Monstrous Creations

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Reagren Wright
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Re: Monstrous Creations

Unread post by Reagren Wright »

Interesting take as well Mephisto. An adventure that can entirely take place in the belly of the
beast. Very interesting idea I must say :ok: .
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Re: Monstrous Creations

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Nice!
:)
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Reagren Wright wrote:Interesting take as well Mephisto. An adventure that can entirely take place in the belly of the
beast. Very interesting idea I must say :ok: .

Maybe you could write up a version based on Mephisto's take as well. I would be interested to see something like that.
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Re: Monstrous Creations

Unread post by Gryphon Chick »

Mephisto wrote:
Stone Gargoyle wrote:
Reagren Wright wrote:Interesting take as well Mephisto. An adventure that can entirely take place in the belly of the
beast. Very interesting idea I must say :ok: .

Maybe you could write up a version based on Mephisto's take as well. I would be interested to see something like that.


In the write up I have for Behemoth, dimensional teleportation within the Behemoth is problematic as the great creature is aware of all attempts and can shut them down. The only real exits are through the mouth with the hippo-like creature attempting or deciding to eat, through expunging pores through the skin into absolute space or the least desirable but most frequented option, the bung hole. Exit through the final option is not just nasty visually but you are also in space so expect nothing pleasant without a really good plan.

So why not post it here? I'd love to see it.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Lionkin by Mryoto were posted in this thread:

viewtopic.php?f=5&t=133327

My Hoppitti Bunny Men were posted to this thread:

viewtopic.php?f=5&t=133620
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

I've been meaning to write this up for a while:

Sheep-Elves

The creature known as the Sheep-Elf is actually neither sheep nor elf, though it can be mistaken for an elf from a distance due to its large floppy pointed ears. Its face has some semblance of a sheep in that the nose is flat against the face and the face is somewhat elongated. Sheep-Elves are covered in a layer of thin soft fur and have small stubby tails also. The males often sport goat-like horns which they typically try to conceal by wearing hats which cover them, such as jester caps. Creatures of magic, Sheep-Elves can magically transform themselves into sheep when the need arises. Sheep-Elves are three foot tall, slight people not built for labor of any sort, but rather make good entertainers, spies and thieves. They are quite playful but are known for having very short attention spans. While not quite considered faerie folk, it is speculated that they have ties to them and many have a great aptitude toward magic, becoming skilled wizards. Sheep-Elves prefer brightly colored garments, dressing to draw attention when in public, but they can dress to blend in and be unseen when working as thieves.

Alignment: Any, but lean toward anarchist and miscreant.
Attributes: I.Q. 3D6, M.E. 2D6, M.A. 2D6, P.S. 2D6, P.P. 4D6, P.E. 3D6, P.B. 3D6, Spd 3D6
Hit Points: P.E. plus 1D6 per level of experience.
S.D.C.: 3D6 plus bonuses gained from physical skills.
Natural A.R.: None.
Horror Factor: None.
P.P.E.: 8D6 for an average Sheep-Elf.
O.C.C.s Available To Sheep-Elves: Any Entertainer O.C.C., thief, professional trickster/rabble-rouser, wizard, witch, diabolist or summoner.
Natural Abilities: Prowl 60%, climb 80%, keen normal vision and hearing, see the invisible, bio-regenerate 2D4 Hit Points/S.D.C. per melee round.
Metamorphosis: Sheep: Sheep-Elves can transform at will into a sheep of the same gender and coloration as themselves. They cannot change into any other animals. Duration of the metamorphosis is indefinite- Will change into his natural humanoid form when slain, unconscious, sleeping, or too drunk to concentrate.
Attacks Per Melee: +1 attack per melee round, in addition to combat training.
Damage: Head butt does 1D6 points (female) or 2D4+2 damage (male), bite does 1D6 damage, kick does 2D4 damage plus P.S. bonus.
Racial Bonuses: +1 initiative.
Magic: ALL Sheep-Elves have the following magical abilities: Calm storms, charismatic aura, detect concealment, concealment. Equal to a 4th level warlock. Note: These magical abilities are in addition to any possible magic powers derived from a magic O.C.C.
Psionics: Standard.
Average Life Span: 60+ years, though some have lived up to 120.
Habitat: They can be found in Ophid's Grasslands, the Eastern Territory, the Old Kingdom, and the Western Empire; usually in grasslands and thinly forested areas.
Languages: Faerie Speak, in addition to any learned as skills.
Allies: Faerie Folk and Elves.
Enemies: None per se, but are wary around demons and animal-like humanoids.
Physical Appearance: Lightly furred humanoids with large floppy pointed ears and stubby tails, the males of which have horns resembling a sheep or goat. Fur is in a range of colors, but most are black, light tan or white.
Size: 3-4 feet tall.
Weight: 80-120 pounds.
Favorite Weapons Bladed weapons including short-swords and daggers.
Last edited by Stone Gargoyle on Wed Nov 14, 2012 1:19 pm, edited 2 times in total.
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:I've been meaning to write this up for a while:

Sheep-Elves


...snip

Nice to see the product of the sheep topic from a while ago.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:
Stone Gargoyle wrote:I've been meaning to write this up for a while:

Sheep-Elves


...snip

Nice to see the product of the sheep topic from a while ago.

There was a sheep topic? Interesting it coincides, but this was based on something entirely different. Glad it fills a void, though.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

I will be doing a write-up of the wereraven idea based on Julius Creeds's suggestions in the Uncle Remus's Emporium of the Arcane topic thread where he suggested the following:
JuliusCreed wrote:Use the Harpy from Monsters and Animals pg 100 for the attributes and combat abilities. Use the Werebeast from Monsters and Animals pg 154 for HP, SDC, PPE, and Natural Abilities (ignore Harpy Natural Abilities). Languages is a natural understanding of Elven and 3 of choice


I am also contemplating a race of militant duck people known as the Kwak.

Hopefully will be getting these done with all the time I have around Thanksgiving coming up.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Okay, this one is a bit outside the norm for a werebeast, but it came about as part of a discussion in the Uncle Remus Emporium of the Arcane topic thread. Instead of being a human that is transformed into an animal, the Wereraven is a raven which takes on the form of a Harpy when it changes.

Wereravens

These creatures of magic are a race of strange bird people who appear as ravens during the day but are able to transform themselves into winged humanoids similar to Harpies at night. In raven form, they possess no supernatural powers, but at night these werebeasts cannot be harmed by any weapon wrought by man unless it is made of silver or magic. If a wereraven is killed while in bird form, it will rise every night as the wereraven. To prevent this, the whole body must be burned or the head severed from the body, burned and buried separately from the body.

Alignments: Selfish (occasionally Evil)
The Eight Attributes as Wereraven: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 4d6, P.E. 4d6, P.B. 3d6, Spd 4d6 running or 1d4X10+40 flying
Hit Points: P.E. +20 plus 1d6 per level of experience. Use the same experience table as the Palladin regardless of O.C.C.
S.D.C.: 3d6+20
P.P.E.: 6d6+20
Horror Factor: 12 as wereraven (mistaken for harpies)
Natural A.R.: 12
O.C.C.: Any, but most are fighters and mercenaries, with any training done at night while they are in humanoid form.
Natural Abilities as Wereraven (Only): Impervious to normal weapons. Only magic and magic weapons will harm them (normal damage). Silver weapons also inflict normal damage. Fire and cold resistant (half damage), bio-regeneration (2d6 Hit Points/S.D.C. once every four melee rounds), nightvision 100 feet (30.5m), flying. Metamorphosis into Harpy-like wereraven at night only. Note: The wereraven can only change into the harpy-like humanoid and not any other types of werebeasts. Retains I.Q. and memory in raven/bird form.
Attacks Per Melee: 3 as raven/bird; as wereraven by Hand to Hand training plus two additional attacks.
Damage & Damage: In raven/bird form, talons and bite both do 1d4 points of damage; in wereraven form, restrained claw attack inflicts 2d6 damage, full strength claw attack inflicts 4d6 damage, and a bite does 1d6 damage.
Magic: None
Psionics: Standard
Value: None
Average Life Span: Wereravens age very slowly and have a life expectancy of approximately 300 to 400 years.
Habitat: All areas except the Yin-Sloth Jungles, though uncommon.
Languages: A natural understanding of Elven, plus three additional languages at +20%.
Enemies: Harpies and Deevils.
Allies: Elves and other werebeasts.
Size: A normal looking raven during the day, but as a wereraven resembles an attractive harpy, though can be of either gender, 7 feet tall, 18-24 foot wingspan. Weighs between 130-190 pounds as wereraven.
Note: There are no known examples of wereravens created by lycanthropy.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

The Kwak

The Kwak are a race of noble winged humanoid bird people with abilities of ducks and the ability to magically transform into ducks or elves when necessary. Militant and group oriented, they are fearsome in large groups. Numerous clashes with humans and other humanoids have decimated their numbers, so much so that lone Kwak will live their entire waking existence transformed rather than be discovered. The Kwak are an advanced and civilized people with a rich culture and history but forever live under the shadow of war and being hunted.

Alignment: Any, but tend toward Principled and Aberrant, both alignments with a strong personal code of honor.
Attributes: I.Q. 2d6, M.E. 3d6, M.A. 2d6, P.S. 3d6, P.P. 3d6, P.E. 3d6, P.B. 3d6, Spd 3d6 (X5 for flight)
Hit Points: P.E. plus 1d6 per level of experience
S.D.C.: 2d4X10
Natural A.R.: 7
Horror Factor: 9
P.P.E.: 1d4X10 for the typical Kwak
O.C.C.s Available to Kwak: Any, without restriction, although most lean towards the men at arms, with the occasional member of the clergy and even less occasional practitioner of magic.
Physical Appearance: They look like humanoids with feathers, duck bills and webbed feet, with wings on their backs in addition to arms and legs. Feathers come in a wide variety of colors, including white, black, browns, yellows, reds, greens, blues, and multi-colored patterns.
Size: 5-6 feet tall, with a wingspan of 18 to 24 feet.
Weight: 100-150 pounds
Average Lifespan: 50+ years, with some living up to 80
Natural Abilities: Flight, swim 95%, insulated, water-repellant feathers, hold breath for 1d4+4 minutes. Their ow shapechanging ability enables them to recognize or sense a changeling 40% +4% per level of experience (they are -30% to recognize other shapechangers).
Limited Metamorphosis (Special): Kwak can transform at will into ducks of the same apparent age, gender and coloration as themselves. They can also change into elves similarly limited by age and gender, and the hair of the elf appearance will be the same as that of their feathers (rather strange if a bright green or multi-color pattern). Duration of the metamorphosis into either form is indefinite- Will change to his natural feathered humanoid winged form when slain, unconscious, sleeping, or too drunk to concentrate.
Attacks Per Melee: Per Hand to Hand combat training
Bonuses: +1 initiative, +1 to strike, +4 to dodge
Magic: By O.C.C. only
Psionics: Standard, same as human
Enemies: Humans
Allies: Elves and Faerie Folk
Habitat: Almost anywhere near water.
Range: All areas
Favorite Weapons: Prefer ranged weapons and blades
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

I am also working on several alternate types of centaurs, to include ones with lower bodies of jungle cats, bulls, deer, etc.

This first one is more animal than man.

Bull Centaur

Bull Centaurs, or Bulltaurs as they are more commonly called, generally look like ugly, twisted or demonic centaurs with horns. In reality, they are a magically altered race created from centaurs which were captured and experimented on.
Unlike normal centaurs, bull centaurs cannot stand the presence of one another long enough to make shared cohabitation possible. For this reason, most live alone and rarely breed. They have very low intelligence and are very mean, their foul temperament and aggression making them unsuitable for any sort of domestication. Males and females will tolerate each other if the female is of child-bearing age, otherwise the males will try to kill the females. Females will kill males who try and take advantage of them unless wanting to breed, or who threaten their young. Young reaching maturity will likewise often turn on their parents.
Travelers must be certain to give even a single bull centaur a wide berth, because if confronted by one, their only recourse is to capture/restrain it or kill it. In spite of their aggressive nature, or perhaps because of it, many find themselves captured and enslaved for use in the gladiatorial arena. Slavers forcing them to breed has actually benefited the race, which survives better in captivity than in the wild.

Alignment: Considered Anarchist or Miscreant
Attributes: I.Q. 1d6 (animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 3d6+10, P.P. 4d6, P.E. 5d6, P.B. 2d6, Spd 4d6X2
Hit Points: 1d6X10+60
S.D.C.: 2d6X10
Natural A.R.: 12
Horror Factor: 13
P.P.E.: 4d6
O.C.C.: Not applicable
Natural Abilities: In addition to great speed and prowess, the bull centaur can prowl 60%, track 77%, and swim 60%. Leaps 5 feet high, 9 feet across. Bull centaurs also have a natural ability with melee weapons equal to a skill level of 1d4+4 with blunt weapons and blades.
Attacks Per Melee: Three per round.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, head butt does 2d6+2 damage.
Bonuses: +4 damage, +1 initiative, +3 strike, +2 parry, +2 dodge
Magic: None
Psionics: None
Average Life Span: Die of old age at 90 years if they don't kill themselves off first.
Value: If captured, bull centaurs are highly valued for their use in the gladiatorial arena and can fetch a price of up to 3000 gold as slaves.
Habitat: Ophid's Grasslands, Eastern Territory grasslands, Land of the Damned.
Language: Own system of grunts, whines, stomping and body language.
Enemies: Large cats and all humanoids.
Allies: None; animal
Physical Appearance: They look like cattle with a human torso coming out of the neck. The head, hands and belly are all human, though they have horns like cattle also.
Size: 8-10 feet tall
Weight: 600-1000 pounds
Notes: Bull centaurs are capable of using blunt weapons and blades they find in combat or are given, and can wield any such weapons with bonuses (See Natural Abilities above). They can also be made to wear armor and can wear a combination of armor and barding, similar to normal centaurs. Having animal intelligence, they have no concept of money or valuables, but often have belongings left from opponents they have killed.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Deer Centaur

Deer centaurs are magical creatures that are half-man, half-deer who can shapechange into deer or elves if necessary.
Deer centaurs are solitary creatures who live in forest areas. Shy and elusive, at most they gather in small families and are never seen in large herds or groups of more than 20. They are used to living outdoors, naturally, typically by the side of a pond or stream. Deer centaurs are vegetarian and their diet consists mainly of plant materials, from grasses and shrubs to nuts and berries. They rarely stay in one location long, being nomadic to prevent them from being hunted. Like normal centaurs, they will not survive long in captivity. They are wary of other races but have made allies of elves and faerie folk. Deer centaurs are highly spiritual, worshiping and caring for nature and animals.

Alignment: Any, but most are of Good alignments
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 3d6, Spd 4d6X2
Hit Points: P.E. plus 1d6 per level of experience
S.D.C.: 25 plus those gained from O.C.C.s and physical skills
Natural A.R.: 5
Horror Factor: 12
P.P.E.: 6d6+20 for typical Deer Centaur
O.C.C.s Available to Deer Centaurs: Any, with many choosing to study magic and spiritualism.
Natural Abilities: In addition to great speed and prowess, the deer centaur can prowl 60%, track 77%, and swim 60%. Leaps 8 feet high, 16 feet across +1 foot per level of experience. Their own shapechanging ability allows them to recognize or sense a Changeling 40% +4% per level of experience (they are -30% to recognize or sense other shapechangers).
Limited Metamorphosis (Special): Deer centaurs can transform at will into deer of their same apparent age, gender and coloration. They can also change into the form of elves of their same apparent age and gender, with the same hair color. Duration of the metamorphosis into either form is indefinite- will change to his natural antlered deer centaur form when slain, unconscious, sleeping, or too drunk to concentrate.
Attacks Per Melee: Three physical attacks or by hand to hand combat, whichever is greater, or two by magic if a mage.
Damage: Kick does 2d6 points of damage, head butt with horns (male only) 2d6, or by weapon.
Bonuses: +3 initiative, +2 strike, +2 parry, +6 dodge
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 300 years, some have lived to 500
Value: Fur/hide: 20-30 gold
Habitat: Northern Mountains, Great Northern Wilderness
Languages: Elven and two of choice (+15%)
Enemies: None per se; bipedal humans
Allies: Elves and Faerie Folk
Physical Appearance: They look like deer with a human torso coming out of the neck. The head, hands and belly are all human, though they have pointed ears like elves. Males have antlers/horns.
Size: 6-7 feet tall
Weight: 500-600 pounds
Notes: Deer 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 sears and pole arms for hand to hand combat. Deer centaurs generally dislike armor but will wear leather and studded leather types (never plate), and can wear a combination of armor and barding similar to normal centaurs.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

In figuring out the weight for this next one, I realized that the weight for the normal centaur is quite a bit less than it should be. Given that I have other issues with the way the traditional centaur is written, I may wind up doing a revised version of it as part of this series I am doing now.

For lack of a better name...

Cattaur

The cattaur is a tauric creature similar to a centaur. Half-feline, half-man, cattaurs live in a variety of environments, from the savanna to the jungle, and their choice of locale somewhat depends on their tribal origin and the type of large feline they model themselves after.
These cat-like creatures are highly sensitive and can sense supernatural and magical energies, making them excellent wizards and shamans. This ability to sense magic can be quite useful in defending their homes and young from attacking creatures, often fighting to the death to protect those they love. Group oriented, they will seldom be found living alone, preferring to live in pairs or family groups. They prefer to hunt live prey, feeding on birds, reptiles, hares, jackals and small antelope, as well as large antelope, buffalo, sheep and occasionally cattle; cattaurs will not eat carrion or food which has been cooked. They spend much of their time stalking prey and planning hunts. They have a love of weapons, also, and make good armorers and blacksmiths as well as men at arms.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, P.S. 3d6, P.P. 4d6, P.E. 3d6, P.B. 3d6, Spd 4d6, with spurts of speed 50 (35mph) for 1d4 minutes
Hit Points: P.E. plus 1d6 per level of experience
S.D.C.: 20 plus those gained from O.C.C.s and physical skills
Natural A.R.: Not applicable; needs armor for protection
Horror Factor: 15
P.P.E.: 1d6X10 for typical cattaur
O.C.C.s Available to Cattaurs: Any, but prefer men at arms, magic or psychic O.C.C.s
Natural Abilities: In addition to great speed and prowess, the cattaur can prowl 90%, climb 90%, track by sight or smell 50%, nightvision: 600 feet, exceptional hearing and eyesight, and can leap 12 feet high and 40 feet long. Sensitive to the Supernatural and Potential Psychic Energy (P.P.E.) by instinct, range of sensitivity 400 feet. 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: Three per round or by hand to hand combat, whichever is greater.
Damage: Claws do 2d4+4 points of damage, bite 1d6+2 points of damage, or by weapon. A pouncing leap from a cattaur has a 01-65% chance of knocking a human-sized prey off his feet (victim loses initiative and one melee attack) and suffers 1d6 damage from the impact and fall plus claws.
Bonuses: +4 initiative, +5 to strike, +3 parry, +4 dodge, +4 to save vs. Horror Factor
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 90 years; some have lived to 140
Habitat: Can be found in all areas.
Languages: Three of choice (+20%)
Enemies: Deevils and other supernatural creatures
Allies: Elves and Faerie Folk
Physical Appearance: They look like large felines with a human torso coming out of the neck. The head, hands and belly are all human, though their teeth are designed for ripping and they have sharp claws on their fingertips. Fur patterns vary by tribe.
Size: 5-6 feet long.
Weight: 500-800 pounds
Notes: Cattaurs like weapons of all kinds but rarely use bows, preferring the rush of close-quarter combat. They can wear half-suits of any kind of armor.
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Re: Monstrous Creations

Unread post by Reagren Wright »

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: .
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Re: Monstrous Creations

Unread post by JuliusCreed »

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!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Gryphon Chick »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

Looks like SG is on a theme.
May you be blessed with the ability to change course when you are off the mark.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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

Unread post by JuliusCreed »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by JuliusCreed »

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?
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Gryphon Chick »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

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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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Re: Monstrous Creations

Unread post by Gryphon Chick »

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.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by gaby »

Any chance some one will make Villains or Evil Organizations?
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by pblackcrow »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Reagren Wright »

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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Reagren Wright
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Re: Monstrous Creations

Unread post by Reagren Wright »

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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Re: Monstrous Creations

Unread post by pblackcrow »

Another thought...A mount for a gorgon. What would they ride?
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Gryphon Chick »

Excellent work on the Insectaurs, SG. Very nicely done.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Gryphon Chick »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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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Re: Monstrous Creations

Unread post by Stone Gargoyle »

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

Unread post by Stone Gargoyle »

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