Here are some more authentic medieval monsters, from the Moncerus to the Opinicus. This thread continues from the first Authentic Medieval Monsters thread, which covers creatures from Alphyn to Mermecolion.
Be sure to see the original thread here:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
MONOCERUS
NO. ENCOUNTERED: 1-6
SIZE: Large
HD: 3 (d10)
MOVE: 60'
AC: 16
ATTACKS: 2 Hooves(1d4), 1 Horn(2d6)
SPECIAL: Skewer, Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: 2
XP: 45+3
At first glance, a Monocerus could be mistaken for its cousin, the Unicorn, having an equine body, cloven hooves, a stag-like tail, and a 3 foot long, spiraling horn in the middle of its forehead. The Monocerus, however, lacks the Unicorn's intelligence, magical abilities, and disposition towards good. It does possess a terrible howl, and a fierce nature that causes it to resist all attempt to capture it. Monoceri are also found in a wider variety of colors than Unicorns, and unlike Unicorns, will dwell anywhere horses will live. Monoceri and Unicorns are indifferent towards each other.
Monoceri horns have no magical properties, but are still valued as trophies. They can also be made into fine weapons if mounted into a handle. Treat a mounted Monocerus horn as a piercing weapon that does 1d6 points of damage, and has an encumbrance value of 2.
Combat: Monoceri are fierce combatants. They will pound opponents with their hooves, and attempt to pierce them with their wickedly sharp horn. If the Monocerus has room to charge an opponent, it will attempt to skewer its unfortunate target.
Skewer: If a Monocerus charges at an opponent, it will attack only with its horn in an attempt to skewer. Such an attack is at +2 to hit, and if successful it deals 4d6 points of damage.
MUSIMON
NO. ENCOUNTERED: 2-40
SIZE: Small
HD: 1 (d8)
MOVE: 30'
AC: 13
ATTACKS: 2 Hooves (1d3), Head-butt (1d8)
SPECIAL: Twilight Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP 7+1
A Musimon is a beast that resembles a goat, but has a sheep-like head. The males possess two pairs of horns, a set short and goat-like, the other longer and curved like a ram's. Musimons are found in mountainous region in temperate climates, and are renowned for their courage and tenacity.
Combat: Musimons are herd animals, and the males will attack threatening creatures en masse. Their two sets of horns and aggressive dispositions make them more dangerous opponents than ordinary goats or sheep. They will always seek higher ground than their opponents.
ONOCENTAUR
NO. ENCOUNTERED: 1-4, 4-16
SIZE: Large
HD: 4 (d10)
MOVE: 50', 30' (Swim)
AC: 14
ATTACKS: 2 Hooves (1d4), 1 Weapon
SPECIAL: Insanity, Hold Breath, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Chaotic Neutral
TYPE: Monstrous Humanoid
TREASURE: 4
XP: 60+4
Onocentaurs appear similar to ordinary centaurs at first glance, but closer inspection will reveal that their lower halves are those of wild asses, not horses. Their human-like upper bodies also lack the apparent nobility and grace of regular centaurs, instead having a desperate, unkempt appearance.
Onocentaurs naturally inhabit plains, deserts, and grasslands, often near the coast. They will freely associate with fey, much like centaurs, but often find their friends among the malevolent sort. Onocentaurs will also team up with humanoids like Goblins and Ogres in order to raid human settlements. Onocentaurs can swim, and will therefore also cooperate with the malevolent races of the sea. Onocentaurs serve the powers of Chaos, and often try to introduce their bizarre deities to the other creatures they associate with.
By human standards, all Onocentaurs are insane. Their personalties constantly alternate between calm rationality and murderousness. They are lustful creatures, and will seek to mate with anything that strikes their fancy, whatever the species. On the other hand, they have also been known to give gifts to those they encounter, and ask for nothing in return except for a game of chess. There appears to be no rhyme or reason to the creature's behavior.
Combat: Onocentaurs prefer to carry clubs, morning stars, or longbows, and will use those weapons to deadly effect. If caught without a weapon, they can still strike with their hooves. they will attempt to create confusion and disorder in enemy ranks, before coming in for the kill. They can charge into combat in a manner similar to mounted knights.
Insanity: Every time an Onocentaur is encountered, the Castle Keeper must determine if the creature is in a friendly or unfriendly mood. There is a 50% chance for either reaction. Even if the PCs have already encountered the same Onocentaur only minutes before, the creature's reaction must be re-determined.
Hold Breath: Onocentaurs can hold their breath for up to a half hour at a time. This allows them to swim for extended periods of time, and also readers them immune to spells like Stinking Cloud.
OPINICUS
NO. ENCOUNTERED: 1-12
SIZE: Large
HD: 7 (d10)
MOVE: 40', 80' (Fly)
AC: 22
ATTACKS: 2 Claws (1d4), Bite (2d8)
SPECIAL: Rake, Darkvision 60', Twilight Vision
SAVES: P
INT: High
ALIGNMENT: Neutral
TYPE: Magical Beast
TREASURE: 5
XP: 360+7
Similar in appearance to a Griffin, an Opinicus has the body of a lion, the tail of a camel, the wings and head of an eagle, and a long, almost serpentine neck. Unlike a Griffin, it possesses no apparent external ears, and all four limbs are leonine. Opinici and Griffins dwell in the same areas, but do not recognize each other as kin. They eat the same things as Griffins, and nest in the same way. The two species are likely to fight over territory and prey.
Opinici are just as intelligent as Griffins, but not as easy to train, or as loyal. They are known to turn on those who try to use them as mounts.
Combat: Opinici are just as comfortable fighting on the ground as in the air. A pack will often divide its attacks, half landing to hound prey on the ground, and other half of the pack harrying from the air.
Rake: If an Opinicus successfully bites, it can make two rake attacks with its hind legs. These have a +3 to hit, and do 1d4+2 damage each.
More Authentic Medieval Monsters
More Authentic Medieval Monsters
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.