Wednesday, December 18, 2019

Magical Beasts

Most of these are drawn from Greek mythology, though there is inspiration drawn from other locales such as the Qilin, a Chinese creature.

Legendary beasts with mystical traits and abilities, they are often too powerful for regular hunters to capture, but can be butchered by victorious warriors for useful materials. Most have unique spirits so powerful they are almost like unto souls themselves, which makes them confounding for a witch's powers, and causes their corporeal flesh to erupt in blue sparks when struck with bronze.

Gorgon

HD: 4
Found: solitary in an abandoned island temple

Appearance: as a woman with scaled skin and venomous serpents where should be hair. None have seen her face and lived to describe it.
Voice: soft, lamenting
Wants: beauty and isolation
Tactics: careful, defensive

Attack: +2
Defense: +3
Speed: +1

Abilities
  1. Cursed visage: any who look upon her face must make a magic save or be frozen in stone, as well as mirrors which reflect her image.
  2. Snake bites: light damage plus poison.
  3. Claws: light damage, instantly destroys stone.
The gorgon's head can be wielded once slain, to petrify enemies with a magic check.

Medusa by Amir Briki

Cockatrice

HD: 3
Found: 1d6 in swamps near roads

Appearance: as a small beaked dragon with a feathered neck and birdlike legs. The beak glints with a dull shine of magic, and its eyes are deep with malice.
Voice: cawing but with a hint of gargle, trailing into a hiss.
Wants: to protect toads and kill basilisks
Tactics: aggressive and repetitive

Attack: +1
Defense: +2
Speed:+3

Abilities
  1. Petrifying peck: normal damage, gradual petrification. Magic save negates, on three failed saves target turns to stone.
  2. Claws: light damage.
Cockatrice beaks are highly valuable to alchemists, and could perhaps be fashioned into a spearhead by a very careful weaponsmith.

Basilisk

HD: 5
Found: solitary in a petrified village, coiled around a heap of eggs

Appearance: six-legged lizard crowned with a web of horns and glaring hatefully.
Voice: low hissing, imperious and threatening
Wants: to rule all reptiles
Tactics: careful

Attack: +2
Defense: +3
Speed: +1

Abilities
  1. Deathly gaze: once per round the basilisk can look at a target and wound them if they fail a magic save.
  2. Bite: medium damage.
Basilisk eyes are highly treasured but caustic items, and the horns make excellent decoration for their resemblance to a crown.

Legends Beast: The Basilisk by Sean Bricknell

Catoblepas

HD: 2
Found: solitary on plains, near poisonous plants

Appearance: an unhealthy but not starving bovine, with a large downward pointed head and long thin neck, its swollen purple tongue briefly visible as it grazes.
Voice: rasping moo
Wants: poisonous plants to eat, soft places to rest
Tactics: slightly passive

Attack: +1
Defense: +1
Speed: -5

Abilities
  1. Petrifying breath: once per day, hits everyone in a melee the catoblepas isn't in, or one target it's fighting. Paralyzes all targets for 1d6 rounds, strength save negates.
  2. Head slam: heavy damage to prone targets.
Somber creatures, they are not overly violent but will defend themselves as any beast would. They are immune to any poison ingested, and in fact delight in such activities. Catoblepas skulls can be valuable as a novelty for their distinctive size and weight, but their saliva is a potent paralyzing agent, and the stomachs and tongues are of great use to alchemists.

Harpy

HD: 1
Found: 2d6 along forest roads near cities

Appearance: small feminine torso and head with birdlike wings and legs.
Voice: shrill and demanding, unintelligent
Wants: to steal food and sparkling valuables
Tactics: cowardly

Attack: +1
Defense: +3
Speed: +4

Abilities

  1. Claw swipe: either to steal food or attack for light damage. Mostly to steal food.
  2. Regurgitate: any poison or dangerous objects they have eaten can be spat back as a breath weapon. Generally light damage, agility save for half.
Harpy stomachs can be useful to alchemists, and the feathers are large and beautiful.


Hydra

HD: 6
Found: solitary in an enchanted garden

Appearance: many (1d6) serpentine heads sprouting from a corpulent reptile body.
Voice: hissing
Wants:
Tactics: protective but aggressive

Attack: +2
Defense: +2
Speed: -3

Abilities

  1. Bite: medium damage plus poison.
  2. Regeneration: each head has 6 vigor. When severed, it will regrow two more heads, taking half as much vigor from the body. If the body is killed by regrowing heads, they crawl away as giant serpents, hoping to regrow as new hydras.


Hydra by Markus Neidel

Nemean lion

HD: 5
Found: solitary in a cave with two entrances

Appearance: an unusually large lion with shimmering golden fur and gleaming claws.
Voice: ringing roar
Wants: to eat humans, destroy steel works
Tactics: highly aggressive

Attack: +2
Defense: +1
Speed: +3

Abilities

  1. Claws: medium damage, armor piercing 3.
  2. Bite: heavy damage.
  3. Invulnerable pelt: completely prevents damage from cuts, reduces damage from stabs to 1, and reduces damage from strikes by 1.


Qilin

HD: 6
Found: 1d6 near ancient castles

Appearance: quadrupedal scaled creature with a broad, benevolent face, hooved feat, and softly glowing antlers, with sparks of flame flickering around it.
Voice: soft and gentle but impossible to ignore.
Wants: justice and peace
Tactics: well considered

Attack: +4
Defense: +2
Speed: +6

Abilities

  1. Antlers: light damage plus fire damage if it has judged the target as wicked.
  2. Bite: medium damage.
  3. Flame of justice: tongues of flame whip around its body, dealing heavy fire damage. Will save negates.
Divine creatures which are light as a feather, and filled with a soft divine light. They can create and control flames near their body, and can surround themselves with this heat to rise in the air. Whenever struck with a melee weapon, they are flung out of combat as if they had successfully retreated. Their antlers and scales are very valuable on the black market if you can collect them, and their lungs can be used to make bellows that create flame, or a sack full of fire.


Qilin by Katie Langford

Simorgh

HD: 8
Found: unique at the top of a mountain

Appearance: a wolf-headed dragon with claws like a lion.
Voice: loud and intimidating, but caring
Wants: to protect the abandoned, eat elephants
Tactics: well considered

Attack: +3
Defense: +4
Speed: +3

Abilities

  1. Bite: medium damage. If the target fails a strength save, they are gripped in its jaws and take 2d6 damage each round until they escape.
  2. Claws: heavy damage.
  3. Plumage signal: the simorgh knows whenever one of its feathers are burned, and flies there immediately to assist anyone it has gifted a feather to.

Zal and the simurgh by Clara TESSIER

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