Showing posts with label Bestiary. Show all posts
Showing posts with label Bestiary. Show all posts

Saturday, October 31, 2020

OSR Monster: The Stygous Bird

Then this ebony bird beguiling my sad fancy into smiling, 
By the grave and stern decorum of the countenance it wore, 
“Though thy crest be shorn and shaven, thou,” I said, “art sure no craven, 
Ghastly grim and ancient Raven wandering from the Nightly shore— 
Tell me what thy lordly name is on the Night’s Plutonian shore!” 

- The Raven, Edgar Allen Poe The Stygous Bird

The Stygous Bird

On the far shore of the River Styx, spirits pick at the refuse that washes up at their feet. Forgotten thingschurn out from the waters, and on rare occasion, so do lost souls. The unheroic and mean souls cast into the Styx, which cannot bear the grinding tumult and lose themselves entirely. They wash up on the far shore of the Styx like a worn pebble on a foreign beach. Their human form is diminished to that of a pitiful long-beaked bird, most like a plucked chicken with the stature of a man. Without fur nor fat to ward away the gnawing cold of the underworld, these desperate remnants of people cluster and shiver together. They appear in threes, never more.

These Stygous Birds can be called back across the borders of the underworld, being beneath the notice of the infernal bureaucracy. They can be bound with a blood offering. A long cloak and a basket of raven feathers for warmth buys their service on this side of the veil. These servitors are guardians of abandoned treasures, and hunt down intruders in many a catacomb.

Their bodies are oily feathers over a wire-thin body, and a spear-sharp beak jutting out from between dead black eyes. From far away, they might be confused for a trio plague doctors. You will never see one from far away. They are ambush predators, laying deathly still in the perfect dark, without moving or sounding, until they launch themselves upon their prey with terrific speed. If one is incautious, their long beaks may pierce straight through one's ribs and pluck out the heart. 


Stygous Birds are original to Gabor Lux's Castle Xyntillan, and you can find their statblock there.

Friday, October 2, 2020

Modern Bestiary: Agipen, the Six-Legged Dragon-Dog

As some readers of the blog may know, I have recently moved to Italy for a period. It's been quite the change, but I've been getting along, and there's plenty I've found here to provide me inspiration. Including this:

WHAT IN OBLIVION IS THAT!?

This, as I quickly learned, was the logo of the Italian AGIP/ENI oil corporation, one of the most ubiquitous symbols of Italian industry. If I had ever watched Formula One, I would have been familiar.

This post gives a thorough history of the logo, and I do recommend reading. But I'm more interested in its inspiration, and what I can make with it.

There are a few interpretations of the creature that come up. First, that it's inspired by the Tarantasio, a lake dragon of Italian folk tradition, but there doesn't seem to be too much support for that. Another I'm more partial toward, that the creature is a sort of modern centaur. The four wheels of a car plus the two legs of its driver form the six legs, fire-breath for the combustive nature of the vehicle, the combination of a lion's tail, dog's body and dragon's spiky back signaling power.

All of that is great. I could drop a monster like that into most any fantasy setting, likely best as a unique or local beast, and it would click.

But I think there's more to get out of it. Oil isn't something I associate with any other D&D monster, even though adventurers use oil a lot. Does it eat oil? Spit it out? Sweat it? Milk its young with oil? Does it bathe in the stuff?

And on top of all that, if this creature is meant to represent a car, then your players should absolutely be able to ride it.

I crowd-sourced the name to the OSR Pit forum, which you should absolutely check out if you're not already on there, and went with PapaJoe's suggestion. The creature's name is the Agipen (plural Agipeni).

The Agipen

Agipen: HD 8; AC 4 [15]; Atk 2*claw 1d8, bite 2d10 ; Sav 11; Spec spits flaming oil on 10'x20' area, 1d6+1 damage per round for 3 rounds; ML 10; AL L.

The Agipen is a rare magical beast, originally created by a mad wizard who sold his creation as a curiosity. The Agipen appears to be a great dog, but on closer inspection, possesses six legs, the tail of a lion and a rocky, scaled back. It is larger than any horse, standing over eight feet tall and twelve feet long.

They seek deserts and flat plains, where they sniff out natural deposits of ground oil and make their dens there. They bathe and raise young in oil and tar, which is suffused into their bodies. From this arises their immense body heat, and the constant scent of tar which sticks to them and anybody who spends time near them or their lair.

They are ordinarily peaceable creatures, and though they can easily kill men by accident when trampling upon them, the beasts may be readily tamed with regular feeding and care. Their pack instincts are so strong that they have been known to adopt useful humans into their families, and can grow protective of their masters.

A properly saddled Agipen can hold up to four human-sized riders, one at the base of its neck giving directions, the rest as passengers on its back. They are immensely fast and maneuverable, but tire quickly, and in addition to rations of meat appropriate for a creature weighing nearly three tons, require a full barrel of lamp oil to sustain themselves on days of substantial exertion.

Monday, December 30, 2019

Elder Scrolls Bestiary: Beasts (plus a peek at next year's content)

Before getting into the post proper, I wanted to thank all of you for a wonderful 2019! The readership of this blog has exploded in just the last week, and I wanted to let y'all know what to expect coming into the new year.

The big ongoing project, of course, is the Elder Scrolls GLOG. Most of the system is done, with only soul gems and magic item creation left to be determined. I'm currently running a Morrowind text game on the Discord, which has lit a fire under me to get cracking on actual content. With this third Bestiary chapter complete (probably the largest of all of them!) there's just a few more chapters, namely ash creatures, humanoids and automata.

I'm cracking on the saints list so that y'all have some content for the shrine system (which, fyi, is now my most viewed post by a large margin). It should include some major Daedra, the Tribunal, Dunmer saints and some Imperial gods/saints. Come to think of it, I may also make a generic saints list so it's not limited to Elder Scrolls. Once that's done, I'll get on adapting UltraViolet Grasslands' caravaning system to Morrowind. Misfortune tables, travel times and sample encounters in each of Vvardenfell's nine regions.

I want to get as much of this as possible done in the next week, before the next term starts. By then my posting rate should go down from semi-daily to once a week (the horror!) and a significant number of those posts will be session reports, assuming I can get my campus game up and running again.

A lovely New Years to all you fine people! Now, on with the post.

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Using Beasts in the game
Beasts are common and typically weak foes. The biggest and nastiest normal beasts are the betty netch and kwama queen, which have their own contexts and way to avoid combat with them. Outside of large groups, most beasts will not be a major threat to mid-level players. They're the bread and butter for random encounters in the wilderness.When running beasts, remember that they have little reason to fight to the death.

Scavengers, like rats and shalks, are trying to get at supplies, or maybe eat at a dead or dying PC. They will run in the face of concerted resistance. Hunters, like nix-hounds and slaughterfish, will attack in numbers when possible, and retreat if the prey turns out to be too toothy. If they succeed in killing or mortally wounding a PC, they will try to drag it away to a safe place to eat. Grazers like guar and netch have no interest in the PCs or their supplies as food, but may be aggressive if the PCs invade their territory. Threatened territory and certain circumstances, like the mating season, may drive these creatures to fight to the death, making them the most dangerous of Morrowind's fauna.

The exception to this rule is Blighted creatures. Animals that survive the early infection are larger, immediately hostile and suicidal, on top of transmitting the wasting disease. These begin to appear as Dagoth Ur's power grows, supplanting normal animals, and are more common near the Red Mountain.

Treasure without a listed value is a 1 slot alchemical ingredient for use with the Field Alchemy system. By default, they are animal parts, though some will be noted to be both animal and mineral or vegetable.

Beasts


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Alit
HD 2 (10 HP) DEF 12 ATK 12(1d6+poison bite) MOR 8 MOV 1x Type Grazer/Hunter
Treasure: alit tooth
# Appearing: 1(loner), 1d4+1(pack) 2d4+2(herd)

Alit are large, bipedal reptilians, the distant cousins of guar and kagouti. Their snouts are pointed like an alligator's, and their saliva is mildly corrosive. Without a tail and with a massive head, the appearance of the alit is almost comical, a mouth on legs. They are omnivorous, augmenting their grazing with small vermin.

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Betty Netch
HD 3 (15 HP) DEF 13 ATK 15(1d8+1 tentacle) MOR 10 MOV 1x float Type Grazer
Treasure: netch leather (10gp, 3 slots), tentacle
# Appearing: 1(loner) 2(mated pair, see Bull Netch) 1d6+3(herd, mixed)

Netch are among Morrowind's most distinctive fauna, giant jellyfish floating with lighter-than-air gas. They are large and dangerous if provoked, but they are grazers with little reason to attack unless you violate their territory or harm them. They have the disposition of wild cows, and are commonly farmed in the Ascadian Isles for their leather. Betty netch, the females of the species, are smaller than the males but substantially deadlier. They will be quicker to attack you for getting close, especially to protect their male.

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Bull Netch

HD 4 (20 HP) DEF 14 ATK 13(1d6+1 tentacle) MOR 8 MOV 1x float Type Grazer
Treasure: netch leather (10gp, 3 slots), tentacle
# Appearing: 1(loner) 2(mated pair, see Betty Netch) 1d6+3(herd, mixed)

Netch are among Morrowind's most distinctive fauna, giant jellyfish floating with lighter-than-air gas. They are large and dangerous if provoked, but they are grazers with little reason to attack unless you violate their territory or harm them. They have the disposition of wild cows, and are commonly farmed in the Ascadian Isles for their leather. Bull netch, the males of the species, are larger than the females and more docile. They will not become hostile unless you get much closer or act overtly aggressive.

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Cliff Racer
HD 1 (5 HP) DEF 12 ATK 11(1d6 peck) MOR 6 MOV 2x fly Type Scavenger
Treasure: racer plumes
# Appearing: 1d4+1(band) 2d4+2(flock) 3d6+3(plague)

Cliff racers are feathered flying creatures, commonly thought of as invasive pests. They are individually weak, but appear in large numbers to harass larger creatures. They can bring down vermin on their own, but prefer to band together and drive a predator from their kill. These creatures drove out the dragons who dwelt in Vvardenfell not long ago in their sheer numbers, and have driven most of Vvardenfell's native avian fauna to the margins. They are universally hated.

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Dreugh
HD 2 (10 HP) DEF 13 ATK 12(1d6+1 claw) MOR 8 MOV 2x swim Type Hunter
Treasure: dreugh chitin (a/m)
# Appearing: 1(loner) 1d4+1(band) 2d4+2(platoon)

Dreugh are chitinous octopus-man-crab creatures that have nests around the coastal regions of Morrowind. Legend has it the dreugh once had a continent-spanning empire, but those couldn't possibly be the same as the savage beasts seen today. Their chitin is valuable both as an alchemical ingredient and as armor made by the Dunmer.

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Guar
HD 2 (10 HP) DEF 12 ATK 10(1d6 bite) MOR 6 MOV 1x Type Grazer
Treasure: guar hide
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(herd)

The guar is the workhorse of Dunmer agriculture (literally; Morrowind's native grasses are mildly poisonous to horses, so they require their own feed at all times, making them too expensive for most roles). They serve as beasts of burden like oxen and as slow mounts like mules. A Dunmer farmer will plow his fields with a guar one day and load up his goods on it the next day to go to market. Dunmer society idolizes the guar, symbolizing loyalty, piety and work ethic. They are the distant relatives of kagouti and alit, bipedal and tailed reptiles, though the guar has small forelimbs, a rounded mouth and tooth instead of great jaws or tusks. They can be found all over Morrowind. Wild guar are usually docile, but can become hostile you appear threatening to the herd or they have few numbers.

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Kagouti
HD 3 (15 HP) DEF 13 ATK 14(1d8+1 gore) MOR 8 MOV 1.5x Type Grazer/Hunter
Treasure: kagouti tusk
# Appearing: 1 (loner) 1d4+1(pack) 2d4+2(herd)

The kagouti is the distant relative of the guar and alit, a tailed bipedal reptilian with two large tusks and a head crest, not unlike a clannfear. It's the largest and most dangerous of its family, known to gore unwary travelers who intrude on their territory or get too close during mating season. Like the alit, they inhabit an ecological niche much like that of a bear, mixing grazing with hunting small animals and defending its territory with superior size and arms.

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Kwama Scrib
HD 0 (1 HP) DEF 6 ATK n/a MOR 4 MOV .5x Type Scavenger
Spells: Paralyze 1
Treasure: scrib jelly(in a nest)
# Appearing: 1(wandering) many(nest)

Scribs are the larval form of a kwama, often found wandering the surface. They feed on other small insects, and are eaten constantly by larger scavengers. Their sole defense is a weak paralytic venom, lost as it grows up. Be careful handling them, especially if you enter a kwama nest. They are accustomed to larger creatures there, but will swarm in numbers to make you easy picking for the Warriors if you aggress against them.

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Kwama Forager
HD 1 (5 HP) DEF 10 ATK 10(1d4 bite) MOR 8 MOV 1x jump Type Scavenger
Treasure: cuttle (a/v)
# Appearing: 1(foraging) 2d6+3 (nest)

Jumping wormlike creatures, found outside nests searching for other nest locations. They are aggressive, but not necessarily hostile if you get out of their way.

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Kwama Worker
HD 2 (10 HP) DEF 11 ATK 10(1d6 claw) MOR 6 MOV 1x Type Worker
Treasure: cuttle (a/v)
# Appearing: 3d6+4 (nest)

Worker drones for a kwama nest, caring for eggs, digging tunnels and carrying food. They are accustomed to human presence, so will not become aggressive unless provoked.

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Kwama Warrior
HD 3 (15 HP) DEF 14 ATK 13(1d6+1 claw) MOR 10 MOV 1x Type Defender
Treasure: cuttle (a/v)
# Appearing: 2d6+3 (nest)

The martial arm of a kwama nest, defending it and participating in inter-nest warfare. They will attack anybody not covered in the right kwama pheromones that enter the nest.

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Kwama Queen
HD 4 (20 HP) DEF 12 ATK 12(1d6 claw) MOR 12 MOV none Type Special
Treasure: cuttle(a/v)
# Appearing: 1(nest)

The queen is the reproductive organ of the kwama nest, producing the eggs. The queen is so large as to be completely sedentary. If you damage its eggs, it will summon any remaining kwama to itself, and attack if you get in reach.

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Mudcrab
HD 1 (5 HP) DEF 12 ATK 10(1d4 claw) MOR 6 MOV 1x Type Scavenger
Treasure: mudcrab chitin
# Appearing: 1(loner) 1d6+1(pack) 2d6+2(swarm)

Mudcrabs populate Morrowind's shores, digging themselves into sand or soil and letting the rocky texture of their shells disguise them as stones. They attack most often in swarms, emerging from the sand in a wave to overwhelm larger creatures.

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Nix-Hound
HD 2 (10 HP) DEF 12 ATK 11(1d6+1 claw) MOR 10 MOV .5x Type Hunter
Treasure: hound proboscis
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(swarm)

Nix hounds are insectoid pack predators native to Morrowind, distant relatives of kwama. They survive by drinking the blood from prey with their proboscis. They are individually weak, but have been known to overwhelm travelers in a pack ambush.

Rat 
HD 0 (1 HP) DEF 8 ATK 10(1+disease bite) MOR 4 MOV 1x Type Scavenger
Treasure: rat tail
# Appearing: 1(pest) 1d4+1(swarm) 2d4+2(infestation)

Common disease-spreading pests. They will try to get into your supplies, but are unlikely to fight unless they are in a swarm or you are heavily injured.

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Shalk
HD 2 (10 HP) DEF 14 ATK 11(1d6 mandibles) MOR 6 MOV 1x Type Scavenger
Spells: Destructive Touch (Fire) 1
Treasure: shalk shell(a/m)
# Appearing: 1(loner) 1d4+1(swarm) 2d4+2(plague)

Shalk are large black beetles common in the Grazelands, known for their hard shells and defending themselves with gouts of fire. They are generally docile, but if they get into your supplies, you'll have a hard time getting them out.

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Slaughterfish
HD 1 (5 HP) DEF 10 ATK 11(1d4 bite, 2*# as a swarm) MOR 6 MOV 2x swim Type Hunter
Treasure: slaughterfish scales
# Appearing: 1(loner) 1d6+1(swarm) 2d6+2(infestation)

Slaughterfish are common to the lakes and waterways of Tamriel, silvery streaks with flashing teeth. They populate the Inner Sea, and there's a solid chance of slaughterfish in any given river or lake. They generally appear as a school, stalking prey before attacking all at once. They are surprisingly hardy creatures, and no adventurer should underestimate a pool of dark water.

Blighted Beasts

Blighted Alit
HD 4 (20 HP) DEF 14 ATK 13(2d6+1+blight bite) MOR 12 MOV 1x 
Treasure: alit tooth
# Appearing: 1(loner)

Blighted Cliff Racer
HD 3 (15 HP) DEF 14 ATK 12(2d6+blight peck) MOR 12 MOV 2x fly
Treasure: racer plumes
# Appearing: 1d4+2(band)

Blighted Kagouti
HD 5 (25 HP) DEF 15 ATK 15(2d8+2+blight gore) MOR 12 MOV 1.5x
Treasure: kagouti tusk
# Appearing: 1 (loner)

Blighted Kwama Warrior
HD 5 (25 HP) DEF 16 ATK 14(2d4+1+blight claw) MOR 12 MOV 1x 
Treasure: cuttle (a/v)
# Appearing: 1(loner)

Blighted Nix-Hound
HD 4 (20 HP) DEF 14 ATK 13(2d6+1+blight claw) MOR 12 MOV 2x 
Treasure: hound proboscis
# Appearing: 1(loner)

Blighted Rat 
HD 1 (5 HP) DEF 10 ATK 11(1d4+1+blight bite) MOR 12 MOV 1x 
Treasure: rat tail
# Appearing: 1(pest) 1d4+1(swarm) 2d4+2(infestation)

Blighted Shalk
HD 4 (10 HP) DEF 15 ATK 12(1d6 mandibles) MOR 12 MOV 1x 
Spells: Destructive Touch (Fire) 2
Treasure: shalk shell(a/m)
# Appearing: 1(loner)


Thursday, December 19, 2019

They Came from the Moon! A Space-Breaking Monster

Within his cyclopean moon-fortress, in his court of archons, the Machine Sage plots and schemes. In his Byzantine cauldrons he spawns his dread minions. Among them, the menacing sentinel, the looming lunar terror, the savage...

MOON-CRAB!

Image result for moon crab
Not what I expected when I looked up 'Moon Crab,' but I'll go along

This year's Secret Santicorn (my first!) is already a big success, with some forty people participating! Here's my post for out friendly neighborhood Machine Sage. Happy Goblindays!

Prompt: A monster or two based around breaking space. Escher Dragons, 2D Orcs, etc.

Moon-Crab
HD 3 (10 HP) DEF 8 ATK 14(spearing claw) MOR 10 MOV 2x sideways
Treasure: An intact Moon-Crab can be dried and used as fine vellum(50gp). Otherwise, its shell can be peeled off and treated to become flexible, can make 10' of Moon-Rope, resistant to heat, cold and the vacuum of space, easily cut but never torn or frayed (10gp).
2-Dimensional: See below
# Appearing: 1(sentinel) 1d4+2(excursion) 2d4+3(landing)

When dormant, lies on the ground, can sense sound through contact with the ground. Visible, appears as a disgusting carpet of roiling innards. When alerted, jumps up to become vertical. It rotates on its own axis. A pulsing mass of organs, blood vessels and chitin, widening to reveal the outline of a giant crustacean-like creature, armed with a long, piercing claw. It rotates to see the world around it in an approximation of three dimensions.

When fully perpendicular to a character, its outline is the horizontal cross-section of a crab, standing up on its backmost legs, innards exposed.

At the start of each round, it selects a character. This is the character it can 'see' and will engage in combat with them. It becomes 'invisible' to that character by turning their body parallel to their point of view, appearing only as a vague vertical shimmer in the air. It can only move backwards and forwards like this, either charging or fleeing.

The character being targeted suffers a -8 to hit, both because of the creature's armor now facing them and because it is effectively invisible. All other characters can see at least some part of it. These characters are able to see its insides and disregard its external armor, effectively cutting holes in a paper target.

This monster serves to encourage teamwork in the party. A lone character will have little chance of defeating it, but even a single other character will be able to take advantage of its blindness. Adding more into the fight dramatically scales up the challenge, and unless the players can coordinate to focus on one at a time, they will surely be overwhelmed.

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Right feel but, you know, not a crab

Friday, November 29, 2019

Elder Scrolls GLOG Bestiary: Daedra

All Daedra have the Daedric trait: They are immune to normal weapons (can only be hit with weapons that are magic or have at least a +1)

Creatures with a * next to their name can be summoned for an hour with the spell Conjure Lesser Daedra.

Creatures with a ✝ next to their name can be summoned for ten minutes with the spell Conjure Greater Daedra.

The Daedra

 Daedra is an Aldmer word meaning 'not our ancestors' as opposed to the Aedra, whose many aspects are venerated in most of Tamriel's major religions. While the Aedra created Mundus and bound themselves to the world, the Daedra scorned it and remained in formless Oblivion, where they eventually coalesced into a hierarchy. They are ruled by seventeen Daedric Princes, of greater and lesser power, each with their own servants and subjects. They have difficulty entering Mundus, but sometimes find cracks in the world, and are often summoned by mortal mages for knowledge and service.

While not all Daedra are strictly evil, most have low opinion of mortals and think little of harming them. Still, most are not immediately hostile unless they are summoned or are guarding a place or item. The land is dotted with rare Daedric ruins, where the barrier between worlds is thin.

Image result for elder scrolls scamp art
romandubina

Scamp*
HD 3 (15 HP) DEF 12  ATK 12(1d6+1 claw) MOR 6 MOV 3x
Daedric
Treasure: None
# Appearing: 1(messenger) 1d4+2(party) 2d4+2(swarm)

The weakest and most numerous Daedra, stooped-over, hairy-legged humanoids with sallow skin pulled taught over a catlike face. They are cowardly but cruel creatures, who take pleasure in tormenting anything they outnumber. They will often run in the face of armed opposition, but are dangerous if cornered; the least powerful Daedra can still kill most mortals, and cannot be touched with mundane weapons. They most often serve as messengers for mages or greater Daedra.

Image result for elder scrolls fire atronach art
Source?

Flame Atronach*
HD 4 (20 HP) DEF 14 ATK 13(1d8+1 claw, burn) MOR 10 MOV 1.5x
Spells: Destructive Bolt (Fire) 2, Elemental Shield (Fire) 1.
Burn: On a failed Save vs Fire, take 1d6 fire damage until you spend a turn dropping and rolling.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Fire Salts.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(widfire)

A pulsing flame bound in an iron exoskeleton, flame atronachs are the least of the elemental atronachs. Unlike other Daedra, Atronachs are elemental sentiences chained in service to greater masters. They all bear a strong resent towards both mortals and other Daedra, but have little room for independent action. In addition to serving in Daedric armies as portable flamethrowers, they are the easiest Daedra to summon with strong combat ability, and are often summoned by mages when threatened.

Image result for elder scrolls clannfear art
Fury On

Clannfear
HD 5 (30 HP) DEF 14  ATK 14(1d4 claw/1d4 claw/1d6 bite) MOR 8 MOV .5x # appearing 1d4
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(herd)

Fierce lizard-like Daedra, with long toe claws and razor beaks. The sight of their tall crests and the sound of their warbling cries is the stuff of nightmares. They are some of the most common Daedra, hunting in packs, but are very slow. They are fond of mass stealth, surrounding a target and ripping it apart before it can escape. They are little more intelligent than animals, and in a Daedric invasion, they serve as shock troops, released to sow terror among the populace and overrun enemy camps.

Image result for elder scrolls hunger art
MalaAssia

Hunger✝
HD 6 (30 HP) DEF 14 ATK 15(1d6 tongue(reach)/1d4 claw) MOR 10 MOV 1x
Spells: Armor Eater 3, Paralyze 1.
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart, 1d6*10gp hidden nearby.
# Appearing: 1(scout) 1d4+1(band) 1d4+3(squadron)

Potent Daedra associated with Prince Boethiah, whose magic can reduce an opponent's armor to rust and shreds. They are often employed as guardians, and are the first Daedra summoned by Expert Conjurers. Their name reflects their chief trait, a perpetual, unfulfilled hunger. They devour the corpses of those they kill, and scavenge whatever they can from lesser predators. They hunger not only for food, but wealth and repute; if you come across a Hunger, they can be assuaged with tribute of jewels and paeans to their fame; but unless you pass quickly, their flesh-hunger will overcome them.

Image result for elder scrolls ogrim art
Fury On

Ogrim
HD 6 (40 HP) DEF 16 ATK 15(1d8+1 stomp, 1d6 charge) MOR 8 MOV
Spells: Heal 2.
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(squadron)

Hulking, reptilian humanoids, bulging and gluttonous. They are foolish and stupid creatures, but their immense strength and resilience make them dangerous opponents. They mostly follow Prince Malacath, but can be found in the service of other princes as well, and in some rare cases as the enforcers of mages.

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Thornspine

Dremora*
HD 7 (35 HP) DEF 15 ATK 16(1d8+3 weapon) MOR 8 MOV 1.5x
Spells: Shield 2, Reflect 1.
Daedric
Treasure: Unless summoned by a mage, 50% recoverable Daedra's Heart
# Appearing: 1(scout) 1d4+1(band) 1d4+3(squadron) 2d4+3(invasion)

The soldiers of Daedric armies, composing both the infantry and the officers in the conquests of Oblivion. They make and bear Daedric armor and weapons, highly prized by mortals. They could be mistaken for Dunmer, if not for their curling horns and ritual scarring. They are cruel and arrogant beings, convinced of their superiority over mortals; even so, they are often willing to speak with mortals, and deeply concerned with personal honor. There are many stories of Dremora stalled and pacified by quick-witted priests. They rarely appear alone; where one is found, several more are waiting, often with other Daedra in tow. They are highly organized, strategic and intelligent; adding a single Dremora into a group of Daedra makes them dramatically more dangerous.

Image result for elder scrolls daedroth art
Holoir?

Daedroth✝
HD 8 (50 HP) DEF 17 ATK 17(1d8+3 claw and spell) MOR 8  MOV 1x
Spells: Destructive Blast (Fire/Shock/Poison) 2, Shield 2, Heal 1.
Daedric
Treasure: Unless summoned by a mage, 50% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(rampage)

Some of the most fearsome Daedra, giant crocodile-headed ogres with immense strength and spellcasting power. They are loners by nature, immense egotists who think of their own conquest and power first. They are loathe to collaborate with other Daedroths, and will deign to be near other Daedra only when they are in command. They often pass into Mundus seeking lonely and isolated places to work their sorceries and plot against both mortals and other Daedra. Hunting a lone Daedroth is not recommended for any but the most experienced and best equipped adventurers. If they have gathered other Daedra under them, get an army.

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Official concept art by Adam Adamowicz

Frost Atronach*
HD 8 (40 HP) DEF 15 ATK 17(2d6+2, freeze) MOR 10 MOV 1x
Spells: Destructive Touch (Frost) 3, Elemental Shield (Frost) 2
Freeze: On a failed Save vs Frost, you are overburdened by 4 until you spend a turn shivering.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Frost Salts.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(blizzard)

A walking glacier, jagged iceberg on legs, deep black eyes set in a pyramidal head, looking on the world with disdain and contempt. Frost Atronachs are substantially more powerful than their flaming counterparts, though weaker than Storm Atronachs, of whom they are especially resentful. They are mountainous in stature, but deceptively quick on their feet. In combat, they will charge headfirst towards the enemy to decimate them with crushing icy fists and magical frost. Strangely, these are the most personable of the Atronachs, and though they share their cousins' gloomy outlook, they often accompany greater Daedra as confidantes; they have neither the burning hatred of the Flame nor the mocking arrogance of the Storm, but are still bound to loyal service.

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Yen Shu Liao

Storm Atronach✝
HD 8 (45 HP) DEF 16 ATK 18(2d8+2, electrify) MOR 10 MOV 2x
Spells: Destructive Blast (Shock) 3, Elemental Shield (Shock) 2
Electrify: On a failed Save vs Shock, you cannot cast spells or execute complex actions until you spend a turn regaining your wits.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Void Salts.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(thunderhead)

The most powerful of the elemental Atronachs, Storm Atronachs take a perverse pride in looking down at their cousins, even as they are slaves to greater Daedra. They are  a swirling cloud of earth and stone crackling with lightning. They call down thunderbolts upon their foes and dash about the battlefield with incredible speed. Moe than anything, they enjoy exercise of their destructive power. They will declare their names loudly to their victims, and assure themselves of terrible fame. They are unsubtle, showy and self-important, and appealing to these traits will grant one only a moment's reprieve from being fried.

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Fury On

Winged Twilight✝
HD 9 (50 HP) DEF 16 ATK 18(1d4+3 claw/1d8+3 sting) MOR 10 MOV 2x flight
Spells: Elemental Shield (choice) 3, Reflect 2
Sting: Save or endure Agony. For 1d6 rounds, spend your turn writhing on the ground or take 1d6 non-lethal damage.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Void Salts.
# Appearing: 1(loner) 1d4+1(coven) 1d4+3(twilight)

Daedra strongly associated with Prince Azura. Monstrous, blue-skinned, bat-winged and scorpion-tailed women who serve as her messengers and enforcers. They are vicious combatants, but you will find one alone only when she is delivering a message, and she will rarely take the time to combat you unless you trap her. They are Azura's generals, often command Atronachs and Dremora, and in battle will let her soldiers hold you down while she flies across the battlefield, delivers devastating blows, and retreats to the periphery. The Dunmer, who regard Azura as their patron, conceive of Winged Twilights as tempters and testers of her faithful, disguising themselves as old women to entrap the foolish or laud the wise. In particular, Nerevar Moon-and-Star was said to be tested by Twilights since his youth.

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Fury On

Golden Saint
HD 10 (60 HP) DEF 18 ATK 19(2d8+3 weapon) MOR 10  MOV 1.5x glide
Spells: Disple 4, Reflect 3, Elemental Shield (choice) 2
Daedric
Treasure: 50% recoverable Daedra's Heart, one recoverable piece of Daedric equipment.
# Appearing: 1(agent of chaos)

Golden skinned, heavily armed and armored women. These warriors are the exclusive envoys of Sheogorath, Prince of Madness, and widely regarded as the mightiest Daedra. Golden Saints tend to remain in their master's obscure domain, and appear in Mundus only on rare occasions. When they do appear, they do not come as invaders, but as agents of chaos. They may create discord by slaying a noble, spiriting away a criminal, shouting a man's deepest secrets in the town square, giving divisive gifts or telling implausible (yet true) fortunes. It is widely agreed by Conjurers that they do this to entertain their lord. They never appear in Mundus in great numbers or with lesser Daedra, and rarely need to; on the occasion that they wish to slay a creature, they do so with ease.

Daedric Encounters and Situations

A Dremora named Anhaedra has been bound in the shrine at Maar Gan. By the magic of Lord Vivec, he suffers the taunts of pilgrims, and those who are faithful to Vivec are granted a powerful protective shield which he may not pierce. He has been especially irritable lately. The Temple likes to keep him there as a symbol of power, but Prince Mehrunes Dagon will reward you handsomely for slaying Anhaedra and returning him to Oblivion for punishment. You will not have Vivec's protection for this, and Anhaedra will not hold back.

On the road, the party is approached by a Scamp carrying a large pack. This is Lubipich, a petty merchant who can buy some small items, and will push drugs on the party. With subsequent meetings, Lubipich acquires stronger drugs, graduating from undiluted Sujamma to Skooma to raw Moon Sugar, and becomes more forceful in selling them.

A Winged Twilight in disguise approaches the party in the guise of a lovestruck young woman, seeking their help in a plot to entrap a local Temple priest renowned for virtue and restraint. As he passes on his nighttime walk, the party is to pretend to 'abduct' this woman for the priest to 'rescue.' This is not likely to work, but the priest is a potent spellcaster ho may do serious damage to the party.

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Yves-Antoine

An Ogrim named Kremalin has wandered onto Drulene Falen's hut west of Aldruhn, driven her from her home and has spent the last week drinking all her Sujamma and eating her entire herd of Guar. The Ogrim is drunk enough to believe anything you tell him authoritatively (even that he can fly if he just jumps off that cliff there) but is lazy and is running out of food and drink.

A family tomb near a rural town has been invaded by a Hunger, and each warrior sent in to defeat it has returned humiliated, with his valuables stolen and armor disintegrated. Never send in civilians when professionals (or reckless amateurs, as the case may be) are at hand. The Hunger might be willing to fake evidence of its demise if the party steals offerings from sanctified burials it can't touch, but they will be disturbing various undead and the locals will realize the deception in a few days.

As the party camps, a Golden Saint in the guise of a pilgrim appears, with the intent of causing maximum chaos without revealing herself. She will poison the stew, reveal party secrets, steal small items, and so on. The next day, the actual pilgrim she was disguised as will approach the party. Any stolen items will be on them, but they have no idea why the party is so hostile to them. The Golden Saint is nearby, laughing her ass off.

A powerful wizard was killed last week in Tel Aruhn, and with his last spell summoned a Scamp to warn a relative of his attackers' identity. With the wizard's death, the scamp remained in Mundus without heeding its orders, and has spent the last week running around the town, defacing buildings, excreting in stewpots and screaming conspiracy theories and accusing everybody in sight of being the killer. The relative will pay handsomely for someone to capture and interrogate it. Nobody wants to kill it, lest they be thought of as the killer. The actual killers have been trying to kill or dispel the Scamp subtly, and have so far failed.

As part of a bet with Sheogorath, Azura sent a priestess of hers to live in isolation and silence for  one-hundred years. Sheogorath has grown tired of waiting, and send Daedra to the island northwest of Dagon Fel to make a horrible noise and disturbance until the priestess goes insane. Azura will reward you greatly for diverting these Daedra without bothering her priestess, Rayna Drolan. The Daedra include a troupe of scamps, one of each type of Atronach, a Hunger, an Ogrim and a Golden Saint, who will tolerate your presence so long as you also make lots of noise and shout disgusting comments at the hut.

Sunday, November 24, 2019

Elder Scrolls GLOG Bestiary: Undead

All undead creatures have the Undead trait: They are immune to poison damage and resistant to cold damage. They have Morale 12, and are immune to ordinary fear effects.

Creatures with a * next to their name can be summoned for a day with the spell Conjure Undead.

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Velothii

Ancestor Ghost
HD 0 (1 HP) DEF 10 ATK 9(1d6 or Drain Attribute) MOV 1.5x
Undead
Spectral: Immune to normal weapons.
Treasure: None.
# Appearing: 1(Haunt) 2d4(Flock) 3d6(Infestation)

Ancestor Ghosts are the lingering spirits of the dead. The black soul has long since passed into Oblivion, along with memory, morality and personality. But the awareness, the low intelligence, remains. They know only of enemies who wish them harm, and of the living family members who make burnt offerings of fruit and ghee. When a family member speaks their name, they feel alive for a moment. Besides being encountered in tombs, many Dunmer, especially members of the Temple, are capable of summoning forth the ghosts of their ancestors in self defense.

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Nuare

Skeleton*
HD 1 (5 HP) DEF 12 ATK 10(weapon 1d6) MOV 1x
Undead
Treasure: If in a tomb, 2d4sp hidden nearby.
# Appearing: 1d4+1(band) 1d6 +3(squadron) 2d6+3(platoon)

Reanimated skeletons are guardians of tombs and graves in Morrowind, and are often summoned in large numbers by conjurers. They are not animated with a real soul, but with a synthetic animal intelligence. They fail with anything abstract, but can understand nuance and meaning in their creator's orders.

Lesser Bonewalker*
HD 2 (10 HP) DEF 14 ATK 11(1d4 claw/1d4 claw) MOV 1x
Spells: Drain Attribute 1
Undead
Treasure: 25% chance of a petty soul gem.
# Appearing: 1(loner) 1d6+1(pack) 2d6+2(mob)

Undead amalgamations of flesh and bone. These revenants erupt in tombs, formed from the collective rage of those who died violently. They are distressingly common, on top of being summoned as muscle by mages. They are strong, carry diseases, and are fond of draining the Strength and Constitution of intruders.
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Swietopelk



Greater Bonewalker*
HD 4 (20HP) DEF 15 ATK 13(1d6 claw/1d6 claw) MOV 1x
Spells: Damage Attribute 1
Undead
Treasure: 25% chance of a lesser soul gem.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(mob)

The larger, more vicious cousins of the Lesser Bonewalker. They are known to arise when family tombs are filled suddenly, whether from plague, war or other strife. Their curses are nastier and longer-lasting than those of their Lesser Cousins.
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romandubina



Bonelord*
HD 5 (25 HP) DEF 14 ATK 14(1d6 claw/1d6 claw and spell) MOV 1.5x
Spells: Shield 2, Drain Attribute 2, Destructive Bolt 1.
Undead
Treasure: 25% chance of a common soul gem.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(coven)

Intelligent, magically adept undead. These skeletal figures are knit from mismatched bones, possessing multiple arms and necks several sizes too long. These are rare, but are rumored to arise from the spirits of exceptionally strong-willed or magickally rich people who die with a grudge.

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Dima Zasimovich

Lich 
HD 10 (50 HP) DEF 17 ATK 19 (1d10+3 bound weapon and spell) MOV 1.5x
Spells: Bound Weapon 4, Levitate 3, Five Fingers of Pain 3, Shield 3, Destructive Blast 2, Energy Drain 2, Command Humanoid 2, Damage Attribute 2.
Undead
Treasure: 1d6*100gp value hoard, as well as magic items.
# Appearing: 0(Normal) 1(Doom) 3(Apocalypse) 4+(RUN)

While other undead are summoned by wizards, Liches are wizards, passed over to the other side. They have hidden their black souls from death and remained in their decaying bodies, still capable of practicing magic. They are exceptionally rare and exceptionally dangerous, as their reason, memories and personality degrade in spite of their continued existence, until all that remains is a rabid animal capable of casting terrible spells with ease.