Bonacon, which as far I I know has never been stated up. It'll become obvious why... Guys, I'm only making up the part about its skin! I swear its really found in bestiaries!
BAGWYN
NO. ENCOUNTERED: 1-10
SIZE: Medium
HD: 2 (d10)
MOVE: 60'
AC: 15
ATTACKS: 2 Hooves (1d4), 1 Head Butt (1d4)
SPECIAL: Knockdown, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 20+2
A Bagwyn is similar in appearance to a long-haired stag, but with a horse-like tail, and two large, backwards curving horns in place of antlers. The beast dwells in plains and and lightly forested areas in subtropical to temperate regions. It is sought after for its beautiful horns, with make fine drinking vessels or musical instruments. A set of undamaged Bagwyn horns is worth 10 gp.
Combat: Bagwyns are pugnacious and persistent, viscously attacking any creature they perceive to be a threat. They strike with both front hooves and a powerful head-butt.
Knockdown: Anyone struck by a Bagwyn's head-butt must make a Dexterity check or be knocked to the ground. Characters who have been knocked down must spend 1 round to get back to their feet, during which time they cannot attack or use spells.
BONACON
NO. ENCOUNTERED: 2-12
SIZE: Large
HD: 2 (d10)
MOVE: 30'
AC: 14
ATTACKS: None (see below)
SPECIAL: Firey Flight, Immunity To Fire (half damage, quarter damage save), Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 23+2
The Bonacon is a species of wild cattle, brown to black in color and apparently non-aggressive. It is as tasty as an ordinary cow, and it's hide grants it resistance to fire. It inhabits sub-tropical to sub-arctic plains and grasslands.
The Bonacon would seem to be the ideal target for hunters. It's horns curl back on themselves, depriving it of an effective gore attack. The creature does not bite, and is unable to strike with its front hooves. When faced with danger, a Bonacon will turn around and flee. That's when the Bonacon's would-be hunters start to wish they had attacked something less dangerous. Such as a rabid griffin...
Firey Flight: A scared Bonacon will fart out burning excrement in a 30' x30' area behind itself. All within that area will take 3d6 worth of fire damage on the first round, and 1d6 per round for 1d4 rounds afterwards. A successful Dexterity save will reduce all damage by half. Needless to say, all predatory animals (other than things like red dragons) give Bonacons a very wide berth.
Bonocon Hide: Leather armor made from Bonacon hide grants the wearer a +1 bonus on saves versus fire, and a complete skin is worth up to 200gp.
BOREYNE
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 4 (d10)
MOVE: 30'
AC: 16
ATTACKS: 2 Claws (1d4), 1 Bite (1d6) or 1 Gore (1d8)
SPECIAL: Rake, Poison Tongue, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 4
XP: 110+4
This strange creature has a dog-like body; the forelegs, the tail and mane of a lion; a boar-like snout; a pair of large horns; rear legs like a dragon; and a short, ridge-like dorsal fin. The beast is black in overall coloring, although the man is commonly a light brown. The Boreyne is a vicious predator, dwelling in ruins and caves in dry regions.
Combat: Boreynes are veritable whirlwinds of destruction. They can strike with their claws, and either bite with their wicked teeth, or gore with their sharp horns.
Rake: If a Boreyne successfully bites, it can make two rake attacks with its hind legs. These have a +3 to hit, and do 1d4+2 damage each.
Poison Tongue: A Boreyne's tongue is barbed, and carries a paralyzing venom. Any creature that the Borene bites will be subject to attack from the creature's tongue. The Boreyne must make a to-hit roll with a bonus of +4, ignoring any of the target's AC bonuses due to Dexterity. A hit does no real damage, but the victim must save versus their Constitution or be paralyzed for an hour.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
CALYGREYHOUND
NO. ENCOUNTERED: 2-8
SIZE: Small
HD: 2 (d8)
MOVE: 70'
AC: 18
ATTACKS: 1 Bite (1d4), 2 Claws (1d3)
SPECIAL: Charge, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 20+2
Among the fastest known predators, the Calygreyhound has a body like a long-haired greyhound, a head like a wildcat, dragon-like claws on its forefeet, and hooves on its rear legs. It's head is especially notable for it's unique horns; short and branched like antlers, but with bulbous ends instead of points. Their horns are useless in combat, but the Calygreyhound is deadly enough without them. Only the Saw Antelope is fast enough to outrun a Calygreyhound.
Combat: Calygreyhounds charge into battle and attack with their claws and teeth. They do not like protracted melee combats, and will seek to run away after the first round, only to charge back at their prey again. A pack of Calygreyhounds will typically attack a target one at a time, so that each attacker can run away and allow another beast to charge at the victim.
Charge: Calygreyhounds run into battle with great speed, allowing them a +2 on their to-hit and damage rolls for the initial round of a melee. A Calygreyhound needs at least 10' of available space in order to charge.
Initiative Gain: Due to their great speed, Calygreyhounds always gain initiative in combat.
CARETYNE
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 6 (d10)
MOVE: 30'
AC: 14
ATTACKS: Gore (2d6)
SPECIAL: Flaming Breath, Fire Immunity (full), Twilight Vision
SAVES: P
INT: Inferior
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 6
XP: 270+6
The Caretyne resembles a black or white bull, but with a boar-like snout and tusks. It's hide is covered with glittering golden spots. Small flames constantly flare from the creature's nostrils, and whenever the monster opens its mouth its breath ignites in the air. About 30% of Caretynes are afflicted with a mutation that causes them to have only one external ear.
There appears to be some association between this creature and the Gorgon, although the exact nature of the relationship is unknown.
Combat: Caretynes attack with their horns, and are implacable fighters. If that was not enough, the object of a Caretyne's attack will be subject to the creatures firey breath.
Flaming Breath: Anyone attacked by the Caretyne's gore attack must also save versus Dexterity. Failure indicates that the subject has been burned by the Caretyne's breath for an additional 1d8 points of damage.
Caretyne Hide: A Carytyne's hide is beautiful, and an undamaged one will command up to 500gp if sold on the open market. Oddly, the hide itself appears not to have any flame-retarding properties; only the living creature is immune to fire damage.
CARESTES
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 2 (d8)
MOVE: 30'
AC: 14
ATTACKS: 1 Bite (1d4)
SPECIAL: Hide, Poison, Flexibility, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 30+2
The Carestes is a 6' long serpent, red to yellow in color. Atop its head are a pair of goat-like horns. It prefers to dwell in sandy desert areas, where it buries itself in the sand awaiting prey. It will leave its horns exposed so that the effect is like a partially buried animal skull.
Combat: A Carestes attacks with its poisonous bite. Its horns are not strong enough to to be an effective attack.
Hide: If a buried and undetected Carestes senses prey, it will burst forth to attack, automatically gaining surprise.
Poison: The fast-acting venom of a Carestes causes its victims to save versus Constitution or be slain instantly.
Flexibility: A Carestes is even more flexible than ordinary snakes, and seems to move as if it had no skeleton at all. It can freely strike any opponent within 5' of itself, no matter where which way the monster is facing or where the opponent is located. It can wrap around obstacles, and thus ignore any AC bonuses due to shields or cover.
CALANDRIUS
NO. ENCOUNTERED: 1-10
SIZE: Small
HD: 1 (d4)
MOVE: 10', 80' (fly)
AC: 15
ATTACKS: No effective attacks
SPECIAL: Spell-Like Abilities, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Neutral Good
TYPE: Magical Beast
TREASURE: 2
XP: 5+1
The marvelous Calandrius bird is sought after for it's powers of healing. The creature resembles a large, pure white raven, and is as intelligent as an average person. Calandrius' have no effective combat abilities, and do not attack. Many Paladins and good-aligned Clerics consider it their duty to protect these creatures. Conversely, fiendish and evil creatures single out the Calandrius for destruction. The bird understands the common tongue, although it cannot speak.
Spell-Like Abilities: The Calandrius is able to perform any one of the following powers for others: Cure Critical Wounds, Remove Disease, and Remove Blindness or Deafness. It will use these powers only for good purposes, never to benefit the cause of evil. In order to use its powers, the Calandrius must gaze into the eyes (or eye sockets) or the creature to be healed. Upon using one of its healing powers, the bird will suffer 1-2 hp of damage, which it must heal normally. A Calandrius will turn away from those who are unworthy of it's healing.
CALOPUS
NO. ENCOUNTERED: 2-8
SIZE: Small
HD: 2 (d8)
MOVE: 50'
AC: 14
ATTACKS: Bite (1d8) or Gore (2d4)
SPECIAL: Trip, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 15+2
The fearsome Calopus dwells in warm plains and scrublands. It is about the size of a wolf, with a wolf-like body and coloration, but a feline face. Two long, serrated horns sit atop its head, and long, porcupine-like spines poke through the fur of its back. It's horns are similar to those of the Saw Antelope. Unlike that beast, however, the Calopus is a vicious predator that hunts in packs.
Combat: The Calopus attacks with either its bite, or its sharp horns.
Trip: If a Calopus' bite attack is successful, it will attempt to bring an opponents to the ground. If the victim fails a Dexterity check, they will automatically lose initiative the next round.
Spines: A Calopus' spines defend it against unarmed attacks. Any unarmed attack on a Calopus (including attempts to grapple, or unarmored attacks from a monk) will cause the attacker 1d4 points of damage, unless they save versus Dexterity.
NO. ENCOUNTERED: 2-8
SIZE: Small
HD: 2 (d8)
MOVE: 70'
AC: 18
ATTACKS: 1 Bite (1d4), 2 Claws (1d3)
SPECIAL: Charge, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 20+2
Among the fastest known predators, the Calygreyhound has a body like a long-haired greyhound, a head like a wildcat, dragon-like claws on its forefeet, and hooves on its rear legs. It's head is especially notable for it's unique horns; short and branched like antlers, but with bulbous ends instead of points. Their horns are useless in combat, but the Calygreyhound is deadly enough without them. Only the Saw Antelope is fast enough to outrun a Calygreyhound.
Combat: Calygreyhounds charge into battle and attack with their claws and teeth. They do not like protracted melee combats, and will seek to run away after the first round, only to charge back at their prey again. A pack of Calygreyhounds will typically attack a target one at a time, so that each attacker can run away and allow another beast to charge at the victim.
Charge: Calygreyhounds run into battle with great speed, allowing them a +2 on their to-hit and damage rolls for the initial round of a melee. A Calygreyhound needs at least 10' of available space in order to charge.
Initiative Gain: Due to their great speed, Calygreyhounds always gain initiative in combat.
CARETYNE
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 6 (d10)
MOVE: 30'
AC: 14
ATTACKS: Gore (2d6)
SPECIAL: Flaming Breath, Fire Immunity (full), Twilight Vision
SAVES: P
INT: Inferior
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 6
XP: 270+6
The Caretyne resembles a black or white bull, but with a boar-like snout and tusks. It's hide is covered with glittering golden spots. Small flames constantly flare from the creature's nostrils, and whenever the monster opens its mouth its breath ignites in the air. About 30% of Caretynes are afflicted with a mutation that causes them to have only one external ear.
There appears to be some association between this creature and the Gorgon, although the exact nature of the relationship is unknown.
Combat: Caretynes attack with their horns, and are implacable fighters. If that was not enough, the object of a Caretyne's attack will be subject to the creatures firey breath.
Flaming Breath: Anyone attacked by the Caretyne's gore attack must also save versus Dexterity. Failure indicates that the subject has been burned by the Caretyne's breath for an additional 1d8 points of damage.
Caretyne Hide: A Carytyne's hide is beautiful, and an undamaged one will command up to 500gp if sold on the open market. Oddly, the hide itself appears not to have any flame-retarding properties; only the living creature is immune to fire damage.
CARESTES
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 2 (d8)
MOVE: 30'
AC: 14
ATTACKS: 1 Bite (1d4)
SPECIAL: Hide, Poison, Flexibility, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 30+2
The Carestes is a 6' long serpent, red to yellow in color. Atop its head are a pair of goat-like horns. It prefers to dwell in sandy desert areas, where it buries itself in the sand awaiting prey. It will leave its horns exposed so that the effect is like a partially buried animal skull.
Combat: A Carestes attacks with its poisonous bite. Its horns are not strong enough to to be an effective attack.
Hide: If a buried and undetected Carestes senses prey, it will burst forth to attack, automatically gaining surprise.
Poison: The fast-acting venom of a Carestes causes its victims to save versus Constitution or be slain instantly.
Flexibility: A Carestes is even more flexible than ordinary snakes, and seems to move as if it had no skeleton at all. It can freely strike any opponent within 5' of itself, no matter where which way the monster is facing or where the opponent is located. It can wrap around obstacles, and thus ignore any AC bonuses due to shields or cover.
CALANDRIUS
NO. ENCOUNTERED: 1-10
SIZE: Small
HD: 1 (d4)
MOVE: 10', 80' (fly)
AC: 15
ATTACKS: No effective attacks
SPECIAL: Spell-Like Abilities, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Neutral Good
TYPE: Magical Beast
TREASURE: 2
XP: 5+1
The marvelous Calandrius bird is sought after for it's powers of healing. The creature resembles a large, pure white raven, and is as intelligent as an average person. Calandrius' have no effective combat abilities, and do not attack. Many Paladins and good-aligned Clerics consider it their duty to protect these creatures. Conversely, fiendish and evil creatures single out the Calandrius for destruction. The bird understands the common tongue, although it cannot speak.
Spell-Like Abilities: The Calandrius is able to perform any one of the following powers for others: Cure Critical Wounds, Remove Disease, and Remove Blindness or Deafness. It will use these powers only for good purposes, never to benefit the cause of evil. In order to use its powers, the Calandrius must gaze into the eyes (or eye sockets) or the creature to be healed. Upon using one of its healing powers, the bird will suffer 1-2 hp of damage, which it must heal normally. A Calandrius will turn away from those who are unworthy of it's healing.
CALOPUS
NO. ENCOUNTERED: 2-8
SIZE: Small
HD: 2 (d8)
MOVE: 50'
AC: 14
ATTACKS: Bite (1d8) or Gore (2d4)
SPECIAL: Trip, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 15+2
The fearsome Calopus dwells in warm plains and scrublands. It is about the size of a wolf, with a wolf-like body and coloration, but a feline face. Two long, serrated horns sit atop its head, and long, porcupine-like spines poke through the fur of its back. It's horns are similar to those of the Saw Antelope. Unlike that beast, however, the Calopus is a vicious predator that hunts in packs.
Combat: The Calopus attacks with either its bite, or its sharp horns.
Trip: If a Calopus' bite attack is successful, it will attempt to bring an opponents to the ground. If the victim fails a Dexterity check, they will automatically lose initiative the next round.
Spines: A Calopus' spines defend it against unarmed attacks. Any unarmed attack on a Calopus (including attempts to grapple, or unarmored attacks from a monk) will cause the attacker 1d4 points of damage, unless they save versus Dexterity.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
I am definitely going to use as many of these as possible in my upcoming games!
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home
Class-less D&D: https://github.com/ssfsx17/skill20
Class-less D&D: https://github.com/ssfsx17/skill20
serleran wrote:
I dunno. Manuscript's turned in. Not in my hands, so I can't say.
I look forward to seeing more monsterinos.
But, what I'd personally like to see is a "real rendition" of fey. Sick of them being all goody-goods when most are evil, vicious little hats. Damn chaotic evil Smurfs.
There are a few evil Fey- the jermalaine, mites and quicklings....I think. Probably more.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
Here's some more creatures from Medieval legend, from "G" to "M". You may recognize the Melusine from the logo of a well-known coffeehouse chain... Yes, its a real medieval fey.
GULON
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 3 (d10)
MOVE: 30'
AC: 14
ATTACKS: 1 Bite (1d6), 2 Claws (1d4)
SPECIAL: Devour, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 3
XP: 40+3
Practically the embodiment of gluttony, the Gulon is a voracious predator approximately the size of a large dog. It is dog-like in shape with a fox-like tail, but its body is very stocky, and its face is feline. Its claws are exceptionally long and sharp, and its fur is long and brown. It is known to gorge itself on meat until it can barely move, afterwards squeezing itself between rocks or trees to induce vomiting. After purging, it will resume its gluttonous feeding.
The Gulon is sought for its soft, luxurious fur. A complete, undamaged Gulon pelt is worth 1000 gp. Additionally, the blood of a Gulon is useful when preparing certain potions, and is worth 10 gp a pint. It is also said that certain unscrupulous villains will employ captive Gulons to dispose of the bodies of their enemies.
Combat: Gulons appear to enjoy killing, and will always attack. They are so vicious they will actually try to eat victims while they are still alive.
Devour: If all three of a Gulon's attacks succeed against single target, the Gulon will attach itself, and start to devour the victim. Each subsequent round the Gulon will automatically inflict 2d6 damage on the target, as the Gulon consumes flesh down to the bones.
HERCINIA
NO. ENCOUNTERED: 2-16
SIZE: Small
HD: 1 (d2)
MOVE: 5', 60' (Fly)
AC: 14
ATTACKS: n/a
SPECIAL: Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: Nil
XP: 5+1
The Hercinia is a pale yellow, forest-dwelling bird, about the same size and shape as a raven. The most unusual thing about it is that its feathers glow in conditions of darkness. The glow is equal to a torch, and will even continue for 2-8 days after the bird's death. Therefore, the Hercinia is sometimes killed or captured by adventurers, and mounted on a pole or carried in a cage as a light source.
Many Wood Elf communities tame Hercinias, and encourage them to nest in the trees encircling their settlements. These Elves will be particularly angry if their Hercinias are molested in any way.
Combat: Hercinias have no effective attacks, and will attempt to flee any combat.
HRYCUS
NO. ENCOUNTERED: 1-10
SIZE: Small
HD: 1 (d8)
MOVE: 30'
AC: 13
ATTACKS: 2 Hooves (1d3), Head-butt (1d6)
SPECIAL: Burning Blood, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 1
XP: 9+1
The Hrycus appears identical to an ordinary Goat, although its fur has a slightly reddish tinge. Anyone coming close can feel discernible heat coming from the animal. They are preyed upon only by creatures that are immune to damage from fire, such as Tavis Worms and Red Dragons.
Combat: If threatened, the Hrycus will defend itself with its hooves and horns. The worst part about fighting a Hrycus is its burning blood.
Burning Blood: The blood of a Hrycus is both corrosive and firey hot. Anyone striking a Hrycus with an edged weapons must save versus Dexterity or be sprayed with its blood, taking 1-8 points of damage. Edged weapons that are used on a Hryscus will start to melt, becoming useless in 4 rounds. Note that only the creatures blood is dangerous; the rest of its body is hot, but not hazardously so. Hrycus blood will even melt such things as diamonds.
KEYTHONG
NO. ENCOUNTERED: 1
SIZE: Large
HD: 7 (d10)
MOVE: 30'
AC: 22
ATTACKS: 2 Claws (1d4), Bite (2d8)
SPECIAL: Rake, Spikes, Darkvision 60', Twilight Vision
SAVES: P
INT: High
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 5
XP: 360+7
A Keythong is a rare mutant form of Griffin. They are similar in appearance to ordinary Griffins, but they lack wings. The Keythong's body is covered with golden spikes that protrude from its fur and feathers. The mutation that produces Keythongs appears to affect only males. Ordinary Griffins and Keythongs recognize their kinship with each other, and will freely interbreed. The offspring of such unions are equally likely to be Keythongs or normal Griffins.
Keythongs inhabit flatter areas where Grifffins also hunt, and will often cooperate with ordinary Griffins when hunting. They share the same taste for horseflesh as their normal kin. The Keythong's spikes make it a formidable opponent, as they deflect many blows that would otherwise damage the creature.
Combat: Keythongs who are hunting alone will often charge at opponents, relying on the sheer terror the sight of their spiky bodies create in opponents. When hunting in cooperation with Griffins, the Keythong will herd opponents into position for the Griffins' aerial assaults. Keythongs attack with their for claws and bite, like ordinary Griffins, but can also rake with their rear claws.
Rake: If a Keythong successfully bites, it can make two rake attacks with its hind legs. These have a +3 to hit, and do 1d4+2 damage each.
Spikes: A Keythong's spikes make it very dangerous to attack with natural weapons. Any creature trying to hit a Keythong in melee without a weapon at least 2' long must save versus Dexterity each time, or suffer 1d4 points of damage.
LINDWORM
NO. ENCOUNTERED: 1-4
SIZE: Large
HD: 10 (d10)
MOVE: 30'
AC: 18
ATTACKS: 1 Bite (2d8)
SPECIAL: Breath Weapon, Pounce, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Dragon
TREASURE: 10 (hoard)
XP: 1350+10
A Lindworm is a two-legged and wingless dragon like-creature. They somewhat resemble Wyverns, and are about 20' in length. Lindworms range in color from green to brown to red, with black occasionally seen. Like true Dragons (and unlike Wyverns), they can speak, although they do not use magic. They will often extort tribute from isolated villages, exchanging treasure and the occasional sacrifice for agreeing not to rampage. Lindworms avoid areas claimed by true Dragons
Combat: Lindworms are very aggressive, attacking first with their breath weapon and only thereafter using their vicious bite. If a battle turns against them they will try to bargain their way out of it.
Breath Weapon: 3 times a day a Lindworm can breath fire in a cone 30 feet long and 30 feet wide. The breath weapon does damage equal to the Lindworm's current hit points, and sets fire to all combustible materials. A save versus Dexterity will halve damage.
Pounce: Although it cannot fly, the Lindworms' strong legs make it an excellent jumper. It can forego its normal attacks to jump up and crush opponents in front of itself. It can try to crush up to 3 opponents at a time in this way. Each victim must save versus Dexterity or suffer 3d6 points of damage as the Lindwrom lands on top of them. A successful save indicate the character was able to move out of the way in time, and suffers no damage.
MELUSINE
NO. ENCOUNTERED: 1
SIZE: Medium (natural or human form), Large (Dragon form)
HD: 7 (d6)
MOVE: 30', 30' (Swim), 60' (Fly in Dragon Form)
AC: 15
ATTACKS (Human Form): 1 Weapon
ATTACKS (Dragon Form): 1 Bite (1d12), 2 Claws (1d8)
SPECIAL: Spells, Alternate Forms, Twilight Vision
SAVES: M
INT: Exceptional
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 9
XP: 405+7
In their natural form, Melusines appear to be nude young women of exceptional beauty. Instead of legs, however, they possess two serpentine tails, augmented with fish-like fins. They dwell in rivers and lakes in areas of pristine natural beauty. These creatures have a great affection for human men, and crave their companionship. They are easily insulted, however, and will desert their lovers if they feel they are not being properly respected.
Their are no males among the Melusines, so they reproduce by mating with human men. The boys born of such unions grow up to be great Wizards. The female offspring, on the other hand, are Melusines. Melusines love their offspring intensely, and even if they desert the father they will never cease protecting and caring for their children.
Combat: In their natural or human forms, Melusine have no natural attacks. They will use some kind of weapon if they must fight in humanoid form. They prefer to assume their draconic form to conduct melee combat, however. Typically, however, they will try to resolve conflicts with magic first.
Magical Abilities: A Melusine has the spell casting ability of a 10th level Wizard. All Melusines can breathe water or air with equal facility. A Melusine who is has taken a human husband gains the ability create a small castle for them to live in. The castle is permanent, but Melusine may only create a single castle per husband.
Alternate Form: At will, a Melusine may assume a fully human form, or a the form of a small, beautifully colored dragon. One day a week, however, they lose the ability to change forms, and must assume their natural shape. Typically, a Melusine who has taken a human husband will demand privacy on the day she must assume her natural form.
Dragon Form: In dragon form, a Melusine is approximately 15' feet long. She gains the use of two claw and a bite attack.
MERMECOLION
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 5 (d10)
MOVE: 30'
AC: 17
ATTACKS: 1 Bite (1d10), 2 Claws (1d4)
SPECIAL: Stinger, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 2
XP: 160+5
This bizarre monster has the front body, including the head and legs of a lion. It's rear half, however, is that of a gigantic ant, with four legs and an abdomen that terminates in a vicious stinger. It is not known what outlandish magical or alchemical experiment produced such abominations, but it appears that the foolish mage responsible was destroyed by his creations, which escaped into the wilderness. Mermecolions now haunt desert oasis, seeking to quell their ravenous appetites.
Mermecolions are always hungry. They must eat both the normal amount of meat required for a lion of their size, and the amount of plant matter required for a giant ant. The beast will always attack anything that looks edible.
Male Mermecolions are also notable for the fact that not only do they have mammalian style genitals, they appear to be attached backwards!
Combat: A Mermecolion normally attacks with its bite and claws, like an ordinary lion. They are fearless creatures, attacking openly and relentlessly.
Stinger: If a Mermecolion strikes a single target in front of it with both claws, it can attack with its rear stinger. This attack will be at a +3, and if successful will inflict 1d4 point of damage, plus 1d8 points of acid damage. The creature can freely use its stinger against opponents located behind itself, without the need for successful claw attacks.
GULON
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 3 (d10)
MOVE: 30'
AC: 14
ATTACKS: 1 Bite (1d6), 2 Claws (1d4)
SPECIAL: Devour, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 3
XP: 40+3
Practically the embodiment of gluttony, the Gulon is a voracious predator approximately the size of a large dog. It is dog-like in shape with a fox-like tail, but its body is very stocky, and its face is feline. Its claws are exceptionally long and sharp, and its fur is long and brown. It is known to gorge itself on meat until it can barely move, afterwards squeezing itself between rocks or trees to induce vomiting. After purging, it will resume its gluttonous feeding.
The Gulon is sought for its soft, luxurious fur. A complete, undamaged Gulon pelt is worth 1000 gp. Additionally, the blood of a Gulon is useful when preparing certain potions, and is worth 10 gp a pint. It is also said that certain unscrupulous villains will employ captive Gulons to dispose of the bodies of their enemies.
Combat: Gulons appear to enjoy killing, and will always attack. They are so vicious they will actually try to eat victims while they are still alive.
Devour: If all three of a Gulon's attacks succeed against single target, the Gulon will attach itself, and start to devour the victim. Each subsequent round the Gulon will automatically inflict 2d6 damage on the target, as the Gulon consumes flesh down to the bones.
HERCINIA
NO. ENCOUNTERED: 2-16
SIZE: Small
HD: 1 (d2)
MOVE: 5', 60' (Fly)
AC: 14
ATTACKS: n/a
SPECIAL: Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: Nil
XP: 5+1
The Hercinia is a pale yellow, forest-dwelling bird, about the same size and shape as a raven. The most unusual thing about it is that its feathers glow in conditions of darkness. The glow is equal to a torch, and will even continue for 2-8 days after the bird's death. Therefore, the Hercinia is sometimes killed or captured by adventurers, and mounted on a pole or carried in a cage as a light source.
Many Wood Elf communities tame Hercinias, and encourage them to nest in the trees encircling their settlements. These Elves will be particularly angry if their Hercinias are molested in any way.
Combat: Hercinias have no effective attacks, and will attempt to flee any combat.
HRYCUS
NO. ENCOUNTERED: 1-10
SIZE: Small
HD: 1 (d8)
MOVE: 30'
AC: 13
ATTACKS: 2 Hooves (1d3), Head-butt (1d6)
SPECIAL: Burning Blood, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 1
XP: 9+1
The Hrycus appears identical to an ordinary Goat, although its fur has a slightly reddish tinge. Anyone coming close can feel discernible heat coming from the animal. They are preyed upon only by creatures that are immune to damage from fire, such as Tavis Worms and Red Dragons.
Combat: If threatened, the Hrycus will defend itself with its hooves and horns. The worst part about fighting a Hrycus is its burning blood.
Burning Blood: The blood of a Hrycus is both corrosive and firey hot. Anyone striking a Hrycus with an edged weapons must save versus Dexterity or be sprayed with its blood, taking 1-8 points of damage. Edged weapons that are used on a Hryscus will start to melt, becoming useless in 4 rounds. Note that only the creatures blood is dangerous; the rest of its body is hot, but not hazardously so. Hrycus blood will even melt such things as diamonds.
KEYTHONG
NO. ENCOUNTERED: 1
SIZE: Large
HD: 7 (d10)
MOVE: 30'
AC: 22
ATTACKS: 2 Claws (1d4), Bite (2d8)
SPECIAL: Rake, Spikes, Darkvision 60', Twilight Vision
SAVES: P
INT: High
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 5
XP: 360+7
A Keythong is a rare mutant form of Griffin. They are similar in appearance to ordinary Griffins, but they lack wings. The Keythong's body is covered with golden spikes that protrude from its fur and feathers. The mutation that produces Keythongs appears to affect only males. Ordinary Griffins and Keythongs recognize their kinship with each other, and will freely interbreed. The offspring of such unions are equally likely to be Keythongs or normal Griffins.
Keythongs inhabit flatter areas where Grifffins also hunt, and will often cooperate with ordinary Griffins when hunting. They share the same taste for horseflesh as their normal kin. The Keythong's spikes make it a formidable opponent, as they deflect many blows that would otherwise damage the creature.
Combat: Keythongs who are hunting alone will often charge at opponents, relying on the sheer terror the sight of their spiky bodies create in opponents. When hunting in cooperation with Griffins, the Keythong will herd opponents into position for the Griffins' aerial assaults. Keythongs attack with their for claws and bite, like ordinary Griffins, but can also rake with their rear claws.
Rake: If a Keythong successfully bites, it can make two rake attacks with its hind legs. These have a +3 to hit, and do 1d4+2 damage each.
Spikes: A Keythong's spikes make it very dangerous to attack with natural weapons. Any creature trying to hit a Keythong in melee without a weapon at least 2' long must save versus Dexterity each time, or suffer 1d4 points of damage.
LINDWORM
NO. ENCOUNTERED: 1-4
SIZE: Large
HD: 10 (d10)
MOVE: 30'
AC: 18
ATTACKS: 1 Bite (2d8)
SPECIAL: Breath Weapon, Pounce, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Dragon
TREASURE: 10 (hoard)
XP: 1350+10
A Lindworm is a two-legged and wingless dragon like-creature. They somewhat resemble Wyverns, and are about 20' in length. Lindworms range in color from green to brown to red, with black occasionally seen. Like true Dragons (and unlike Wyverns), they can speak, although they do not use magic. They will often extort tribute from isolated villages, exchanging treasure and the occasional sacrifice for agreeing not to rampage. Lindworms avoid areas claimed by true Dragons
Combat: Lindworms are very aggressive, attacking first with their breath weapon and only thereafter using their vicious bite. If a battle turns against them they will try to bargain their way out of it.
Breath Weapon: 3 times a day a Lindworm can breath fire in a cone 30 feet long and 30 feet wide. The breath weapon does damage equal to the Lindworm's current hit points, and sets fire to all combustible materials. A save versus Dexterity will halve damage.
Pounce: Although it cannot fly, the Lindworms' strong legs make it an excellent jumper. It can forego its normal attacks to jump up and crush opponents in front of itself. It can try to crush up to 3 opponents at a time in this way. Each victim must save versus Dexterity or suffer 3d6 points of damage as the Lindwrom lands on top of them. A successful save indicate the character was able to move out of the way in time, and suffers no damage.
MELUSINE
NO. ENCOUNTERED: 1
SIZE: Medium (natural or human form), Large (Dragon form)
HD: 7 (d6)
MOVE: 30', 30' (Swim), 60' (Fly in Dragon Form)
AC: 15
ATTACKS (Human Form): 1 Weapon
ATTACKS (Dragon Form): 1 Bite (1d12), 2 Claws (1d8)
SPECIAL: Spells, Alternate Forms, Twilight Vision
SAVES: M
INT: Exceptional
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 9
XP: 405+7
In their natural form, Melusines appear to be nude young women of exceptional beauty. Instead of legs, however, they possess two serpentine tails, augmented with fish-like fins. They dwell in rivers and lakes in areas of pristine natural beauty. These creatures have a great affection for human men, and crave their companionship. They are easily insulted, however, and will desert their lovers if they feel they are not being properly respected.
Their are no males among the Melusines, so they reproduce by mating with human men. The boys born of such unions grow up to be great Wizards. The female offspring, on the other hand, are Melusines. Melusines love their offspring intensely, and even if they desert the father they will never cease protecting and caring for their children.
Combat: In their natural or human forms, Melusine have no natural attacks. They will use some kind of weapon if they must fight in humanoid form. They prefer to assume their draconic form to conduct melee combat, however. Typically, however, they will try to resolve conflicts with magic first.
Magical Abilities: A Melusine has the spell casting ability of a 10th level Wizard. All Melusines can breathe water or air with equal facility. A Melusine who is has taken a human husband gains the ability create a small castle for them to live in. The castle is permanent, but Melusine may only create a single castle per husband.
Alternate Form: At will, a Melusine may assume a fully human form, or a the form of a small, beautifully colored dragon. One day a week, however, they lose the ability to change forms, and must assume their natural shape. Typically, a Melusine who has taken a human husband will demand privacy on the day she must assume her natural form.
Dragon Form: In dragon form, a Melusine is approximately 15' feet long. She gains the use of two claw and a bite attack.
MERMECOLION
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 5 (d10)
MOVE: 30'
AC: 17
ATTACKS: 1 Bite (1d10), 2 Claws (1d4)
SPECIAL: Stinger, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 2
XP: 160+5
This bizarre monster has the front body, including the head and legs of a lion. It's rear half, however, is that of a gigantic ant, with four legs and an abdomen that terminates in a vicious stinger. It is not known what outlandish magical or alchemical experiment produced such abominations, but it appears that the foolish mage responsible was destroyed by his creations, which escaped into the wilderness. Mermecolions now haunt desert oasis, seeking to quell their ravenous appetites.
Mermecolions are always hungry. They must eat both the normal amount of meat required for a lion of their size, and the amount of plant matter required for a giant ant. The beast will always attack anything that looks edible.
Male Mermecolions are also notable for the fact that not only do they have mammalian style genitals, they appear to be attached backwards!
Combat: A Mermecolion normally attacks with its bite and claws, like an ordinary lion. They are fearless creatures, attacking openly and relentlessly.
Stinger: If a Mermecolion strikes a single target in front of it with both claws, it can attack with its rear stinger. This attack will be at a +3, and if successful will inflict 1d4 point of damage, plus 1d8 points of acid damage. The creature can freely use its stinger against opponents located behind itself, without the need for successful claw attacks.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
-
jamesmishler
- Ulthal
- Posts: 724
- Joined: Tue May 30, 2006 7:00 am
The Calandrius is described as a "large white raven" and in the stats it is listed as Large, yet it only has 1d4 hit points... is that right? I understand the spell-like powers can thus drain it quickly, and if attacked by evil creatures any one hit will probably kill it, but the Large size doesn't seem to quite jibe with the stats otherwise...
_________________
James Mishler
Main Man, Adventure Games Publishing
jamesagp1@gmail.com
http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com
_________________
James Mishler
Main Man, Adventure Games Publishing
jamesagp1@gmail.com
http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com
jamesmishler wrote:
The Calandrius is described as a "large white raven" and in the stats it is listed as Large, yet it only has 1d4 hit points... is that right? I understand the spell-like powers can thus drain it quickly, and if attacked by evil creatures any one hit will probably kill it, but the Large size doesn't seem to quite jibe with the stats otherwise...
Oops! It's supposed to be Small, as is the Hercinia. I've edited them, for the benefit of anybody who's saving these monsters to a file.
Thanks for letting me know.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
serleran wrote:
But, what I'd personally like to see is a "real rendition" of fey. Sick of them being all goody-goods when most are evil, vicious little hats. Damn chaotic evil Smurfs.
Funny you should say that; Once, long ago, I used Quicklings in an old 1st Ed game as the primary bad guys in a series of adventures (couldn't really call it a campaign). Gave a few of 'em NPC levels, and they were a terrifying bunch, all right.
Talking about the od origin of animal legends, the origins of the gryphon are truly remarkable. They're first mentioned by Herodotus who, although he collected a fair few tall tales, never made stuff up himself. He was a fairly solid reporter. Gryphons were said to dwell deep in Asia, where what we call Mongolia is today, and lived in the deserts, in nests of pebbles lined with gems. Interestingly, his gryphons had no wings; they appeared later, I believe.
Which, apart from the gems thing for the most part, is pretty much exactly where and how you find the fossil skeletons of protoceratops. Mongolia's lousy with 'em, and a protoceratops skeleton looks almost exactly how Herodotus describes gryphons.
Thanks for the work, folks, I love this thread.
_________________
History teaches us that men behave wisely once they've exhausted all other alternatives.