Three More Medieval Monsters - Satyral, Serra, & Scitali

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clavis123
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Three More Medieval Monsters - Satyral, Serra, & Scitali

Post by clavis123 »

Here are three more monsters based on medieval legends. Enjoy!

SATYRAL

NO. ENCOUNTERED: 1-2

SIZE: Large

HD: 6 (d10)

MOVE: 30 ft.

AC: 17

ATTACKS: 2 Claws (1d6), 1 Bite (1d10), 1 Gore (2d4)

SPECIAL: Possible Clerical Abilities, Twilight Vision, Darkvision 60 ft.

SAVES: P

INT: High

ALIGNMENT: Chaotic Evil

TYPE: Magical Beast

TREASURE: 6

XP: Common Satyral: 180+6

Satyral Cleric: 360+6

Also known as the Lympago and the Mantiger, the Satyral is a vicious relative of the Manticore. This bizarre creature has a body like a tiger, but with the head of a mature human. The human head has flowing hair that forms a kind of mane, and it sports a pair of wicked horns. The creature's teeth are sharp and tusk-like. Its claws are particularly long and sharp, and unlike an ordinary tiger, the Satyral cannot retract them.

Satyrals are much smarter than Manticores. They can speak and understand the Common tongue, and sometimes other languages as well. A full 30% of Satyrals have the abilities of a 6th Level Cleric. These Satyral priests devote themselves to the worship of Demons, and will often rule over a group of marauding Manticores.

Combat: Satyrals love to kill, but they are highly intelligent creatures, and will not attack an obviously superior force. When Satyrals command groups of Manticores, they will always wait for the Manticores to soften any resistance before committing themselves to battle. Clerical Satyrals will use their spells in preference to engaging directly in melee. If forced into hand-to-hand combat, however, the Satyral is an able opponent, using it's wicked claws, sharp teeth, and fearsome horns.

Clerical Abilities: The 30% of Satyals who are Clerics will select their spells wisely, mixing offensive and support magic. Clerical Satyrals also have the ability to rebuke and control undead, exactly like an ordinary evil Cleric.

SERRA (SAWFISH)

NO. ENCOUNTERED: 1-4

SIZE: Large

HD: 5 (d8)

MOVE: 40 ft.(swim), 60 ft (fly)

AC: 18

ATTACKS: 1 Bite (1d8)

SPECIAL: Calm Winds, Attack Hull, Twilight Vision

SAVES: P

INT: Low

ALIGNMENT: Neutral Evil

TYPE: Magical Beast

TREASURE: See below

XP: 200+5

The dreaded Serra is a bane to all sailors. In appearance it resembles an elongated fish 20 feet in length, with 2 legs on its lower half, and a serpentine head. It's front fins are enormous and wing-like, allowing it to freely fly above the surface of the ocean for up to 10 minutes. Beginning atop its head and running along its back is an incredibly sharp and tough serrated dorsal crest that it can use to wicked effect against ships. The creature's overall coloration is green and blue, but its wings and dorsal comb are brilliant scarlet.

For reasons known only to itself, the Serra hates ships and shipping. An encounter with a Serra often begins with the beast shooting out of the water and into the air, apparently racing the ship. When it tires of the race, in will dive back into the water to prepare for its assault. It has the magical ability to Calm Winds, allowing it to bring sailing ships to a standstill. It will then attack the hull of the ship itself, attempting to drown the sailors.

The seas where Serras hunt are often rich in treasure from sunken ships. The creature itself has no care for treasure, however, and is content to let hordes of goods and gold sink to the sea floor. It is not unusual for the wrecks to become the homes of other marine-dwelling creatures, who simply wait for the Serra to send more ships to the ocean bottom and add to their horde. There are even rumors of Serras actively cooperating with the Sahuagin in their wars against surface dwellers.

Combat: If forced into close quarters, a Serra can bite. The beast will seek to flee any counter-attack however, using its ability to fly to escape opponents. It is a characteristic tactic of Serras to attack, flee, and come back to attack again..

Calm Winds: At will, a Serra can bring all winds in a 1/4 mile radius around itself to a standstill. In order to use this ability, however, the creature must surface and spread its wings, taking no other actions and leaving it vulnerable to attack.

Attack Hull: A Serra can swim under a ship and use its serrated dorsal crest to inflict 2d4 points of hull damage per round.

SCITALIS

NO. ENCOUNTERED: 1-6

SIZE: Medium

HD: 3 (d8)

MOVE: 20 ft, 20 ft.(climb)

AC: 17

ATTACKS: 1 Bite (1d6+1)

SPECIAL: Captivate, Heat Damage, Slight Cold Resistance, Twilight Vision

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Beast

TREASURE: 3

XP: 50+3

The Scitalis is a marvelous beast that resembles a thick, man-sized snake. The creature's scales, however, glow with a scintillating pattern of red, orange and yellow. It sheds light in a 5 foot radius around itself, but that does not detract from its abilities as a hunter. In fact, the Scitalis relies upon its captivating appearance to stun prey.

The Scitalis is a hot-blooded creature, allowing it to remain active during the winter and dwell in areas normally too cold for serpents. The thing is so hot in fact that attempting to grab hold of it will result in 1 point of heat damage, unless the grappler succeeds at a Constitution check.

The Scitalis' skin is an ingredient in potions of a fiery nature, and it is also needed to create the Robe of Scintillating Colors. A complete, undamaged specimen is worth 1000gp to the right buyers.

Combat: The Scitalis will always seek to make itself visible to all attackers, so that it can stun them with its appearance before moving in to strike with its bite. It can rear up in a manner similar to a cobra, to better position itself to be seen, and to strike. It's bite inflicts 1d6 points of damage, plus an additional point of heat damage. Fortunately, the creature has no venom.

Captivate: Any creature looking directly at a Scitalis must make a Wisdom save each round or be captivated by the the scintillating pattern of the beast's scales. Captivated opponents will unable to take any actions but stare at the Scitalis. Affected creatures receive a new saving throw each round to free themselves of the effects. Fortunately, the Scitalis is relatively slow, and will not pursue fleeing prey.

Slight Cold Resistance: Any cold-based damage inflicted on the Scitalis is reduced by one point per die of damage inflicted.
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.

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