Thursday, June 29, 2017

Polite Lands Bestiary (Monster Description, Statistics, and Marks)

In order of appearance on the Wilderness Anecdote and Encounter Table for the Polite Lands. (Outlanders will be detailed in later posts which will detail their outlandish kingdoms and cultures as well)

Bestiary of the Polite Lands
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Name: Merchant
HD: 1
Def: 0
Dam: 1d6
Move: 12
Save: 7
Morale: 5

Lair:  A small wooden shack is visible in the clearing. A sign above it reads: Trading Post
Spoor: The sound of men bartering can be heard over the clearing
Tracks: Repeated footprints trace a trail easily followed
Traces1: A small lead weight lies forgotten in the clearing
Traces2: Numerous people have once through these parts
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Name: Guard

HD: 2
Def: 4
Dam: 1d8
Move: 11
Save: 6
Morale: 9

Lair: Numerous wagons are arranged end to end forming a crude palisade here
Spoor: Soft murmurs can be heard from a distance
Tracks:  Cloven hoof prints follow gashes made by wheels
Traces1: A strip of leather lies forgotten here
Traces2: A broken horseshoe sits in a puddle here
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Name: Lumberjack

HD: 1
Def: 1
Dam: 1d8
Move: 12
Save: 6
Morale: 8

Lair: A lumber yard buzzes with activity as men turn trees into planks
Spoor: A distant yell of timber echoes among the trees
Tracks:  Numerous bootprints accompany a dragged line
Traces1: A covering of sawdust circles a wide stump
Traces2: A pie sits, perhaps misplaced
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Name: Hunter

HD: 1
Def: 2
Dam: 1d6 or 1d8 ranged
Move: 12
Save: 6
Morale: 6

Lair: Alongside numerous pitched tents skins are being tanned and meats are being prepared
Spoor: The smell of cooking meat afills the air
Tracks:  Numerous bootprints are followed by marks of something dragged
Traces1: A snare sits between the roots of a tree
Traces2: A broken arrow lays snapped in half
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Name: Farmer

HD: 1
Def: 0
Dam: 1d6
Move: 12
Save: 5
Morale: 5

Lair: A cluster of a few house rises above various worked fields
Spoor: Nearby vegetation and fields show signs of maintenance and being worked upon
Tracks:  A dirt path leads towards tended fields
Traces1: A windmill slowly spins upon a hill in the distance
Traces2: A small apple tree rises up ahead
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Name: Peasant

HD: 1
Def: 0
Dam: 1d4
Move: 12
Save: 4
Morale: 4

Lair: A village is visible in the distance
Spoor: A wooden marker points in a direction
Tracks:  A dirt road leads off into the distance
Traces1: A small burlap strip is stuck to several thorns here
Traces2: A watermill turns slowly as water runs by
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Name: Member of the Nobility

HD: 3
Def: 4
Dam: 1d8
Move: 11
Save: 9
Morale: 12

Lair: Fortified by an iron gate and brick walls an estate is before you
Spoor: A series of flower have been planted in a pattern here
Tracks:  Well made boots passed by here a while ago
Traces1: A silver coin lies forgotten in the ground
Traces2: The smell of perfume hangs in the air

Author's Notes: These can be knights, stewards, mayors, or the landed gentry
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Name: Member of the Priesthood

HD: 2
Def: 1
Dam: 1d6
Move: 12
Save: 10
Morale: 11

Lair: In the distance the steeple of a church rises into the sky
Spoor: Church bells softly ring in the distance
Tracks:  Well made shoes have left repeated prints here
Traces1: A small cemetery enclosed by a meager stone fence sits before you
Traces2: A small shrine sits underneath a roofed alcove
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Name: Bandit

HD: 1
Def: 2
Dam: 1d6 or 1d6 ranged
Move: 12
Save: 6
Morale: 6

Lair: Crude encampment inside of a cave lit by few torches
Spoor: Poorly made traps now broken
Tracks:  Bootprints leading deeper into the woods
Traces1: Corpse with it's throat split, long since looted and now tucked behind a tree
Traces2: Trees with broken arrows embedded in their trunks
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Name: Wolf

HD: 2
Def: 2
Dam: 1d6
Move: 18
Save: 7
Morale: 6

Lair: Wolf's den
Spoor: Loud howling at night
Tracks:  Numerous paw prints
Traces1: Wolfsbane growing in many places
Traces2: A Wolf carcass with it's throat torn out
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Name: Bear

HD: 4+1
Def: 3
Dam: 1d8
Move: 9
Save: 7
Morale: 8

Lair: Large cave
Spoor: The sickly sweet stench of honey fills your nostril
Tracks:  Thick paw prints at a lumbering pace
Traces1: Thick claw marks on trees
Traces2: Broken beehive spilling its contents, both bees and honey, everywhere
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Name: Boar

HD: 3+3
Def: 3
Dam: 3d4
Move: 15
Save: 6
Morale: 20

Death Roil: Boars fights for 2 rounds after they reach 0 hp.

Lair: A thick musky odor eminates from a damp pile of leaves
Spoor: Felled trees are cracked and brittle as if crude axes attempted to split each
Tracks:  Cloven prints mark a ragged line
Traces1: Tusk marks along the base of a tree trunk
Traces2: A twist and fall, the taste of blood fills your mouth as you spilt your lip
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Name: Giant Spider

HD: 2+2
Def: 4
Dam: 1d6 + save for poison 1d4 points of damage
Move: 18
Save: 4
Morale: 6

Lair: Massive funnel web amid a pair of trees
Spoor: Webs cover the trees. Webs cover the ground.
Tracks:  Many holes in the ground
Traces1: Dead fox inside of a massive web three feet above the ground
Traces2: Whisps of spider's silk hang on a tree
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Name: Giant Snake

HD: 6+1
Def: 4
Dam: 1d4 or 2d4 constrict
Move: 9 or 10 swimming
Save: 6
Morale: 6

Lair: Wide circles cover the trunk of a leafless tree like the bruises of a choked neck
Spoor: A low rumbeling hiss eminates from somewhere nearby
Tracks:  A wide gash like from a dragged log leads from one bed of reeds to another
Traces1: A single branch hangs broken at an odd angle from a water logged tree
Traces2: A pair of thin gossamer scales float on the surface of the mire
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Name: Poisonous Snake

HD: 1
Def: 2
Dam: 1d3 + save for poison dealing 1d6 points of damage
Move: 12 or 13 swimming
Save: 6
Morale: 6

Lair: Numerous pocket sized holes sink deep into the mire
Spoor: Something sends ripples traveling in zigzag lines from below the surface of the mire
Tracks:  A mess of curved lines spill across the dirt
Traces1: A sheath of transparent scales hangs from a pair of cat-tails
Traces2: A smooth pebble sits atop a pile of dead cattails
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Name: Giant Bird

HD: 3
Def: 2
Dam: 1d6
Move: 8 or 14 flying
Save: 8
Morale: 7

Lair: A nest twice the size of a man is made up of tree branches here
Spoor: A shrill cawing is heard from above
Tracks:  none
Traces1: A large feather sits underneath a shrub
Traces2: A single heavy brach hangs broken off a tall tree
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Name: Giant Elk

HD: 4
Def: 2
Dam: 1d12
Move: 11
Save: 8
Morale: 13

Lair: A depression within the glen before you seems to be a resting place for something
Spoor: Numerous marks as if made by dull knives mark the trees here
Tracks:  Thick cloven hoof prints trace the ground here
Traces1: A portion of a dark horn sits embedded in a tree
Traces2: A broken piece of a dark horn lies in the dirt
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Name: Ghost

HD: 2
Def: 0
Dam: 1d4 + 200xp drain per point of damage
Move: 0
Save: 9
Morale: 20

Lair: None
Spoor: Colors seem less vibrant here further there is no sound save for the wind
Tracks: A strain of cold air blows distinctly enough to be followed
Traces1: As you breathe out, you suddenly see your breath fog up in front of you
Traces2: A set of two indents like foot steps linger
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Name: Wight

HD: 3
Def: 3
Dam: 1d6 + 100xp drain per point of damage
Move: 12
Save: 8
Morale: 20

Lair: Re-opened dirt grave surrounded by the 1d4 corpses of grave-robbers all desiccated
Spoor:  No sound save for the wind. Dead trees, shrubs, flowers
Tracks:  Trail of dead grass and wilted flowers
Traces1: Small animal corpse completely desiccated
Traces2: Ominous black clouds on the horizon
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Name: Skeleton

HD: 1
Def: 3
Dam: 1d6
Move: 11
Save: 6
Morale: 20

Boney: Skeletons take half damage from non-blunt sources.

Lair: Pool of black stagnant water
Spoor: No sound save for the wind.
Tracks:  Thin foot prints half hidden in the dirt
Traces1: Children's toy ripped apart and left broken on the ground
Traces2: An eerie fog rise and hides the ground below you
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Name: Zombie

HD: 2
Def: 2
Dam: 1d6
Move: 6
Save: 5
Morale: 20

Lair: Mound of upturned soil
Spoor: No sound save for the wind. Smell of rank upturned earth
Tracks:  Traces of damp soil all coming from a single direction
Traces1: A rotted finger caught in a thorny bush
Traces2: Dirty hand prints on several trees as if someone was using them to limp somewhere
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Name: Krovkulak

A nearly emaciated figure reeks of rotting flesh. It stands on two legs each bent backwards rising up on it's toes like a dog.  It's two hands end in massive claws that dragging it's knuckles on the ground. Two small yellow eyes rise atop it's bald leathery skull as it snorts from it's distended snout. Saliva falls from between it's irregular teeth as it's maw spills open unleashing a wild howl.

HD: 6
Def: 4
Dam: 1d8/1d8
Move: 13
Save: 11
Morale: 14

Regeneration: Krovkulak's regenerate 1hp/round of combat unless damage is dealt by silver.

Degenerative Infection: Anyone fighting a Krovkulak in melee must save or disease 1 point of intelligence (at 0 points turns into a Krovkulak)

Lair: Deep, dark hole in the ground from which a rotting stench eminiates
Spoor: Trees seemingly ripped out of the ground and eaten
Tracks:  Trail of two foot prints and a long drag mark on either side of the prints
Traces1: A pile of broken bones drenched in noxious bile
Traces2: Numerous tall trees pulled over at a weird angle

Author's Notes: Anything can be infected with a Krovkulak's blood eventually transforming into a similar appearance.
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Name: Cockatrice

HD: 5
Def: 4
Dam: 1d6 + save for poison 1d6
Move: 6 or 12 flying
Save: 8
Morale: 8

Lair: Poorly constructed caricature of a bird's nest twice the size of a man.
Spoor: Petrified remains of a horse seemingly torn in half
Tracks:  Claw prints of two claws followed by a thick tail
Traces1: A rock with chunks seemingly bitten out
Traces2: A few ragged, black feathers too frail to be a crow's liter the path ahead
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Name: Huldra

HD: 4
Def: 2
Dam: 1d6
Move: 12
Save: 10
Morale: 13

Lair: A cabin stands alone in a forest glen, soft smoke rises from it's chimney
Spoor: The bark of the trees here is thick and gnarled
Tracks:  Soft steps trace a lonesome trail
Traces1: Amidst a field of flowers are the marks of several flowers cut and taken
Traces2: A few strands of long hair hang upon a low tree branch
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Name: Carin Carrier

A grey skinned giant thrice the size of man looms ahead. Dark vapors seep from his skin and a massive stone rises high in his grasp. Upon this carin are written dark and foul sigils and words of power.

HD: 4, ATK:1
Def: 3
Dam: 1d10
Move: 12
Save: 9
Morale: 14

Lair: Massive carin stone on top of a hill. Beneath it sits the Carrier
Spoor: No sound save for the wind. A desolate hill in the distance
Tracks:  A mangled canopy of trees as if something twice their size passed through
Traces1: The remains of a man seemingly crushed by a massive hammer
Traces2: A resounding crack emanates from beyond the horizon
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Name: Fisherman

HD: 1
Def: 1
Dam: 1d6
Move: 12 or 4 swimming
Save: 6
Morale: 8

Lair: Along the water's edge are a few houses
Spoor: A bouy floats slowly up and down
Tracks:  None
Traces1: A portion of a ripped net floats by
Traces2: Fish swim underneath the surface of the water
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Name: Lunatic Sailor

HD: 1
Def: 2
Dam:  1d6
Move: 10 or 6 swimming
Save: 6
Morale: 13

Lair: The remains of a ship softly drifts towards you in the distance
Spoor: Baneful screams are repeated in the distance
Tracks:  None
Traces1:  A cold fog sits above the water
Traces2: For a brief moment you see two suns in the sky
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Name: Abberant Crustacean

HD: 2
Def: 5
Dam: 1d6/1d6
Move: 10 or 10 swimming
Save: 6
Morale: 8

Lair: The tide is shallow here, revealing the apex of a coral reef rising out of the waters
Spoor: Soft popping sounds like a man cracking his knuckles can barely be heard
Tracks:  None
Traces1: A broken piece of carapace floats on the surface of the water
Traces2: The water here is murky and you can't see far down
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Name: Giant Lamprey

HD: 4
Def: 2
Dam: 1d8
Move: 12
Save: 6
Morale: 12
# encountered:

Slimey: Anyone who deals damage to a giant lamprey gains the Slime-Covered encumberance. Slime-Covered gives 1 point of encumberance and takes up 1 inventory slot.

Lair: Fist size baubles covered in slime cling to a rock below the water
Spoor: Slime lingers amongst the water here floating by as an emulsion
Tracks:  None
Traces1: Slime covers a rock rising out of the water
Traces2: The remains of a once large fish meekly float by
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Name: Manowar

This bloated purple tumor sits upon many translucent tendrils and pulsates lilac fluids through its membranes. It is approximately 10 feet in diameter

HD: 4
Def: 1
Dam: 1d4/1d4 + save for poison 1d2 points of damage
Move: 5 swimming
Save: 12
Morale: 12

Poisonous Tendrils: Anyone who attempts a melee attack at a Manowar must save or otherwise come into contact with their tendrils (as being hit by their attack)

Lair: The water here seems clouded by translucent particles
Spoor: Nothing stirs in the water here
Tracks: None
Traces1: A thin translucent sack floats by the size of a fingernail
Traces2: A fish bloated to twice it's size floats by
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Name: Drowned

HD: 2
Def: 2
Dam: 1d8 + Strength check otherwise held down
Move: 9 or 9 swimming
Save: 12
Morale: 20

Shared Death: if a Drowned start's it's turn holding down a target it may spew the waters inside of it into the mouth and nostrils of the target. If a Drowned spends 2 consecutive rounds spewing waters into a target they must save or die. Targets killed this way rise as Drowned in 1d4 turns.

Lair: The ruins of may have once been a boat or a house lies waterlogged, battered by the waves
Spoor: No sound save for the waves.
Tracks:  Sodden footsteps trail the mud here
Traces1:  A crude pyramid of small dark stones has been constructed here
Traces2:  Clouds converge overhead and begin to pour out rain
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Name: Giant Tortoise

HD: 4+4
Def: 7
Dam: 1d6
Move: 6 or 8 swimming
Save: 9
Morale: 9

Lair: A deluge of mud lingers across a gaping depression in the muck
Spoor: Thick black cattails hang over the waters
Tracks:  Wide claw marks repeat in a slow procession
Traces1: The wind here blows cold
Traces2: A tree has fallen over here, many of it's roots emerge from the water
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Name: Ningen Wanderer

HD: 4
Def: 1
Dam: 1d4
Move: 4 or 12 swimming
Save: 10
Morale: 6

Pacifist: Ningen hate to enage in violence and will only fight if cornered with no other recourse.

Lair: A series of salmon and baby blue flags hang from a long spire raised above the waters
Spoor: The waters here seem warmer and more inviting
Tracks:  None
Traces1: A strip of bright cloth floats on the water
Traces2: A soft pale scale floats on the water

Author's Notes: Mermaids triple the size of a man. 
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Name: Selkie

HD: 1
Def: 2
Dam: 1d6
Move: 12 or 16 swimming
Save: 9
Morale: 11

Deathly Kiss: Three Selkies may give up their actions for a round to attempt to kiss a target. The target must save or else fall in love with a selkie for 1d4+1 days seeking to make her happy and joyous. Selkies usually tell those so enamored by them to kill themselves

Lair: Rows of pale candles line the mouth of this sea cove, each softly waving in the wind
Spoor: The dulcet tones of youthful laughter echo from the rocky shore
Tracks:  Wet foot prints leap across many of the gray stones
Traces1: A strand of pale blond hair, wrapped around an empty sea shell slowly shifts with the tides
Traces2: Despite the setting sun, streaks of white gold shimmer out in the sea
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Name: Giant Squid

HD: 8
Def: 2
Dam: 1d6/1d6/1d6/1d6
Move: 3 or 5 swimming
Save: 7
Morale: 6
# encountered:

Ink Cloud: If encountered in water a Giant Squid may unleash a massive cloud of ink, those around the squid must save or become blind for 1d6 rounds.

Lair: The vast wreckage of a ship sits skewered amongst the reef below
Spoor: The waters here seem darker as if stained by some great ink blot
Tracks:  None
Traces1: A corpse floats, if inspected it bears massive circular marks
Traces2: Something stirs deep below the waters
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Name: Dinosaur

HD: 10
Def: 6
Dam: 2d10
Move: 10 or 10 swimming
Save: 10
Morale: 10

Lair: A caldera of mud sits above the mire, a slurry of trackmarks leading up one side
Spoor: As humid fog hangs a foot above the ground, dark shapes seem to lumber in the distance
Tracks:  Gapping holes left by the passage of some massive beast, partially swept by a lengthy tail
Traces1: The stench of hot swamp gas fills your nostrils and makes your eyes water
Traces2: Beneath the thick mud, bubbles escape from some deep hotspring
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Name: Monstrous Eel

HD: 4
Def: 3
Dam: 2d6
Move: 1 or 9 swimming
Save: 7
Morale: 6

Lair: A horrendous spiral sinks deep into the mire
Spoor: A horrendous squeel is repeated as it moves in the distance
Tracks:  A horrendous slime trail of violent trashing
Traces1: A horrendous transparent tooth sunk halfway into the mud gleams in the sunlight
Traces2: A horrendous shudder leaves your skin covered in goosebumps
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Name: Electric Eel

HD: 2
Def: 2
Dam: 1d3 or 3d6 electricity for surrounding 10' save for half
Move: 1 or 9 swimming
Save: 8
Morale: 6
# encountered: 1d3

Lair: A spiral sinks deep into the mire, riddled with shards of glass, each a shimmering tooth in a wide maw
Spoor: The smell of ozone lingers in the air, a clean contrast to the grime elsewhere
Tracks:  A thin trail of smile
Traces1: A cracked dry patch of mud and burnt cat's tails stand strange amidst the wet mire
Traces2: Thins shards of glass shimmer from the mire
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Name: Stirge

HD: 1+1
Def: 3
Dam: 1d3 + attaches draining 1d4 hp of blood per round
Move: 3 or 18 flying
Save: 3
Morale: 6
# encountered: 1d6

Lair: Tall pillars of dried mud with multiple exits at their zenith
Spoor: Buzzing echoes eminate
Tracks:  None
Traces1: Deep puddles of fetid water menace the path, rippling slowly
Traces2: A thin translucent wing, an ugly gossamer thing
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Name: Krovosos

First there is the sound of heavy breathing and ripples seemingly coming from nowhere then a brief glimpse of a  mockery of man runs past you as it rakes it's claws against your chest. Looking closer you see four tendrils in place of where a man way have a mustache below a pair of glowing yellow eyes. The last glimpse is at the segmented scales which cover the skin in shades of dark brown and black.

HD: 3
Def: 1
Dam: 1d6
Move: 12
Save: 6
Morale: 10

Hunting Invisibility: Krovosos are invisible unless a viewer is 3 feet away

Lair: 1d6 blood drained corpses lay before you in the darkness of a deep hole
Spoor: Heavy breathing and quick footsteps circle and haunt
Tracks:  Hurried footprints are joined by the atavistic scramble of two hands grasping the ground alongside them
Traces1: The dim outline of a figure looks at you with thin yellow eyes, you blink and he is no longer there
Traces2: You feel as if there is something watching you from the shadows

Author's Notes: How you wish to deal with the visibility only within 3' is entirely up to you. Personally I would abandon initiative until the creature is within 3' of a character and have them then roll with a -4 penalty. If you have any other ideas let me know.
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Name: Lurker

This giant slug raises itself on two squat forelimbs as it seeps slime from it's flesh

HD: 4
Def: 1
Dam: 1d6
Move: 5 or 7 swimming
Save: 10
Morale: 15

Salt Weakness: Contact with dry salt deals 1d8 damage per pound to a Lurker

Lair: Thick white slime drips from a gaping wound in the cliff face
Spoor: Sounds similiar to the a vomiting emminates from the cliffside shore
Tracks:  A thick trail of slime leads downwards into the cliffs
Traces1: Wisps of hot vapor rise from the bubbling ground here
Traces2: The ground here bears repeating spherical depressions
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Name: Horseback Crab

A half-dozen eyes stare at you atop an eerily equine maw. It brays and then shuffles forward with upon it's half-dozen chitined-legs. A mane of wild hair ends in a segmented spine appearing between several chitinous plates. One massive crab-claw, double the size of other, scrapes the floor while the other smaller glistens with a silvery sheen.

HD: 3
Def: 5
Dam: 1d10/1d4 + save or paralysis for 2d6 minutes
Move: 8 or 12 swimming
Save: 11
Morale: 9

Lair: Numerous holes mark the cliff faces, the wind makes ominous sound as it passes through them
Spoor:Ragged breathing and the chittering of chitin on stone echoes among
Tracks:  A trail leads off into the cliffs below made by a mix of cloven hooves and insectile appendages
Traces1: Red immiscible ichor stains the waters here
Traces2: Numerous claw-marks repeat across the stones here

Author's Notes: These were originally going to be giant horseshoe crabs but I kept the spelling mistake because it sounded cooler. 
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