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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Nov 23, 2012 12:03 pm
  

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Over 20,000 views and, as of this moment, 500 posts! Glad to contribute and I love seeing the stuff here! It has been an honor to contribute and make use of the information found here and in numerous other threads. Keep them coming guys and girls! It's all great stuff!

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Nov 23, 2012 2:23 pm
  

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Reagren Wright wrote:
I just happen to notice this post is now over 20,000. With it being Thanksgiving, I just want to
give thanks to everyone whose being reading all these monsters and animals that myself, Stone
Gargoyle, Mephisto, and everyone else whose posted any over the years. The idea is not to toot
your own horn , but to post something you feel like sharing with others. The luck I got this year
with Rifter #57 and #58, I hope gets spread around next year for others who wonder whether or
not to put their ideas here on the board or to write them down and send them in. Take a chance,
you just might be a future freelancer in the works :D :ok: .
Yes, thanks to all who like what is written here and to those who post and keep the thread going.
JuliusCreed wrote:
Over 20,000 views and, as of this moment, 500 posts! Glad to contribute and I love seeing the stuff here! It has been an honor to contribute and make use of the information found here and in numerous other threads. Keep them coming guys and girls! It's all great stuff!
On that note...

I wrote up this revised version of centaurs because I thought some of the description needed clarification and some of it was off, like the weight. The sensitivity to the supernatural and P.P.E. is written the way it is to make it involuntary, though you might want to make it so the psionic abilities are available to all centaurs but not free, costing I.S.P. if you feel that ability makes them too powerful.

Centaur (Revised)
This is based on the description and statistics in the Monsters & Animals book page 35.

There are ancient records on this race of half-man, half-horse that go back thousands of years. Their origin is lost to antiquity, some legends claiming that they were created by magic, others saying they are the children of the god Centaurus. They have a kinship to other tauric creatures such as Deer Centaurs and Cattaurs, and they have been experimented on to produce offshoot races such as Bull Centaurs and Dwarf Centaurs.
Centaurs live on the open plains in tribes of 40 to 60. They are nomadic people who dislike staying in one place longer than a season. Although they are good craftsmen, they are limited by their lack of buildings, since they prefer to live out in the open, and rarely have access to a proper hearth and tools. Because of this, they will sometimes visit other, more settled, peoples and trade some of their work for a chance to use a smithy. Although most feel no need to wear human clothing, there is a growing trend among the more youthful centaurs of trading for bead work and clothing to wear.
Many who are too trusting of humanoids, however, find themselves captured, enslaved or slain at the hands of unscrupulous people. Centaurs do not survive well in captivity. Even a week in chains will cause them to lose their spirit and stop eating, weakening them (reduce Hit Points and S.D.C. by half). By the end of the second week, most centaurs will die. Nevertheless, many greedy merchants have attempted to enslave them for work or entertainment.
The Centaur's abuse at the hands of two-legged people has made them wary of most other races. Only elves who have shown them friendship and kindness through the ages, and some faerie folk, are their allies. Once befriended, a Centaur will remain loyal for life. The half-man and half-horse are often magnificent hunters, archers, and woodworkers. Centaurs are, however, typically superstitious and fearful of magic and supernatural creatures, shying away from the study of magic generally.
Alignment: Any, but mostly good alignments.
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 3d6, Spd 4d6X2
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 25 plus those gained from O.C.C.s and physical skills
Natural A.R.: 8
Horror Factor: 10
P.P.E.: 1d4X10
O.C.C.s Available to Centaurs: Any, but rarely study magic.
Natural Abilities: In addition to great speed and prowess, the Centaur can prowl 60%, track 77%, and swim 60%. Leaps 5 feet high, 9 feet across +1 foot per level of experience. Centaurs are also sensitive to the supernatural and potential psychic energy (P.P.E.) and can sense the presence of immense magic energy and the supernatural, particularly supernatural evil. This psychic awareness enables them to see the invisible, and to sense supernatural being such as alien intelligences, demons and elemental beings. This is instinctual, with a range of sensitivity of 1000 feet. They can also sense ley lines, nexuses and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more), with a range of sensitivity of 400 feet.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, or by weapon.
Bonuses: +4 damage, +2 initiative, +2 parry, +3 dodge
Magic: By O.C.C. only
Psionics: Standard
Average life Span: 90 years, some have lived up to 140
Value: 400 to 2400 gold to unscrupulous slavers
Habitat: Ophid's Grasslands, Lopan, Eastern Territory grasslands, and southern areas of the Northern Wilderness
Languages: Elven and two of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: Elves and Faerie Folk
Physical Appearance: They look like horses with a human torso coming out of the neck. The head, hands and belly are all human. Coloration varies, with zebra types even seen in some areas.
Size: 7-8 feet tall generally, though some have been seen at up to 10 feet tall
Weight: 550-1000 pounds, though some larger breeds weigh up to 1500
Notes: Centaurs prefer bow weapons to any other. They are skilled at making long bows, compound bows, crossbows, and all kinds of arrows and bolts. They also like spears and pole arms for hand to hand combat. Leaders or wealthy tribes will have full suits of chain (A.R. 14, S.D.C. 75) or plate armor (A.R. 17, S.D.C. 185). This combination armor and barding can only be worn by similar tauric creatures. Centaurs can also wear half suits of any kind of armor. Since they have no need and little desire for gold, gems or magic, a typical tribe has very little of man's valuables (rarely more than 6d6 gold per character).

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Nov 23, 2012 3:08 pm
  

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Dwarf Centaur

Dwarf centaurs were created through magic means by experimenting on normal centaurs. They are much smaller, appearing to be half-dwarf, half-pony.
Unlike normal centaurs, dwarf centaurs live in hillside caves and mountain areas. They are good craftsmen, creating smithies in caves where they keep their tools. They will visit other peoples to trade for tools and clothing, which they are far more favorable toward wearing than normal centaurs. Fierce warriors, they will fight to the death to avoid capture and generally distrust two-legged people. Selfish creatures, they will cheat and murder to gain possessions and are not to be trusted.
Dwarf centaurs have a great interest in commerce and mining, and find study of the magic and supernatural intriguing. Many study to become practitioners of magic.

Alignment: Any, but lean toward Evil and Selfish
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 4d6, P.P. 3d6, P.E. 5d6, P.B. 2d6, Spd 6d6+2
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 20 plus those gained from O.C.C.s and physical skills
Natural A.R.: 8
Horror Factor: 12
P.P.E.: 4d6
O.C.C.s Available to Dwarf Centaurs: Any
Natural Abilities: Prowl 60%, track 77%, swim 60%. Leap 4 feet high and 6 feet long. Nightvision 200 feet, surefooted, excellent balance.
Attacks Per Round: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 1d6+2 points of damage, rear does 2d6+4 points of damage, or by weapon.
Bonuses: +4 damage, +2 initiative, +2 to strike, +4 to dodge
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 90 years, some have lived to 140
Value: 400 to 2400 to unscrupulous slavers
Habitat: Land of the Damned, the Northern Mountains, Timiro Kingdom, Old Kingdom mountains, Old Kingdom
Language: Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: Dwarves
Physical Appearance: They look like miniature horses/ponies with a dwarf-like torso coming out of the neck. The head, hands and belly all resemble that of a dwarf. Males are heavily bearded when they reach maturity.
Size: 4-6 feet tall
Weight: 300-800 pounds
Notes: Dwarf centaurs prefer hammers and axes to all other weapons. They are skilled at making weapons and armor, and are good with working with metal in general. They can make their own suits of armor which are a combination of armor and barding, and can wear half suits of any kind of armor. They are very greedy, often hoarding large amounts of gold and gems.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Nov 23, 2012 3:47 pm
  

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Spirit Centaur

Spirit Centaurs, also known as Ghost Centaurs, get their name from the eerie blue and white appearance they gain in their elder years, and many believe them to be angelic beings or gods. Spirit Centaurs are half-human, half-horse, with large feathered wings coming out of the horse body's shoulders. Extremely rare, they were occasionally sighted on the plains of Ophid's Grasslands or the Land of the Damned. Is spite of their ability to fly, Spirit Centaurs prefer to live on the plains, either solitary, in pairs, or in family groups of 3d6 members. Less than 300 are believed to exist.
Capturing a Spirit Centaur is close to impossible, as they avoid humans as dangerous. No records exist regarding their culture and Spirit Centaurs dislike the written language. They avoid speaking with humanoids and, being psychic, communicate between themselves using telepathy.

Alignment: Any, but usually Good
Attributes: I.Q. 3d6, M.E. 2d6+6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 4d6, Spd 4d6X2 (X5 in flight)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 25 plus those gained by O.C.C. and physical skills
Natural A.R.: 8
Horror Factor/Awe: 12
P.P.E.: 4d6
O.C.C.s Available to Spirit Centaurs: Any, but prefer magic and psychic O.C.C.s.
Natural Abilities: In addition to great speed and prowess, the Spirit Centaur can prowl 60%, track 77%, and swim 60%. Leaps 10 feet high, 19 feet across +1 foot per level, or 100 feet on a gliding/soaring leap. Flying, exceptional hawk-like vision. Also see Psionics.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, or by weapon.
Bonuses: +1 initiative, +2 to parry, +3 to dodge on the ground, +5 to dodge in flight, +1 to save vs. poison and disease
Magic: By O.C.C. only
Psionics: I.S.P. is M.E.X3. ALL Spirit Centaurs have the following psionic abilities: Empathy, sense evil, sixth sense, mind block, bio-regeneration (healing not super) and limited telepathy. Note: These psionic abilities are in addition to any possible psionic abilities derived from a psychic O.C.C.
Average Life Span: 300 years, though some have lived to 500
Value: 100,000 gold
Habitat: Ophid's Grasslands, Land of the Damned
Language: Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: None per se
Physical Appearance: They look like horses with feathered wings coming off their shoulders, with a human torso coming out of the neck. The head, hands and belly are all human. They are colored like horses, with feather colors sometimes resembling hawks. As they reach their elder years, the skin and body hair turn blue and the head hair, tail hair and feathers bleach white.
Size: 7-8 feet tall, wingspan typically 20-30 feet
Weight: 1200-1500 pounds
Notes: Spirit Centaurs dislike weapons and armor, with spears and pole arms a couple of the types they like. They much prefer magic and psionic combat. They have no need or desire for gold or gems.

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Last edited by Stone Gargoyle on Fri Nov 23, 2012 4:22 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Nov 23, 2012 4:20 pm
  

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Puptaur

Puptaurs are child-like tauric creatures that are half-man, half-dog. They are believed to have been magically created at the whim of an insane wizard.
Puptaurs reach maturity at age 12. No matter what age, they continue to have the appearance of children. Due to their size, they are able to sneak into places larger creatures cannot, and as such make excellent thieves. Puptaurs do not live in the wild, but rather are bred in kennels as pets, though many have escaped to live in the alleyways and underbellies of towns and villages. They can be found mainly in the Eastern Territory.
Puptaurs are very gullible and trusting in general, and will ally themselves with any creatures who feed them. Once befriended, a puptaur will be loyal for life. The half-man and half-dog are often excellent hunters and trackers.

Alignment: Any, but most are of Good alignment
Attributes: I.Q. 2d6+1, M.E. 2d6, M.A. 2d6, P.S. 2d6, P.P. 3d6, P.E. 3d6, P.B. 3d6, Spd 6d6
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 2d6+10
Natural A.R.: None
Horror Factor: 8
P.P.E.: 4d6
O.C.C.s Available to Puptaurs: Any magic, thief or entertainer O.C.C.s
Natural Abilities: Nighvision 30 feet, prowl 45%, track (by smell) 90%, can smell prey one mile (1.6km) away, can leap 3 feet high and 6 feet long, can perform a leaping pounce that has a 01-33% chance of knocking human-size prey off balance or even off his feet (victim loses initiative and one melee attack). Sensitive to the supernatural a potential psychic energy (P.P.E.), and can sense the presence of immense magical energy and the supernatural, particularly supernatural evil. Can see the invisible and sense supernatural beings such as alien intelligences, demons and elemental beings by instinct, with a range of sensitivity of 1200 feet. Can sense ley lines, nexuses and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more), with a range of sensitivity of 600 feet.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Claws do two points of damage, or by weapon
Bonuses: +2 initiative, +3 to strike, +3 to dodge, +5 to save vs. Horror Factor
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 42-48 years
Value: 400 to 2400 gold to unscrupulous slavers
Habitat: Eastern Territory
Language: Three of choice (+15%)
Enemies: None
Allies: Any humanoids
Physical Appearance: They look like small dogs with a child-like human torso coming out of the neck. The head, hands and belly are all human.
Size: 1-4 feet tall
Weight: 30-120 pounds
Notes: Puptaurs are too small to use most weapons effectively and are limited to small blades such as knives and daggers, and to slings and blowguns. They can wear child size half suits of armor, also.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Nov 24, 2012 5:06 pm
  

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Stone Gargoyle wrote:
Spirit Centaur

Spirit Centaurs, also known as Ghost Centaurs, get their name from the eerie blue and white appearance they gain in their elder years, and many believe them to be angelic beings or gods. Spirit Centaurs are half-human, half-horse, with large feathered wings coming out of the horse body's shoulders. Extremely rare, they were occasionally sighted on the plains of Ophid's Grasslands or the Land of the Damned. Is spite of their ability to fly, Spirit Centaurs prefer to live on the plains, either solitary, in pairs, or in family groups of 3d6 members. Less than 300 are believed to exist.
Capturing a Spirit Centaur is close to impossible, as they avoid humans as dangerous. No records exist regarding their culture and Spirit Centaurs dislike the written language. They avoid speaking with humanoids and, being psychic, communicate between themselves using telepathy.

Alignment: Any, but usually Good
Attributes: I.Q. 3d6, M.E. 2d6+6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 4d6, Spd 4d6X2 (X5 in flight)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 25 plus those gained by O.C.C. and physical skills
Natural A.R.: 8
Horror Factor/Awe: 12
P.P.E.: 4d6
O.C.C.s Available to Spirit Centaurs: Any, but prefer magic and psychic O.C.C.s.
Natural Abilities: In addition to great speed and prowess, the Spirit Centaur can prowl 60%, track 77%, and swim 60%. Leaps 10 feet high, 19 feet across +1 foot per level, or 100 feet on a gliding/soaring leap. Flying, exceptional hawk-like vision. Also see Psionics.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, or by weapon.
Bonuses: +1 initiative, +2 to parry, +3 to dodge on the ground, +5 to dodge in flight, +1 to save vs. poison and disease
Magic: By O.C.C. only
Psionics: I.S.P. is M.E.X3. ALL Spirit Centaurs have the following psionic abilities: Empathy, sense evil, sixth sense, mind block, bio-regeneration (healing not super) and limited telepathy. Note: These psionic abilities are in addition to any possible psionic abilities derived from a psychic O.C.C.
Average Life Span: 300 years, though some have lived to 500
Value: 100,000 gold
Habitat: Ophid's Grasslands, Land of the Damned
Language: Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: None per se
Physical Appearance: They look like horses with feathered wings coming off their shoulders, with a human torso coming out of the neck. The head, hands and belly are all human. They are colored like horses, with feather colors sometimes resembling hawks. As they reach their elder years, the skin and body hair turn blue and the head hair, tail hair and feathers bleach white.
Size: 7-8 feet tall, wingspan typically 20-30 feet
Weight: 1200-1500 pounds
Notes: Spirit Centaurs dislike weapons and armor, with spears and pole arms a couple of the types they like. They much prefer magic and psionic combat. They have no need or desire for gold or gems.

I like this one the best. Where did you get the idea for such a thing?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Nov 24, 2012 5:21 pm
  

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Gryphon Chick wrote:
Stone Gargoyle wrote:
Spirit Centaur

I like this one the best. Where did you get the idea for such a thing?
I actually had a recurring dream as a child where there was a creature like this.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Nov 26, 2012 6:00 pm
  

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Giant Centaur

Giant Centaurs, also known as Gigantaurs, are giant half-man, half-horse creatures. They are the most feared of all the types of centaurs both due to their size and their cruel dispositions. They are ignorant, aggressive creatures with a lust for bloodletting. Their kind is also prone to deformities, the most common being cyclops-ism and additional arms.
Giant Centaurs are extremely hostile, aggressive and cruel, but they will work with giants, trolls, ogres, powerful sorcerers, dragons, creatures of magic and supernatural beings. They have none of the normal centaur's sensitivity to magic and the supernatural, nor any fear or superstition regarding it.
Their simple-mindedness and savagery keep them at war amongst themselves, thus their numbers are low. They are attracted by power, however, and will frequently ally themselves with diabolical people and creatures.

Alignment: Any, but lean toward anarchist, miscreant, and diabolic evil.
Attributes: I.Q. 2d6, M.E. 1d6, M.A. 2d6, P.S. 5d6+8 (supernatural), P.P. 3d6+6, P.E. 4d6+6, P.B. 2d6, Spd 6d6X2
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 2d6X10 plus any from O.C.C.s and physical skills
Natural A.R.: 12
Horror Factor: 2d4+10
P.P.E.: 1d4X10
O.C.C.s Available to Giant Centaurs: Any men at arms
Natural Abilities: Superior physical strength and endurance, considered the equivalent of supernatural physical P.S. and endurance, great speed and prowess, see the invisible, nightvision 40 feet, good overall vision and hearing, swim 60%. Leaps 10 feet high and 18 feet across +1 foot per level of experience.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater, +1 attack if having an additional pair of arms (see Description).
Damage: Kick with front legs does 3d6 points of damage plus P.S. bonus, hind legs 5d6 plus P.S. bonus, bite 2d4, or by weapon.
Bonuses: +2 to initiative, +2 to parry, +3 to dodge, +4 to save vs. Horror Factor.
Magic: None
Psionics: None
Average Life Span: 150 years, rarely lives beyond 200
Value: 2000 to 24000 gold to unscrupulous slavers
Enemies: Titans, elves, dwarves, humans and centaurs
Allies: Giants, trolls, ogres, orcs and goblins. Frequently join other forces of evil and the supernatural.
Physical Appearance: They look like giant horses with a giant humanoid torso coming out of the neck. The head, ands and belly are all those of a giant humanoid. 01-25% are born with only one eye like a Cyclops; 01-10% are born with an additional pair of arms (adds one melee attack). Other deformities are available at GM's discretion.
Size: 20-25 feet tall; 19 feet +1d6 additional
Weight: 4000 to 5500 pounds.
Notes: Giant Centaurs may use over-sized blades if they can find someone to make them for them, otherwise they dislike puny weapons. They prefer blunt objects and weapons, and will use their great strength to pick up any heavy object and use it as a weapon. Their size makes wearing armor problematic, but if they can find an armorer willing to make it, giant Centaurs can wear a combination of armor and barding similar to that of normal centaurs, and can wear half suits of any kind of armor.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Nov 26, 2012 6:45 pm
  

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Goat Centaur

These half-man, half-goat people are believed to have been magically created far later than normal centaurs, but in truth they are a race that has its origin tied very closely to that of normal centaurs.
Goat centaurs live on the open plains in tribes of 40 to 60, or in the mountains in families of 2d6 members. They are naturally herbivores, but their massive appetites have led them to seek other types of food, many becoming omnivores, eating practically anything, including clothing and boots, which they have no need for. Given their enormous appetites, goat centaurs will eat all of the grass from an area before moving on, making them despised by other races relying on the grasslands for food. This wanton disregard for their surroundings has caused many other peoples to run them off of their territories or to engage war with them. As a result, goat centaurs train from a young age to fight.
Goat centaurs make excellent woodworkers and carvers, carpenters and builders. They are not particularly good masons, disliking stone for building structures, nor blacksmiths. Any metal weapons and armor they might use will come from trade with other peoples. When not engaged in conflicts, goat centaurs are playful creatures, and they delight in making music and musical instruments. They make excellent entertainers and will visit other peoples and trade their services for supplies to sustain them. However, many goat centaurs have been captured, enslaved or slain by unscrupulous slavers, greedy merchants enslaving them for work or entertainment. This often leads to the enslaved goat centaur acting out and being mistreated. Due to the cost to feed and care for them, many starve in captivity after a month (reduce hit points and S.D.C. by half). By the end of the next week, the goat centaur will die.
Like normal centaurs, the goat centaur's abuse at the hands of two-legged people has made them weary of most other races. They are only trusting of elves, faerie folk and some other types of centaurs.

Alignment: Any, but most are of Selfish alignments.
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 4d6, P.E. 4d6, P.B. 3d6, Spd 5d6
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 20 plus those gained by O.C.C.s and physical skills
Natural A.R.: 5
Horror Factor: 10
P.P.E.: 4d6
O.C.C.s Available to Goat Centaurs: Any, but most prefer men at arms, magic and Entertainer O.C.C.s
Natural Abilities: In addition to great prowess, the goat centaur can prowl 60%, track 77%, and swim 55%. Leaps 6 feet high or lengthwise. Climb (rocky ledges) 90%- very surefooted and can even leap around without stumbling or falling.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick does 2d4 points of damage, head butt does 2d4+2 damage, or by weapon.
Magic: By O.C.C. only.
Psionics: Standard
Average Lie Span: 90 years; some have lived to 140
Value: 200 to 1200 gold to unscrupulous slavers
Habitat: Ophid's Grasslands, Lopan, Eastern Territory grasslands, Northern Wilderness, Old Kingdom, Land of the Damned
Language: Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: Elves, Faerie Folk, and other centaurs and tauric creatures
Physical Appearance: They look like goats with a human torso coming out of the neck. The head, hands, and belly are all human, but they have small horns, usually black, on the head.
Size: 4-6 feet tall
Weight: 450-600 pounds
Notes: Goat centaurs prefer wooden weapons such as staffs, pole arms and wooden swords in hand to hand combat. They can wear a combination armor and barding like normal centaurs, and can wear half suits of any kind of armor, though they prefer leather and studded leather types.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Nov 26, 2012 7:40 pm
  

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Looks like SG is on a theme.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Nov 26, 2012 7:53 pm
  

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drewkitty ~..~ wrote:
Looks like SG is on a theme.
Yeah, kind of been stuck on Centaurs lately. I have another creature to post that isn't a Centaur, but did not want to overdo on posting today. Stressed myself out last time by posting four things, since it took me about an hour each to type them up.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 1:55 pm
  

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I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.

Nappers

Nappers are small, infant-sized semi-aquatic humanoid creatures which resemble human babies, but do not let their cuteness fool you. These vicious creatures are bloodthirsty monsters which will attack prey and rend its flesh in a matter of minutes. Most are deceptively attractive and cute, luring the unsuspecting into their trap. They are murderous predators who take pleasure in hunting and slaying the humans which they resemble. These creatures will generally be found alone, as any families will live under the water and only leave it when seeking prey. They will eat human babies and take their place, replacing them in their cribs, or be found on doorsteps or at the side of the water when luring humans into their trap. They are magical creatures, perhaps having some kinship to faerie folk, and possess some magic abilities.

Alignment: Considered diabolic evil
Attributes: I.Q. 1d6 (animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 2d6, P.E. 3d6, P.B. 4d6, Spd 2d6 on land (X3 in water)
Hit Points: 2d6+2
S.D.C.: 2d6
Natural A.R.: Not applicable
Horror Factor/Awe: 8
P.P.E.: 4d6
O.C.C.: None; animal
Natural Abilities: Can breathe underwater as well as in air, swim 90%, prowl 85%
Attacks Per Melee: Two per round
Damage: Nip does 1d4 points of damage, full strength bite 3d6
Bonuses: +3 initiative, +3 to strike, +3 to dodge, +6 to save vs. poison and disease, +6 to save vs. Horror Factor
Magic: ALL Nappers have the following magic powers: Charm, sleep, mesmerism and repel animals
Psionics: None
Average Life Span: 10-20 years
Value: Unscrupulous traders will try to pass them off as normal human babies, selling them for between 200 and 1200 gold
Habitat: Inhabit streams and lakes in most areas.
Language: Its own system of coos and gurgles
Enemies: Large animal predators
Allies: None; animal
Physical Appearance: Appear to be human babies, though have hidden gills and rows of sharp teeth
Size: 1-2 feet tall
Weight: 20-40 pounds

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Last edited by Stone Gargoyle on Tue Nov 27, 2012 3:42 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 2:27 pm
  

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Stone Gargoyle wrote:
I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.

Nippers

Nippers are small, infant-sized semi-aquatic humanoid creatures which resemble human babies, but do not let their cuteness fool you. These vicious creatures are bloodthirsty monsters which will attack prey and rend its flesh in a matter of minutes. Most are deceptively attractive and cute, luring the unsuspecting into their trap. They are murderous predators who take pleasure in hunting and slaying the humans which they resemble. These creatures will generally be found alone, as any families will live under the water and only leave it when seeking prey. They will eat human babies and take their place, replacing them in their cribs, or be found on doorsteps or at the side of the water when luring humans into their trap. They are magical creatures, perhaps having some kinship to faerie folk, and possess some magic abilities.

Alignment: Considered diabolic evil
Attributes: I.Q. 1d6 (animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 2d6, P.E. 3d6, P.B. 4d6, Spd 2d6 on land (X3 in water)
Hit Points: 2d6+2
S.D.C.: 2d6
Natural A.R.: Not applicable
Horror Factor/Awe: 8
P.P.E.: 4d6
O.C.C.: None; animal
Natural Abilities: Can breathe underwater as well as in air, swim 90%, prowl 85%
Attacks Per Melee: Two per round
Damage: Nip does 1d4 points of damage, full strength bite 3d6
Bonuses: +3 initiative, +3 to strike, +3 to dodge, +6 to save vs. poison and disease, +6 to save vs. Horror Factor
Magic: ALL Nippers have the following magic powers: Charm, sleep, mesmerism and repel animals
Psionics: None
Average Life Span: 10-20 years
Value: Unscrupulous traders will try to pass them off as normal human babies, selling them for between 200 and 1200 gold
Habitat: Inhabit streams and lakes in most areas.
Language: Its own system of coos and gurgles
Enemies: Large animal predators
Allies: None; animal
Physical Appearance: Appear to be human babies, though have hidden gills and rows of sharp teeth
Size: 1-2 feet tall
Weight: 20-40 pounds

Not to be confused with the Worm of Taut of the same name (Monsters & Animals pg 158) Not to be too nitpicky stoney, but you may want to remedy that. Other than that, yet another nice addition to the beastiary here. As for a scorpion type centaur, don't step on too many toes there, either. Referring to the Scorpion People in Pantheons of the Megaverse if memory serves.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 3:39 pm
  

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JuliusCreed wrote:
Stone Gargoyle wrote:
I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.

Nippers

Not to be confused with the Worm of Taut of the same name (Monsters & Animals pg 158) Not to be too nitpicky stoney, but you may want to remedy that. Other than that, yet another nice addition to the beastiary here. As for a scorpion type centaur, don't step on too many toes there, either. Referring to the Scorpion People in Pantheons of the Megaverse if memory serves.
Okay, did not check every area for the name thing. What might be a better name? Might just leave as is, though, since some creatures do wind up with similar names.
As for the Scorpion people, are they tauric creatures? If so, might not bother with that one if it is already done.

Update: Changed it to "Nappers" for the least possible amount of editing.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 5:20 pm
  

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Hero

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That's why it is called "the present".
Stone Gargoyle wrote:
JuliusCreed wrote:
Stone Gargoyle wrote:
I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.

Nippers

Not to be confused with the Worm of Taut of the same name (Monsters & Animals pg 158) Not to be too nitpicky stoney, but you may want to remedy that. Other than that, yet another nice addition to the beastiary here. As for a scorpion type centaur, don't step on too many toes there, either. Referring to the Scorpion People in Pantheons of the Megaverse if memory serves.
Okay, did not check every area for the name thing. What might be a better name? Might just leave as is, though, since some creatures do wind up with similar names.
As for the Scorpion people, are they tauric creatures? If so, might not bother with that one if it is already done.

Update: Changed it to "Nappers" for the least possible amount of editing.

Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 5:34 pm
  

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JuliusCreed wrote:
Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 6:57 pm
  

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Stone Gargoyle wrote:
JuliusCreed wrote:
Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.
If they are dissimlar enough, I don't see a problem in creating an alternate race of scorpion people. In the Monsters and Animals book, there is a creature called a puck right next to the satyr. It shows you two ways of doing basically the same creature.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Nov 27, 2012 7:48 pm
  

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Gryphon Chick wrote:
Stone Gargoyle wrote:
JuliusCreed wrote:
Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.
If they are dissimlar enough, I don't see a problem in creating an alternate race of scorpion people. In the Monsters and Animals book, there is a creature called a puck right next to the satyr. It shows you two ways of doing basically the same creature.
I understand Mr. Creed's concerns, and there are a lot of redundancies in the game already.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Nov 28, 2012 1:55 pm
  

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Depending on how I wind up writing up the Insectaur types, the scorpion type may wind up being like the Giant Centaur where there are numerous mutation deformities available, with some having hands, some with one hand and a pincer, and some having both hands being pincers. This is due to the fact that the ant type may have similar deformities, with some having wings and some not. It is either make some abilities available through deformities or end up writing up a whole bunch of different types, which is way more work than I am wanting to do.

Update: Getting a better handle on how I am going to write up the dragon type as well, but it might take longer than planned to get them all done as I was reminded that I still have stuff to write up for the Airship O.C.C.s and Skills thread.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 01, 2012 7:02 pm
  

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Stone Gargoyle wrote:
Depending on how I wind up writing up the Insectaur types, the scorpion type may wind up being like the Giant Centaur where there are numerous mutation deformities available, with some having hands, some with one hand and a pincer, and some having both hands being pincers. This is due to the fact that the ant type may have similar deformities, with some having wings and some not. It is either make some abilities available through deformities or end up writing up a whole bunch of different types, which is way more work than I am wanting to do.

Update: Getting a better handle on how I am going to write up the dragon type as well, but it might take longer than planned to get them all done as I was reminded that I still have stuff to write up for the Airship O.C.C.s and Skills thread.
Take your time. No need to rush to get it all done.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 01, 2012 7:08 pm
  

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Gryphon Chick wrote:
Take your time. No need to rush to get it all done.
It is not so much that I am trying to get it all done so much that I want to write it up as it comes to me. I am having a hard time wrapping my mind around the Sky Pirate O.C.C. at the moment, so I will be writing up the Dragon Centaur next since I have all the stuff for it figured out. Should have it up in a couple of days.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Dec 02, 2012 2:19 pm
  

Knight

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Any chance some one will make Villains or Evil Organizations?


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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 03, 2012 4:22 pm
  

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gaby wrote:
Any chance some one will make Villains or Evil Organizations?
That is not the subject of this thread. This thread is for monsters and animals, as well as new playable races.

Dragon Centaur

Dragon Centaurs, also known as Draconitaurs, are not true centaurs but rather tauric creatures with dragon-like bodies. The half-man, half-dragon creatures' origins are a mystery, but it is suspected that they were created as a minion race by a god to be used in war as powerful weapons, as they are obviously built for battle. If they are indeed a minion race, whatever god they served no longer lays any claim to them. There are several types of Dragon Centaurs, and it is unknown if they are one species or several made to interbreed. They typically don't interbreed between types, though. The three types which are known to exist are the fire type, ice type and poisonous gas type. It is thought that when they were created, they were meant to imitate the various types of dragons. It is unknown if at one point there were more than just the three existing types of Dragon Centaurs, but it certainly seems possible (G.M.s may choose to make more types available at their discretion).
Dragon Centaurs live in high mountain caves and ledges, in groups of 1d6 members. They do not breed often, so children are rare. All families in a given area will generally be of the same type. They are extremely territorial and will defend their lands against the presence of other creatures, allowing only herds of food prey to reside in their chosen territory. They dislike strangers, even other Dragon Centaurs, who may be considered a threat when coming into their territories. As they have no use for trade goods of other races, they limit their interaction with the two-legged peoples. Rarely, Dragon Centaurs will capture and enslave humanoids who come into their territories rather than kill them. Even rarer still is it when a humanoid escapes. Thus their existence is mostly unknown to outsiders. Dragon Centaurs will rarely involve themselves in the affairs and dealings of other peoples. When they do, it is because they see an injustice being perpetrated. They have also been known to seek adventure when, at a young age, they find their home cave to be boring and uneventful. As their people are widespread, travel also becomes necessary when a young male goes to seek a mate and creates his own family. Often when approaching a strange family of other Dragon Centaurs, a male will have to engage in combat to gain the right to court the females in that family and to be granted the right to remain among them for any amount of time.
By mining ore from the mountains where they live, they are able to create their own weapons, many being capable armorers and blacksmiths. As they hoard their creations, many Dragon Centaur dens are a virtual treasure trove of arms and weapons.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 4d6+10, P.P. 4d6, P.E. 5d6, P.B. 2d6, Spd 6d6 (X5 in flight)
Hit Points: 6d6X10+P.E. attribute number +1d6 per level of experience
S.D.C.: 3d6X10 plus any gained by O.C.C. and physical skills
Natural A.R.: 12-15; 11 +1d4 additional
Horror Factor: 16
P.P.E.: 1d6X10
O.C.C.s Available to Dragon Centaurs: Any
Natural Abilities: Nightvision 40 feet, exceptional hawk-like vision, see the invisible, impervious to poison, bio-regenerate 2d6 S.D.C. or hit points per melee round, prowl 30%. Leaps 10 feet high and 19 feet across +1 foot per level of experience, or 100 feet on a gliding/soaring leap.
Breath Weapon: The three different types of Dragon Centaurs each have a different type of breath weapon. Only one type may be selected from the choices below. G.M.s may choose to make additional choices possible at their discretion.
* Fire Breath: Damage: 5d6, Range: 50 feet
* Ice/Frost Breath: Damage: 5d6, Range: 50 feet
* Poison Gas Cloud: Damage: 6d6 (may save vs. Lethal poison for half damage), Range: 30 feet
Acid Blood: When cut, dragon centaurs bleed acid. A single drop will do 1d6 damage to organic material, 2d6 damage to metal, and burns for one full melee round, after which it becomes inert and does no damage. Ay weapon piercing or cutting a Dragon Centaur will take such damage.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Bite 1d6 damage, headbutt 4d6, claws 3d6, lashing tail 2d6, or by weapon.
Bonuses: +4 damage, +3 initiative, +2 to strike, +2 to parry, +3 to dodge on the ground, +5 to dodge in flight, +2 to pull punch, +7 to save vs. Horror Factor, +3 on all other saving throws.
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 2000 to 3000 years
Value: 60,000 to 80,000 gold
Habitat: Land of the Damned, the Northern Mountains, Old Kingdom Mountains
Languages: Dragonese/Elf, Dwarven and three of choice
Enemies: None per se; bipedal humanoids in general
Allies: None per se; dragons and other centaurs and tauric races in general
Physical Appearance: They have dragon-like bodies, with leathery wings coming off the shoulders, with a humanoid torso coming out of the neck. The head, hands, and belly are all humanoid, though the entire body is covered in scales and a pair of large horns decorates the head. Fire types come in a range of colors from gold to yellow to red to black. Ice/Frost types come in a range of colors from blue to white to silver. Poison Gas types come in a range of colors from gray to purple to green. Other colors may be available at the G.M.'s discretion.
Size: 8-16 feet tall from front feet to top of head, with the dragon body being 10-15 feet long, and the tail being an additional 8-10 feet. Wingspan 24-36 feet.
Weight: 2400-3600 pounds
Notes: Dragon Centaurs love all forms of metal weapons, including swords, axes, maces and pole arms. They are skilled at making all manner of arms and armor. Some families will have full suits of plate made custom for themselves, but such armor will fit only them. They are skilled at making armor for other creatures as well. Dragon Centaurs can also wear half suits of armor, preferring plate types. They will hoard metal and gems, as well as arms and armor they have made, though they have little desire or need for coins.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 05, 2012 12:06 pm
  

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I have a bit of a question, actually more of hopefully an inspiring remark. What does a titan, ogres, etc ride into battle on or ride in general? Oh, add demons to that list.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 05, 2012 1:15 pm
  

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pblackcrow wrote:
I have a bit of a question, actually more of hopefully an inspiring remark. What does a titan, ogres, etc ride into battle on or ride in general? Oh, add demons to that list.
I have actually been thinking a lot on that lately. Perhaps I will do some more mounts once I finish with the tauric creatures I am working on. Reagren Wright did some stuff for diminutive mounts for dwarves and gnomes, but did not give any love to the big boys. We shall have to remedy that.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 05, 2012 11:09 pm
  

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Reagren Wright wrote:
THUNDER HOOVES

According to some, they were created by Nut (the mother of Osiris, Set, Isis, and Nephthys)
as a gift to her husband/brother Geb (father of the gods). When one of the Old Ones kidnapped
Nut to prevent Geb from participating in the Chaos War, the ancient god released the herd
and allowed them to roam freely. After the war, Nut never returned, and Geb lost interest
For thousands of years, large herds of these gigantic wild horses roamed freely within
the New Kingdom and what would later be called the Eastern Territory. They held such majestic
sway over the elf empire that all considered it unthinkable to attempt to rides such animals.
Only a select few elves possessed the skill to tame one, much less ride it. However,
when the Elf/Dwarf War started, every elf knight, paladin, and noble wanted one. The sight of
these huge horses urged the dwarf empire to exterminate their numbers by the hundreds. By
the end of the war, only a single herd of 20-30 animals survived in the High Grass region of the
Forest of Enchantment protect by the entirety of the faerie folks living in the region. For the
next 1000 years, the herd slowly migrated out of the region and back into the Old Kingdom
Lowlands away from the mountains. Unfortunately, they became a food source for tribes of
orcs and goblins, as well as ogres and trolls. The horses remained in small herds but because of
their isolation, the fledgling human kingdoms knew nothing of their existence. They were though
of only as a creature of legend, wipeout during the Great War.

During the last century, explorers from the Western Empire and Land of the South Winds soon
brought word of gigantic horses roaming the desolated wastelands. Some ever told stories of
ogres and giants riding such animals. Using literacy pictorial and archeological sources, scholars
were able to confirm these animals were indeed the legendary Thunder Hooves of long ago.
Nobility from all over the world have sent trappers and hunters into the region in order to
acquire just one animal. To the horror of many, the Nimiro Kingdom instead of using these
animals as mounts has deemed the animals a food source. A single horse can feed two or three
giants. Fortunately, no one in the Giant Kingdom has been able to successfully domestic these
animals to put them into pens to be raised for slaughter. The animals are to wild and unruly for
such actions, no to mention, one of these horses is strong enough to kill a giant. Meanwhile,
the Wolfen Empire has sent experts in horsemanship into the region to investigate the
possibility of using the animals as mounts, already reports in the Disputed Lands have sightings
of a wolfen knight, paladin, or noble riding these giant steeds.

Thunder Hooves live in small herds (9-24) like those of wild horses. They are usually made up of
small bands led by a dominant mare, containing additional mares, their foals, and immature
horses of both sexes. There is usually one herd stallion, though occasionally a few less-
dominant males may remain with the group. The makeup of the herd shifts over time as young
animals are driven out of the herd they were born into and join other herds, or as young
stallions challenge older males for dominance.

Armor Rating: N.A.R.: 8
Hit Points: 1D6x10+10
S.D.C.: 2D4x10+10
Average P.P.E.: 6D6.
Appearance: A giant draft horse, with powerful and muscular build, a dense rounded
body, a broad back, strong loins, powerful hind-quarters, and long legs with dense bones. Their
coat is almost always a dark gray (color of thunderclouds), but there is the occassional black
stallion or white mare. Their legs often have white stockings with long hairs.
Natural Abilities: Supernatural Strength and endurance, a single horse can pull a 5 ton
boulder for nearly one hundred miles (160 km), nearly fearless, leap 10 feet (3 m) high or 20
feet (6 m) across, swim 55%, Sensitive to the Supernatural and Potential Psychic Energy
(P.P.E.), Range of Sensitivity: 1200 feet (365 m).
Speed: 40 (28 mph/45.08 km) , but maximum speed is 60 (42 mph/67.62 m). The
horses pulling speed is half its normal speed. A Thunder Hoof can maintain its average running
speed for 22 hours with minimal strain/exhaustion (needs only two-three hours of rest). It can
maintain its maximum speed for 1 hour and 1D6x10 minutes. A domesticated horse is extremely
loyal and will run until they collapse from exhaustion. Note: If the horse is made to travel its
maximum distance without stopping, after the animal rests it will spending 2-3 hours grazing or
needing to be feed, before it can take off again. If the horse is not allowed to eat, it will
become unruly and lash out (its hungery).
Attacks Per Melee: Three
Damage: Front kick does 3D6+6 points of damage, rear does 5D6+6 points of damage,
stomp 2D4, trample 6D6, and bite 1D6+2 damage. Unlike other horse, Thunder Hooves do not
instinctively leap over and run around humanoids and most other animals, they will fight by
kicking and trampling. It does take much for a rider to coax a domesticated horse into
attacking an opponent.
Bonuses: +1 on initiative, +5 to strike, +1 to dodge, +9 to save vs. Horror Factor, and
+3 to save vs. poison and disease.
Magic: None
Psionics: Natural Sensitivity but no actual powers.
Value: Untrained 10,000-18,000; trained 60,000-110,000 gold. Note: These horses are
not easily domesticated. In fact, because of their size and unruliness, they are considered
exotic animals, and have to be tamed as such. Any attempts quickly figure out how to ride
these animals using traditional horsemanship is done with a -20% and -25% penalty to breed
(raise, break, train, etc).
Average Life Span: 25 years.
Habitat: Grasslands and plains
Range: Old Kingdom Lowlands (west of the mountains).
Language: None.
Enemies: Giants races and large predators. They are cautious around humanoids but
with time and patience, they can be taught to trust
Allies: Benevolent faerie folk and trust worthy humanoids.
Size: 32-34 Hands (10.5 to 11.3 feet/3.2 to 3.4 m) high at the withers (shoulder).
Weight: 6000-6600 lbs (2700-2970 kg).


Stone Gargoyle I think you look for these guys :D .


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 05, 2012 11:17 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Once again I take some time off and my man Stone Gargoyle has posted some very nice monsters.
Nice job my man. Soon as I finish working on another writing project I'm going to be back.
Can't let Stone have all the fun :-D Besides I need a moment to engage in my other habit,
listening to Christmas Music :D :angel: .


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 1:10 am
  

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Champion

Joined: Sat Jul 13, 2002 1:01 am
Posts: 2562
Location: On Earth
Another thought...A mount for a gorgon. What would they ride?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 4:12 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
Once again I take some time off and my man Stone Gargoyle has posted some very nice monsters.
Nice job my man. Soon as I finish working on another writing project I'm going to be back.
Can't let Stone have all the fun :-D Besides I need a moment to engage in my other habit,
listening to Christmas Music :D :angel: .
I appreciate the encouragement, and it would be nice to have someone else posting in here again.
Sorry I forgot about the THUNDER HOOVES. I think I might write up some alternative mounts anyhow, depending on my mood. As for now, I am finishing up on the tauric creatures series with the Insectaurs.

Insectaurs

Insectaurs are tauric creatures with the bodies of giant insects, with humanoid torsos sprouting out from where the insect's head would be. There are as many types of insectaurs as there are kinds of bugs (which is why I am going to make it easy on myself and basically give you an insectaur generator). They range from the more intelligent basic types to monstrously inhuman ones. The abilities vary from type to type. Most insectaurs live in underground caverns and tunnels, with some living in desert climates or high atop mountain cliffs, just depending on the type of insectaur. The origins of the different types of insectaurs vary, with some being minions created by various gods.

Alignment: Any
Attributes: I.Q. 3d6 (or 1d6 (animal intelligence) if that option is selected when rolling on the Insectaur Abilities Table), M.E. 2d6, M.A. 2d6, P.S. 5d6 (supernatural), P.P. 4d6, P.E. 5d6, P.B. 2d6, Spd 2d6+10 (X2 if extra legs are selected when rolling on the Insectaur Abilities Table)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 2d4X10+20 plus any gained from O.C.C.s and physical skills
Natural A.R.: 6-16; 4 +2d6 additional
Horror Factor: 15
P.P.E.: 4d6
O.C.C.s Available to Insectaurs: Any men of arms (or none if animal intelligence is selected when rolling on the Insectaur Abilities Table)
Natural Abilities: Superior physical strength and endurance, considered to be the equivalent of supernatural physical P.S. and P.E. Leaps 9 feet high and 19 feet across +1 foot per level of experience. Roll on the Insectaur Abilities Table for additional abilities.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater (plus additional attacks if extra arms are selected when rolling on the Insectaur Abilities Table)
Damage: Any from physical strikes, adds P.S. damage bonus and does supernatural strength damage, or by weapon (or by any selected natural weaponry selected from the Insectaur Abilities Table)
Bonuses: +4 damage, +1 initiative, +2 parry, +3 dodge on the ground (plus any additional bonuses from selections made on the Insectaur Abilities Table)
Magic: None
Psionics: None
Average Life Span: 90 years, some have lived to 140
Value: 6,000 to 24,000 gold
Habitat: Varies.
Language: Two of choice +20% (unless animal intelligence is selected when rolling on the Insectaur Abilities Table, then they communicate in their own system of clicks and taps)
Enemies: None per se
Allies: None per se
Physical Appearance: Varies with abilities/type. Generally, they appear as bug-like creatures with a human torso coming out of where the head would be (Before additional abilities are added by rolling on the Insectaur Abilities Table, the head, hands and belly are all human).
Height: 6-16 feet tall; 4 feet +2d6 additional
Weight: 1000-4000 pounds; 1d4X1000 pounds
Notes: Those with human intelligence and human hands can use weapons in hand to hand combat, though they are typically forced to scavenge them from opponents they defeat or kill. They can also wear half suits of any kind of armor.

Insectaur Abilities Table: Roll four times to determine random abilities and features. The character may also select to have animal intelligence rather than human intelligence to gain two additional abilities.
01-10% - Additional Eyes (+2d6 eyes on the head). Adds +2 to Perception rolls for each additional pair of eyes and reduces the chance of being blinded by being struck in the eyes.
11-20% - Nightvision. 3d6X10 yards/meters
21-30% - Poisonous Bite. Does 2d6 damage (half damage if save vs. poison is made, 16 or better, P.E. bonus applies). Can be selected twice for double the damage.
31-40% - Pincer Hand. Replaces one of the human hands, doing 2d6 +P.S. damage bonus on a successful strike. May be selected as many times as the character has human hands to replace. Note that if all the hands are replaced, no weapon use by the character will be possible.
41-50% - Extra Pair of Arms. Adds one melee attack. May be selected twice, for a maximum of four additional human arms total.
51-60% - Extra Pair of legs. Doubles Spd attribute for ground movement, adds +1 to dodge on the ground.
61-70% - Leaping Legs. Replaces leaping ability in Natural Abilities, allowing the character to leap 100 feet up and 200 feet across.
71-80% - Wings. Grants flight at Spd attribute X5 and allows +5 to dodge when flying. Can be taken twice to fly at Spd attribute X10 and +6 dodge when flying.
81-90% - Poison Stinger. Located on a scorpion-like tail, it does 1d4 damage each sting, plus poison damage of 3d6, unless the victim saves vs. lethal poison (14 or higher).
91-00% - No Abilities Whatsoever. The character is a basic type of insectaur resembling an ant.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 5:09 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Excellent work on the Insectaurs, SG. Very nicely done.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 6:01 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
Excellent work on the Insectaurs, SG. Very nicely done.
Thanks. I thought doing it that way would be easier than writing a dozen separate types of them.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 8:10 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Stone Gargoyle wrote:
Gryphon Chick wrote:
Excellent work on the Insectaurs, SG. Very nicely done.
Thanks. I thought doing it that way would be easier than writing a dozen separate types of them.
Yes, probably both easier and less redundant.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 06, 2012 8:17 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
pblackcrow wrote:
Another thought...A mount for a gorgon. What would they ride?
There are already quite a few creatures posted here which serve as mounts. I don't see why a specific creature needs its own mount. I do plan on writing some more in the coming days, but they won't be custom tailored for any given rider.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Dec 07, 2012 1:59 pm
  

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Froglidar

The froglidar are amphibious frog-like mounts that are trained and ridden by people wanting a mount which can swim as well as cross large distances. Naturally very aggressive, they are sometimes bred with the purpose of making them generally shy and timid, which also has a tendency to make them quite jittery and nervous. If trained for use in battle, such breeding is unnecessary, but many trainers aren't looking for a war animal and foolishly breed for traits which will make the animal easier to handle. Froglidar have strong legs for leaping like frogs do, and tails which they can use to defend themselves and their riders against attack. They have thick, lumpy skin like toads which make them easier to ride than if their skin were naturally smooth, yet some breeders will breed this trait out to get a more attractive animal. They have sharp teeth with which to attack food prey which trainers will often remove to make the animal less dangerous. Likewise, the claws on their webbed feet are often filed down by trainers who fear for their safety. Of course, leaving the animal its natural weapons will allow it to fight better.

Alignments: Any
The Eight Attributes: I.Q. 2d4 (high animal intelligence), M.E. 1d6, M.A. 1d6, P.S. 5d6, P.P. 3d6, P.E. 4d6, P.B. 1d6 (+1d6 if bred for smooth skin), Spd 6d6 (X3 swimming)
Hit Points: P.E.+30
S.D.C.: 1d6X10+20
Natural A.R.: 6 if hide is thick, otherwise none
Horror Factor: 8
P.P.E.: 2d4
O.C.C.: Not applicable; animal
Natural Abilities: Leap 30 feet high and 60 feet across, swim 90%, prowl 45%
Attacks Per Melee: Two per round
Damage: Bite does 2d4 damage if it has teeth otherwise 1d4, kick with hind legs does 3d6 damage plus 1d4 if it has claws, claws on front legs do 1d4 damage if it has them, tail lash does 1d6 damage
Bonuses: +1 to strike, +2 to dodge, +3 on a leaping dodge
Magic: None
Psionics: None
Average Life Span: 20 years, some live up to 40
Value: Untrained: 1,000 to 5,000 gold, trained: 10,000 to 50,000 gold
Habitat: Moist areas near ponds, marshes and swamps
Language: None, but can learn to understand commands in any language
enemies: Large predators and humanoids
Allies: None
Size: 6-10 feet long
Weight: 850-1550 pounds

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


Last edited by Stone Gargoyle on Mon Dec 10, 2012 4:46 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 08, 2012 2:10 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Blade Runner

This mount used primarily by elves can typically be found running wild in Ophid's Grasslands but is also found in the realm of Kh'ron (See the Kronos, God of Time topic thread). Created by magic for use in the war between the elves and the dwarves, Blade Runners are basically giant grasshoppers with the heads of horses. Similar to horses, Blade Runners have a sensitivity to the supernatural and potential psychic energy (P.P.E.).
When running wild, Blade Runners can be found in herds of 40 to 60. They are herbivores, eating most any plant materials they find. If left unchecked, the Blade Runner population would outnumber all other animals in the area, eating up all the grass and starving out other wildlife. For this reason, they must be regularly hunted by the elves to thin their numbers. The meat from this creature tastes like horse meat and is perfectly fine to eat if properly prepared.
They are captured and used as mounts, being excellent for crossing large distances in a hurry and leaping across chasms.

Alignments: Any, but usually good.
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6. M.A. 2d6, P.S. 4d6, P.P. 3d6, P.E. 4d6, P.B. 1d6, Spd 4d6X2
Hit Points: P.E.+20
S.D.C.: 1d4X10+20
Natural A.R.: 12
Horror Factor: 8
P.P.E.: 4d6
O.C.C.: Not applicable
Natural Abilities: In addition to great speed, the Blade Runner can prowl 60%, track by smell 45%, climb 60%. Leaps 100 feet high and across.
Sensitivity to the Supernatural and Potential Psychic Energy (P.P.E.): Like horses, Blade Runners are among the most sensitive animals in the world when it comes to sensing the presence of immense magic energy and the supernatural, particularly supernatural evil. This psychic awareness also enables the animal to see certain invisible supernatural beings including entities, the energy essence of alien intelligences, most demons and elemental beings (does not include spell magic induced or other forms of invisibility). When supernatural evil is present, the animal will become "spooked"- nervous, jumpy, and agitated. The closer the source of evil or great magic, the more frantic the animal becomes. It does so instinctively, so even the most well trained animal may throw its rider and flee (01-33% chance). Range of Sensitivity: 1000 feet.
The animal's sensitivity is most acute in regard to evil supernatural beings, but they can also sense ley lines, nexuses, and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more). Range of Sensitivity: 400 feet.
Attacks Per Melee: Two per round
Damage: Head butt 2d4 damage, kick with hind legs 5d6 damage
Bonuses: +1 initiative, +4 dodge, +5 leaping dodge
Magic: None
Psionics: None
Average Life Span: 20 years, some have lived up to 40
Value: Untrained: 1,000 to 5,000 gold, trained: 10,000 to 50,000 gold
Habitat: Ophid's Grasslands, the realm of Kh'ron
Language: None, but can learn to understand commands in any language
Enemies: None per se
Allies: None, animal
Size: 7-8 feet tall at the shoulder, about the size of an average horse
Weight: 800-1000 pounds

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Last edited by Stone Gargoyle on Mon Dec 10, 2012 4:50 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 08, 2012 2:15 pm
  

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Hero

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Location: Texas... what country are you from?
Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present".
Stone Gargoyle wrote:
Blade Runner

This mount used primarily by elves can typically be found running wild in Ophid's Grasslands but is also found in the realm of Kh'ron (See the Kronos, God of Time topic thread). Created by magic for use in the war between the elves and the dwarves, Blade Runners are basically giant grasshoppers with the heads of horses. Similar to horses, Blade Runners have a sensitivity to the supernatural and potential psychic energy (P.P.E.).
When running wild, Blade Runners can be found in herds of 40 to 60. They are herbivores, eating most any plant materials they find. If left unchecked, the Blade Runner population would outnumber all other animals in the area, eating up all the grass and starving out other wildlife. For this reason, they must be regularly hunted by the elves to thin their numbers. The meat from this creature tastes like horse meat and is perfectly fine to eat if properly prepared.
They are captured and used as mounts, being excellent for crossing large distances in a hurry and leaping across chasms.

:shock: Just trying to picture this and I find myself oddly disturbed... yet strangely amused... :lol:
Also, would a gathering of these things be called a herd... or a swarm? Just wondering...

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 08, 2012 2:28 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I went back and edited the Spider Horse, due to fact that with recent additions it just seemed a bit slow for what it was intended to be. Also editing some of the others as I have time.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Dec 08, 2012 2:30 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
JuliusCreed wrote:
Stone Gargoyle wrote:
Blade Runner

This mount used primarily by elves can typically be found running wild in Ophid's Grasslands but is also found in the realm of Kh'ron (See the Kronos, God of Time topic thread). Created by magic for use in the war between the elves and the dwarves, Blade Runners are basically giant grasshoppers with the heads of horses. Similar to horses, Blade Runners have a sensitivity to the supernatural and potential psychic energy (P.P.E.).
When running wild, Blade Runners can be found in herds of 40 to 60. They are herbivores, eating most any plant materials they find. If left unchecked, the Blade Runner population would outnumber all other animals in the area, eating up all the grass and starving out other wildlife. For this reason, they must be regularly hunted by the elves to thin their numbers. The meat from this creature tastes like horse meat and is perfectly fine to eat if properly prepared.
They are captured and used as mounts, being excellent for crossing large distances in a hurry and leaping across chasms.

:shock: Just trying to picture this and I find myself oddly disturbed... yet strangely amused... :lol:
Also, would a gathering of these things be called a herd... or a swarm? Just wondering...
A herd. Mentally, they are the same as horses. Glad you like them.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 10, 2012 5:40 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I had to fix some of the mounts I did before. All mounts should have around 2d4 I.Q. (high animal intelligence) and have the ability to understand commands in and language so that it can be trained.
I wrote up a few cool ones over the weekend, but it might take a little while to get them all posted.

Ifrit Hound

Ifrit Hounds are creatures of magic created to be mounts. These creatures are part dog and part antelope, having large horns and hooves on a canine body. In addition to their use as mounts, Ifrit Hounds act as guard animals. They are magically protected against fire and also have fire as a breath weapon.
Ifrit Hounds do not exist in the wild but are bred in kennels. If by chance they escape, Ifrit Hounds are nearly impossible to capture again. Loyal to their owners, they are good companion animals and will generally only attempt to escape if mistreated.

Alignment: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 5d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd 3d6X2
Hit Points: P.E. attribute number +10
S.D.C.: 1d4X10+30
Natural A.R.: 6
Horror Factor: 16
P.P.E.: 3d6
O.C.C.: Not applicable
Natural Abilities: See the invisible, impervious to fire, nightvision 60 feet, prowl 35%, track (by smell) 80%, keen hearing, leap 10 fet high or 20 feet long, and like most canines can perform a leaping pounce, instinctively leaping and biting their prey, with a 01-55% chance of knocking human-size prey off his feet (victim loses initiative and one melee attack) and he suffers 1d6 damage from the impact and fall.
Sensitivity to the Supernatural and Potential Psychic Energy (P.P.E.): As a canine race, Ifrit Hounds are among the most sensitive in the world when it comes to sensing the presence of immense magic energy and the supernatural, particularly supernatural evil. This psychic awareness also enables the animal to see certain invisible supernatural beings, including entities, the energy essence of alien intelligences, most demons and elemental beings (does not include spell magic induced or other forms of invisibility). When supernatural evil is present, the creature becomes nervous, jumpy and agitated. The closer the source of evil or great magic, the more tense the animal becomes, pacing back and forth, growling, barking or howling in warning. When face to face with supernatural evil, the Ifrit Hound, a natural predator, will defend itself, its home or its master by attacking the creature. The animal will flee only if commanded to do so by its master or if its opponent proves to be too powerful; many Ifrit Hounds will fight to the death. This is an instinctive response. Range of Sensitivity: 1200 feet
The Ifrit Hound can also sense ley lines, nexuses, and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more). Range of Sensitivity: 600 feet
Fire Breath: Ifrit Hounds can perform two breath attacks per melee, doing 4d6 points of fire damage at a range of 100 feet.
Attacks Per Melee: Three per round
Damage: Kick does 2d6 points of damage, head butt does 2d6+2 damage, bite does 2d4+3 damage, or by fire breath attack.
Bonuses: +3 initiative, +4 to strike, +4 to dodge, +4 to save vs. Horror Factor, +2 to save vs. all magic
Magic: None
Psionics: None
Average Life Span: 20 years, though some live up to 40
Value: 60,000 to 80,000 gold
Habitat: City areas where they are trained as guard dogs and mounts.
Languages: None, other than barks and growls, but can learn the basics of and language and be made to understand commands like a normal dog.
Enemies: None per se
Allies: None, animal; generally any humanoid they come to recognize as their master or trainer.
Physical Appearance: They look like over-sized dogs, typically with brown or black fur/hair, with hooves and antelope-like horns.
Size: 8-10 feet tall at the shoulder, roughly the size of a large horse
Weight: 800-1200 pounds

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 11, 2012 1:41 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Jackamount

A bigger, more powerful cousin to the jackalope, the Jackamount is a creature having the traits of a giant rabbit mixed with an antelope. It has sharp claws, powerful teeth and large antlers. It should not be confused with its even larger, more powerful cousin, the Jackamoose, which has more powerful antlers and hooves. Jackamounts are easily trainable as mounts, partially due to their docile nature and willingness to be trained.
Jackamounts live naturally in herds of 3d6 members and are herbivores, preferring grasslands and lightly forested areas. They are generally shy and timid, especially when outnumbered, but will fight if backed into a corner.

Alignment: Any, but usually of good alignments
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 2d6+10, P.P. 3d6, P.E. 2d6+10, P.B. 2d6+10, Spd 3d6+20
Hit Points: P.E. attribute number X2
S.D.C.: 2d6+10
Natural A.R.: 6
Horror Factor: 8
P.P.E.: 3d6
O.C.C.: None, animal
Natural Abilities: Nightvision 100 feet, prowl 40%, and leap 30 feet high and 90 feet long
Attacks Per Melee: Three per round
Damage: Bite inflicts 2d4 points of damage, claws 2d6, kick (front) 1d6, kick rear (both legs) 4d6 points of damage, head butt 2d6+2 points of damage. A running charge does 5d6 points of damage.
Bonuses: +1 initiative, +4 to dodge, +2 to save vs. Horror Factor
Magic: None
Psionics: None
Average Life Span: 20 years, some have lived up to 40
Value: Fur: 100-200 gold, meat (whole animal): 400-800 gold. Untrained: 2000 to 6000 gold, trained: 8,000 to 24,000 gold
Habitat: Ophid's Grasslands, Eastern Territory, Old Kingdom
Languages: None, but can learn to understand commands in any language
Enemies: None per se, though they are sometimes hunted for sport and fur, and they are captured and trained as mounts.
Allies: None, animal
Physical Appearance: They look like large rabbits with horns and sharp claws.
Size: 6-7 feet tall at the shoulder, about the size of a horse.
Weight: 600-1000 pounds

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


Last edited by Stone Gargoyle on Wed Dec 12, 2012 1:29 pm, edited 3 times in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 11, 2012 2:26 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Ferile

Feriles are large predatory cats which have strong backs and are well suited for use as mounts. Due to their aggressive nature, training them can be problematic, but some say their ferocity in battle is well worth the trouble. Due to their resemblance to other large cats and to make them more recognizable as mounts, owners of these animals often take to dying their fur with their heraldic colors (green, blue, purple and bright red are most popular) to make them stand out on the battlefield. Feriles are used by many different races, including elves, humans, orcs and Tezcat.

Alignment: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 5d6, P.P. 4d6, P.E. 4d6, P.B. 4d6, Spd 5d6
Hit Points: P.E. attribute number +20
S.D.C.: 2d4X10
Natural A.R.: 6
Horror Factor: 15
P.P.E.: 3d6
O.C.C.: Not applicable
Natural Abilities: Nightvision 400 feet, climb 50%, swim 80%, prowl 70%, track by smell or sight 60%, and leap 15 feet high and 30 feet long. Can pounce on prey like a cat.
Sensitivity to the Supernatural and Potential Psychic Energy (P.P.E.): Felines can sense the supernatural and magical, but not as effectively as canines and horses. When supernatural evil is present, the cat becomes nervous, jumpy and agitated. The closer the source of evil or great magic, the more tense the animal becomes, pacing back and forth, growling and hissing in warning. When face to face with supernatural evil, the cat, a natural predator, will defend itself, its home or young, or even its master, by attacking the creature. The animal will flee only if its opponent proves to be too powerful; many will fight to the death. This is an instinctive response. Range of Sensitivity: 400 feet
Cats can also sense ley lines, nexuses, and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more). Range of Sensitivity: 200 feet
Attacks Per Melee: Four per round
Damage: Claws do 2d6+8 points of damage, bite does 2d6+2 points of damage. Feriles instinctively leap and pounce on their prey, holding on with their claws and biting with their teeth. They can also strike/slash with their claws. A pouncing leap of a Ferile has a 01-65% chance of knocking human-size prey off his feet (victim loses initiative and one melee attack) and he suffers 1d6 damage from the impact and fall plus claws.
Bonuses: +3 initiative, +5 to strike, +4 to parry, +4 to dodge, +7 to save vs. Horror Factor
Magic: None
Psionics: None
Average Life Span: 12-20 years
Value: Fur: 300-600 gold. Untrained: 8,000 to 20,000 gold, trained: 60,000 to 120,000 gold
Habitat: Yin-Sloth Jungles, Land of the South Winds, Old Kingdom
Languages: None, other than growls and hisses, but can learn to understand commands in any language
Enemies: None per se, although sometimes hunted for sport and fur, and they are captured and trained as mounts
Allies: None, animal
Size: Body: 8-12 feet long, plus tail which measures about 48 inches
Weight: 600-900 pounds
Behavior: In the wild, Feriles are shy, nocturnal creatures and usually live alone. They respect each other's territory and seldom fight among themselves. Their home territory is usually about 6 square miles. They feed on wild pigs, deer, antelope, sheep, cattle and occasionally humanoids. Males and females associate for only a few days after mating. Litters of 1 or 2 young are born after a gestation of 3-4 months. Feriles love water and are excellent swimmers.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 11, 2012 2:28 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Jackamoose

The Jackamoose is a giant rabbit creature with hooves, antlers and powerful teeth. It should not be confused with the Jackamount, its smaller cousin which has claws. The Jackamoose is more difficult to train than most other mounts due to its aggressive nature.
The Jackamoose is generally solitary except in mating season. Only males have antlers, which they do not shed and keep all year, only losing them if they break off. They are highly aggressive and do not back down from a fight.

Alignments: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 3d6+10, P.P. 3d6, P.E. 3d6+10, P.B. 2d6+10, Spd 3d6+20
Hit Points: P.E. attribute number X3
S.D.C.: 3d6+10
Natural A.R.: 6
Horror Factor: 10
P.P.E.: 3d6
O.C.C.: Not applicable
Natural Abilities: Nightvision 100 feet, prowl 40%, and leap 20 feet high and 60 feet long.
Attacks Per Melee: Three per round
Damage: Bite inflicts 2d4 points of damage, rear kick does 3d6+4 points of damage, front kick does 1d6 points of damage, head butt 2d6+4 points of damage. A running charge does 6d6 points of damage.
Bonuses: +4 initiative, +3 to strike, +4 to dodge, +4 to save vs. Horror Factor
Magic: None
Psionics: None
Average Life Span: 20 years, some have lived up to 40
Value: Fur: 150-300 gold, meat (whole animal): 450-900 gold. Untrained: 2000 to 6000 gold, trained: 10,000 to 30,000 gold
Habitat: Ophid's Grasslands, Eastern Territory, Old Kingdom
Languages: None, but can learn to understand commands in any language
Enemies: None per se, although they are sometimes hunted for sport and fur, and they are captured and trained as mounts.
Allies: None, animal
Physical Appearance: They look like large rabbits with antlers and hooves.
Size: 8-10 feet at the shoulder
Weight: 900-1500 pounds
Behavior: A Jackamoose must be trained from a young age if they are to be effective mounts. A fully grown adult will be next to impossible to train. Trained Jackamoose mounts show an astonishing amount of composure during combat, even when subjected to loud or confusing noises, as well as great loyalty.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 12, 2012 2:28 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Duck Dragon

A Duck Dragon is not a true dragon but so named based on its appearance and abilities. Created by magic, this giant monstrosity can serve as a mount for larger creatures such as trolls. It is basically a giant duck, 17 to 20 feet tall, with fine scales covering much of its body but having tail feathers and wing feathers like a duck which allow it to fly.

Alignment: Any
Attributes: I.Q. 2d4 (high animal intelligence), M.E. 1d6, M.A. 1d6, P.S. 6d6, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 4d6 (X5 flying)
Hit Points: P.E. attribute number X3
S.D.C.: 1d4X10+20
Natural A.R.: 12
Horror Factor: 12
P.P.E.: 2d4X10
Natural Abilities: Superior physical strength and endurance, considered to be the equivalent of supernatural physical P.S. and P.E., fly, swim 95%, nightvision 60 feet, magic fire and cold does half damage, see the invisible.
Poison Gas Breath: Toxic breath does 6d6 damage to any who breathe it unless victim saves vs. poison (14 to save; if save is successful, takes only half damage). Range: 60 feet, covers a 20 foot area. Dissipates instantly; can perform two breath attacks per melee.
Attacks Per Melee: Three per round
Damage: Bite does 1d6 damage, kick does 2d4, wing slap does 2d4+2 plus P.S. damage bonus
Bonuses: +2 initiative, +1 to strike, +4 dodge
Magic: None
Psionics: None
Average Life Span: 100 years, though some have lived to 200
Value: Alive: At least 40,000 gold, trained 80,000 to 120,000
Habitat: Baalgor Wastelands, Land of the Damned
Languages: None, but can learn to understand commands in any language
Enemies: None per se
Allies: None, animal
Physical Appearance: They appear to be giant ducks with scales on much of their bodies. There is much dimorphism between the sexes. Females have a copper brown coloration, while the males have bright green, white and brown coloration.
Size: 17-20 feet tall; 16 feet plus 1d4 additional
Weight: 800-1200 pounds

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 12, 2012 3:54 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Great stuff. Out of the recent mounts, I like the Ifrit Hound the best. Not sure what to think about the Duck Dragon. :P

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Dec 12, 2012 4:02 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
Great stuff. Out of the recent mounts, I like the Ifrit Hound the best. Not sure what to think about the Duck Dragon. :P
Well, I wanted something big for giant-sized characters, and I decided to do a giant duck. The dragon part was influenced by a friend of mine who I asked for suggestions on what to call it.

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 17, 2012 8:16 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I have some ideas for more mounts, just not gotten to them yet. More on the way.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 17, 2012 8:19 pm
  

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Adventurer

Joined: Fri Aug 21, 2009 9:01 pm
Posts: 607
Location: "France...We come from France."
Comment: "Incredible Cosmic Power! ...teeny tiny living space."
Stone Gargoyle wrote:
I have some ideas for more mounts, just not gotten to them yet. More on the way.
Oh, okay, cool. Maybe you could do some based on unconventional creatures like insects and snakes.

_________________
"Sorry, I'm busy tonight...Same thing I do every night...Trying the take over the world..."


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 Post subject: Re: Monstrous Creations
Unread postPosted: Mon Dec 17, 2012 8:25 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6995
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Gryphon Chick wrote:
Stone Gargoyle wrote:
I have some ideas for more mounts, just not gotten to them yet. More on the way.
Oh, okay, cool. Maybe you could do some based on unconventional creatures like insects and snakes.
One I might possibly do is a giant worm mount. Not sure exactly how to write it up, though.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 11:58 am
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
CACTUS CAT

Found in the arid desert regions of the world, the Cactus Cat is a solitary animal that
spends its days sitting under the shade of cacti or napping on a large rock. They appear
lazy, but in truth it’s usually because they’re hung over. During the night it uses its sharp
knifelike bone blades on its forearms to slash the trunks of cactus plants, causing the sap
to ooze out. A few nights later after the sap has fermented to form a sweet sickly
substance, the cat drinks it up. The animal quickly becomes intoxicated. This will result in
the animal breaking out into song and dance, grating its bony extensions together, and
letting out the most ear piercing noise ever heard. Many campers have been frightened
away by this horrid sound in the night, and those who’ve seen it, are thought to have been
drinking cactus juice themselves. For the most part, the cat is harmless to travelers only
while under the influence does it streak across the sands, attacking anything in its way. It
feeds on rodents, which it hunts by stealth, usually after it’s sobered up. The cat is an
expert when it comes to finding water and it’s a creature of habit. Once it finds a cactus it
likes, the cat will go back to the same plant over and over again. Besides fermented cactus
sap they enjoy the taste of just about any type of alcohol produced by fermentation of
grains and fruits (beer and wine). They don’t care for mead or beverages that require
distillation after fermentation. Why would anyone intentionally get a Cactus Cat intoxicated,
perhaps out of simple amusement, or because its believed that these creatures supposedly
know the location to the ruins of the Golden City of Baalgor, the place where allegedly they
acquired their taste for alcohol.

Alignment: Considered anarchist
The Eight Attributes: I.Q. 1D4+2 (low animal intelligence), M.E. 1D6, M.A. 1D6, P.S. 2D6,
P.P. 3D6+4, P.E. 2D6, P.B. 2D6, Spd 5D6+6.
Hit Points: 4D6
S.D.C.: 3D6
Natural A.R.: 7
Horror Factor: 7
P.P.E.: 3D6
Magic: None
Psionics: None, however it has the same sensitivity to the supernatural and potential
psychic energy as most felines.
Natural Abilities: Keen vision and sense of smell, nightvision 400 feet (122 m), climb 90%,
prowl 88%, swim 40%, land navigation 80%, dowsing 85%, can leap 10 feet (3 m) high and
20 feet (6 m) across.
Special Abilities: Reduce the damage, penalty, duration, and effect of ingested poisons by
one-half, but they possess no such immunity with alcohol (increase by 50%).
Attacks Per Melee: Three
Damage: Claws do 1D6 points of damage, bite 1D4+2 damage, and knife blades 2D4
damage.
Bonuses: +2 to initiative, +6 to strike, +4 to parry, +2 to dodge, +5 to save vs. poison, and
+3 to save vs. horror factor. These are in addition to attribute bonuses.
Average Life Span: 20 years
Value: Fur: 30-40 gold.
Habitat: Baalgor Wastelands and the southwest deserts of the Old Kingdom.
Language: None, but its known to shriek throughout the night.
Enemies: They are wary of the many dangerous creatures of the desert.
Allies: Though they are weary of humanoids, they enjoy the taste of fermented
alcohol enough to consider following them wherever they go.
Physical Appearance: A bobcat-like creature, covered in hair-like thorns. Large
clumps of especially rigid and vicious bards rest just above each ear. The cat’s three-
branched tail is also covered with the quills and its forearms are covered in sharp, hooked
spurs.
Size: Body 3 feet (0.9) with a 10-14 inch (25-35 cm) branching tail
Weight: 20-30 lbs (9-13.5 kg).


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Dec 18, 2012 12:04 pm
  

User avatar
Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3161
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
DEMON BOAR

According to Wolfen lore, the god Hoknar bragged to his brother Locknar that boar hunting
had become too easy for him, so the god of mischief created a race of wild boar so savage
and ferocious that his brother gave up boar hunting after being mauled by a single one. If
the legend is true its remains to be seen, but anyone who hunts Demon Boars is likely to
admit one almost needs to be a god to go after one. Demon Boars like their smaller cousins,
are omnivorous scavengers, eating almost anything organic they come across, as well as
young deer, fish, and small mammals. Anything that appears threatening is attacked with
savage vigor. It lacks any sense of fear or caution and will tenaciously fight to the death. A
male lowers its head, charges, and then slashes upward with his tusks, sometimes trample
the opponent with its immense girth. Females are just as dangerous, perhaps even more so
when they are protecting their young. It’s easy to get the pigs mad. If wounded enough,
they go into blood frenzy, attack everything in sight (a sow will never attack her offspring)
until it’s dead or no longer poses a threat. Climbing into a tree won’t do any good either, for
the hog will collide into the tree until it topples. Even for a group of experienced Wolfen
hunters taking on a single Demon Boar can be risky, yet for some it’s worth the risk. Demon
Boar are farmed for their meat, and in the Western Empire only the nobility are able to
afford even a single slice on a dinner plate. In the Eastern Territory, Demon Boar meat ranks
among the highest priced types of meat and only the finest taverns and inns offer in on
their menus.

Males are solitary animals while females and their offspring (both sub-adult males and
females) live in groups numbering around 20 animals, although groups of over 50 have been
seen in the Northern Hinterlands. They forage in the early morning and late afternoon or at
night, but rest for periods during both night and day. The pigs can be lured into the open
with prodigious amounts of food, especially sweet apples and piles of raw meat. However,
once the pig makes an appearance, it will attack any humanoids in the area before turning
its attention to the food pile.

Alignment: Considered miscreant
The Eight Attributes: I.Q. 1D6 (low animal intelligence), M.E. 1D6, M.A. 1D6, P.S.
5D6+6, P.P. 2D6, P.E. 6D6, P.B. 1D6+4, Spd 5D6, but can double its speed in burst lasting
4D6
minutes.
Hit Points: 6D6+8
S.D.C.: 6D6+20
Natural Armor Rating: 8
Horror Factor: 10
P.P.E.: 4D6
Magic: None
Psionics: None.
Natural Abilities: Superior endurance, nightvision 40 feet (12 m), track by smell 70%,
swimming 40%, and takes half damage from cold (even magical).
Special Abilities: When the boar loses all of its S.D.C., it goes into a frenzy state, attacking
everything in sight with full force. It will not stop attacking until everything around it is
killed or incapacitated. Frenzy bonuses and abilities: One additional attack per melee, +30%
increases to hit points and Spd attribute, +1D6 damage, +1 to strike, parry, and dodge. The
pig feels no pain, ignores all damage inflicted upon it, and cannot be subdued by charm,
sleep, fear magic, and becomes impervious to horror factor, and most psionics. This frenzy
last equal to P.E. attribute in melee rounds.
Damage: Tusks do 3D6+2 points of damage, head butt 2D6 damage, and trample 3D6
damage.
Bonuses: +4 to initiative, +4 to strike, +2 to parry, +2 to dodge, +3 to save vs.
poison & disease, +8 to save vs. horror factor.
Value: Hide 75-100 gold; meat (whole animal 250-400 gold). They cannot be domesticated.
Average Life Span: 10-12 years
Habitat: Ophid Grasslands and the western forests of the Great Northern Wilderness. There
are alleged sightings in the Disputed Region of the Eastern Territory but have yet to be
confirmed.
Language: None.
Enemies: They are a prey animal for wolves, tigers, bears, mountain lions, and Wolfen. Full
grown adults, due to their size, strength, and vicious aggression, are generally avoided.
Allies: None
Physical Appearance: They are a giant species of wild boar and domestic pig. Unlike a
normal boar, they lack fur on their body. Their skin is ochre in color, becoming bright red
when they frenzy. Both adult males and females develop huge tusks from their upper and
lower canine teeth. The upper tusks are bent upwards in males. There is a sharp rigid
running down the length of the male’s spine.
Size: Full grown adults are 10 to 12 feet (3.0 to 3.6 m) from snout to tail. A full grown
male’s tusks measure 20-28 inches (50-70 cm).
Weight: Full grown adults can weight over a 1000 lbs (450 kg).


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