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CREAURE SE 0 - DEMO- A C L O I S T E R P U B L I C A T I O N -
MONSERSBYEMAIL.COM
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CRONLYCHMA
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CREATUREINFO
CRONLYCHMACHARACTERISTICS
4
3
2
Category
Terrain
Food
Aggression
Size
Numbers
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm
Speed
Magic Power
Hit Points
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Te ChronLychmas are efficient and ast killer. Held
together by a light, beetle-like exoskeleton they weigh
very little or their size. By cramming their small eet
and hooks into cracks and crevices, they can climb and
hang on to the walls o the grottoes and tunnels they
inhabit.
Te evenly distributed dark areas upon their heads proj-
ect a sensitive electrical field beore the creatures, which
pick up the slightest disturbance within it. Positioning
themselves in strategic locations they hook bats in flight,
or catch swif lizards and rodents as they run by.
Larger prey are located by their heart beats. Te acute
hearing o the CronLychmas is extremely specializedand their brains are wired to exclude all sounds but
the distinct patterns and requencies o hearts beating.
Tese can be picked up rom miles away in the tunnels,
and the creatures never spoil an opportunity to east on
greater chunks o meat. Te pursuit o flesh may turn
them single-minded, and careless. Bringing a wag-
on-load o sheep into a dungeon where CronLychmas
live may be the only way to slip past, or deeat them.
Smarter than dogs, the creatures still live out their 30
year lives hunting, eeding, sleeping, and breeding. Tey
require a damp subterranean climate, or water in which
to submerge themselves regularly. Te cells o their exo-
skeleton depend on external moist or it will dry out and
become brittle. Where water is scarce the CronLychmas
drench themselves in the blood o their prey.
Te creatures make no sounds to communicate,which is probably done through electrical cur-
rents, but they tend to hiss when new heart-beats are
detected, perhaps to express the joys o expectation.
Females and males are more or less inseparable, and
their young grow quickly.
ADVENTURE?
1. Te PCs must pass through an area reported
densely occupied by CronLychmas. Tey are rec-
ommended to (or realize they can) travel by boat
through a subterranean waterway, and may retrieve a
potion which can temporarily stops or severely slowsdown their heart-beats, making them unconscious
or really weak or a while. Slip by deenseless or fight?
What i something goes wrong? O course it does.
2. Te PCs travel (or guard, or arrange) a caravan,
including two ogre captives, which must pass under-
neath a mountain. Halway through the mountain they
learn about the CronLychmas living there, and their
ways, by a corpses diary, or by the words o a ellow trav-eler who recognize the first encountered creature. Strat-
egy? Keep in the middle and stay alive? ry to protect
everyone? urn back? Bait?
3. Redirecting a stream to make the water-dependent
creatures move?
4. Disturb electrical fields by bringing/producing a mag-
ical item o lightning?
CRONLYCHMADESCRIPTION
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PARNIRION
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PARNIRIONCHARACTERISTICS
CREATUREINFO 3
21
2
0
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm
Speed
Magic Power
Hit Points
Category
Terrain
Food
Aggression
Size
Numbers
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PARNIRIONDESCRIPTION
Te Parnirions are sly. Everyone who has ever heard
about them knows that. Tey are tricky opportun-
ists who shy no means to achieve their aims. Tat to,
is known. Yet the creatures tend to have access to what
you need, and a tendency to know what youre looking
or. Parnirions love knowledge, not or the sake o wis-dom, but or its commercial value. Tey are experts on
woodland survival, and will ensure you that they are the
only ones who can guide you saely through the orest
canyon, find and reveal the password to the elven halls,
produce an antidote to the golden snakes bite, summon
the wood spirits, find the magic mushrooms, and so on.
I no such exotic venture needs your attention they will
have those extra torches, yards o rope, or rations that
you urge or.
Parnirions ofen camp along the paths leading into a
great orest. Tere they put up shop, and offer buy-or-
die goods and knowledge to traders and adventurers
passing by. Ofen they tally along, together with a com-
pany which reluctantly have accepted their guidance, or
track them at a ew hours distance. When need arises,
due to dangers not rarely arranged by the Parnirions
themselves, the creatures come to the rescue, bringingwith them the right equipment or inormation, at a
price.
Naturally suspicious o each other, Parnirions are rarely
i ever encountered in groups. Usually alone, two crea-
tures sometimes join up in a temporary partnership to
conquer riches otherwise unattainable. Tey are born in
the deep woods, close to the places where airies and
elves sing. Te woodland spirits seem to accept them,and scholars suspect they were once kin. Tey adore
riches and have a great interest in objects o antiquity
and magic. All items that can aid them in their next plot
or business deal, will attract their attention.
Te creatures are not especially strong, and not very
skilled with arms. With a clear upper hand, they will kill
without second thought, but preer less bloody ways o
acquiring the wealth o someone else, and disposing o
oh so many enemies.
Te Parnirion learn new languages exceptionally ast,
and are good at picking up the customs and etiquette onew cultures. Tey stay out o deserts and extreme cold,
and are rarely welcome in town and cities. Shortage
on sleep and ood bothers them little, and they tend to
gather their treasures in secret excavated underground
palaces, rather than buying (acquiring) property.
Long-lived, a lucky Parnirion can last or 300 years.
Tey breed only in their youth, and abandon their
young beore they have reached their teens. Te crea-tures are less gifed with magic than human beings, but
the powers o magic items are increased when worn or
used by a Parnirion.
ADVENTURE?
1. A devastated nobleman asks the PCs to rescue a cap-
tured Parnirion rom a band o orcs, and bring it back
alive (or the sake o vengeance). Te Parnirion have its
own offers, and lets the PCs in on the many sins andmagic jewelry o the Noblemans wie. Tere might be
hidden treasures in the orest, short-cuts through the
swamp, or maybe they will meet the noblemans wie
and learn how she aided the Parnirion in his scheme on
her husband (which she did only because the Parnirion
blackmailed her) Tis could go on and on...
2. (Adventure hooks somehow seems superfluous or
this creature.)
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AGISEPTHORON
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CREATUREINFO
AGISEPTHORONCHARACTERISTICS
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80 + 2
Category
Terrain
Food
Aggression
Size
Numbers
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm
Speed
Magic Power
Hit Points
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AGISEPTHORONDESCRIPTION
Great and powerul, the Septhorons are different rom
the giant octopus in a number o ways. ypically they
will be ound still upon the bottom, close to their dens,
passively filtering seawater through openings in their
heads and the tentacle hands. Other than these they
have no mouths, and can survive on plankton or weeks,but will not be ully sustained by them. Now and then
they need attack larger lie-orms like sharks, dolphins,
seals, and great eels. Tese they kill and work at with
their claws, until they are shredded to pieces small
enough to be inhaled through their baleen-like filters.
Blood especially is savored, and the Septhorons preer
their meals resh.
All vital inner organs, apart orm the brain, is located inthe main body, which looks much like a broader tenta-
cle. Here dark ink is produced in a surace layer o rag-
ile bags. Tese are easily destroyed by harm toward the
body and release a conusing, bad tasting gush o ink,
meant to discourage predators bold enough to attack it.
Te Septhorons can also eject spurts o ink through the
holes o their eyes. One or several eyeballs roll away and
are replaced by tubes connected to the ink bags.
Unlike that o the octopus, the ink o these creatures
penetrate the skin and vessels, and permanently dis-
colors most suraces it makes contact with. Lie-orms
exposed heavily to the ink may also be contaminated
by Septhoron DNA, start growing tentacles, and be
subjected to other disfigurements. Even i no physical
changes occur, their offspring may suffer the conse-
quences o exposure. Some scholars claim that the crea-
tures lack normal means o reproduction, and surviveas a species only by inecting and transorming other
animals.
Septhorons seek nothing particular in lie, but make
long-time or permanent dwellings in caves, wrecks, and
similar hollows, which may be o interest or adventur-
ers. Tey take shelter there especially when short on ink,
and in order to ambush by-swimming and curious prey.
Te creatures surace now and then or reasons
unknown, and when they do they let out long groans
which is airly similar to complaining, or angry human
voices. raits like these, and the sheer size o the beasts,have given rise to many myths and several cults around
them. Tey are attracted to rees and rocks, and preer
to settle in shallow waters. Any climate will do, but they
stay away rom polar regions. Tey can live or 300 years.
ADVENTURE?
1. A wizard claims Septhoron ink increases the
power o scrolls, and need the PCs to etch some.
2. A tribe or cult, worshiping the Septhoron, sacrifices
maids at the end o a rickety pier. As the beast emerges
the most devoted throw rocks at it, hoping to be hit by
jets o ink. Te high-priest(s)/shaman/tribe elders have
inherited several tentacles (perhaps multiple eyes, ink
bags on the back and able to shoot ink themselves?) and
patchy black skin. Tey might have been able to collect/
produce ink, and have tattooed themselves (or their
prisoners) heavily with it. Perhaps a crazed tattooeddisfigured ex-captive(or cult-member) is encountered
in the gutters o a city, rambling about his daughter in
danger?
3. When someone is marked by Septhoron ink, the crea-
ture will no longer attack them. Te members o secret
society swim through a Septhoron inhabited cave in
order to arrive at their headquarters/meetings, which
the PCs must infiltrate. How will the PCs find the ink?Will they risk contamination? How will they learn what
they must know about the creature to begin with?
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MICHILAFT
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MICHILAFTCHARACTERISTICS
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2
1
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm
Speed
Magic Power
Hit Points
Category
Terrain
Food
Aggression
Size
Numbers
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MICHILAFTDESCRIPTION
Te Michilafs are natural protectors o the orests, who
live in the most enchanted places, where aerie magic
flows potently, and ancient woodland powers roam.
Here they live in small groups, eeding on berries,
mushrooms, ruit, and may occasionally snatch an egg
or two. Snails and bugs also slip down, but the creatureskeep to a mainly vegetarian diet.
Along a second hollow spine, tubes o wood grow rom
the Michilafs back. Tese are instruments used to pro-
duce music o great beauty and enchantment. Ordi-
narily the creatures play to enlighten and make merry
the atmosphere in the sacred groves where they are
ound, but the pan-pipe music can weave melodies o
dreamy depth and true power.
When creatures endangering the orest enter the realm
o trees, the Michilafs leave their gentle lives and are
moved to protect their homelands. By luring and con-
using melodies, they keep hostiles away rom the secret
parts o the woods. I that is not enough, they unani-
mously conjure tones and harmonies o power, to throw
spells o the earth, and aerie sorcery towards ill-willed
or undesired intruders. Occasionally they may assistelves, druids, and rangers in some quest aligning with
their motis, but the Michilafs are rarely witnessed, and
preer to operate in the hidden.
Te skin o the Michilafs can range rom green to
brown. During the winter, they root themselves in the
soil, and may live, or temporarily pose, as a tree or sev-
eral months. Teir ur and skin then change color to
that o bark and moss, and their acial eatures grow stiffand are harder to make out.
Solitary creatures have sometimes been spotted on
top o high cliffs in the middle o storms, to inhale the
strong gale and challenge the winds roar with their
music, but nothing but their melodies are normally spo-
ken o among travelers meeting in inns and by roadside
campfires.
When the creatures die, and only then, a shelled seed
(similar to a walnut) are ejected rom every pipe, landing
15-150 eet away rom the Michilaf. Tese instantly emit
a highly hallucinogenic gas, which will cause a 2-4 hourstate similar to dream walking in those who inhale it, as a
means o protection. Seeds landing in nutritious soil will
sprout in two weeks, and grow into a new Michilaf in a
single season. During this time flies and other insects are
attracted by scent into their bellies to provide them with
protein. Te creatures do not open their eyes or gain con-
sciousness until they are ully grown and ready to walk.
Michilafs communicate telepathically between them-selves, but not with other species. Many know elven
tongues, but are unused to talking. All body parts except
the head and thorax o the creatures regenerate i cut off,
which takes a ew weeks. Tey keep airly calm, even in
combat, but turn aggressive i fire is used against them.
Tey live or up to 500 years.
ADVENTURE?
1. A true master flute player has traveled rom aar tofind a Michilaf and play with it, which he claims is the
only way he can increase his skills beyond his pres-
ent level. He brings tales about the creatures and offer
rewards i the PCs will help him find one. Can a man
actually learn the magic o the Michilafs?
2. racking a band o orcs (or evil men), which has
entered the orests in search o a lost elven treasure,
the PCs witness a Michilaf distracting the orcs withunearthly melodies, but ails to spot the PCs. Te band
is lured away into a gulch where giant spiders (or other
monsters) live, carrying the map o the treasure. Help
the orcs to save the map? Help the Michilaf which is
challenged by a powerul orc shaman? Let the orcs van-
ish in the web o spiders, and seek out the map in their
lair?
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3. A Michilaf nut is ound and taken to a gardener
who suggests they plant it and see what happens.
When the Michilaf comes alive and starts playing
other Michilafs might come to its call and etch it, or
the PCs start dreaming about a orest ar away, and
stunning kingdoms neath the leaves and branches.Will they venture there bringing their new child? Does
the gardener know more than he says, and who else
has he told about the strange seed?
4. According to an ancient book (which the PC:s hap-
pen upon) a goblin king once, a long time ago, con-
sumed the hearts o seven unicorns and seven satyrs,
as part o a ritual which would grant him terrible
power. Te ritual ailed and strange metamorpho-
sis turned him into the very first Michilaf. I a drop
o goblin blood enters the veins o the creatures, the
transormation will be reversed, degrading them intogoblinoids once more. Tis is dangerous inormation.
Can it be used? Should it be hidden?
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Te creature data in this book has been shaped for easy access. Everyone with some experience of role-playing-games
should be able to understand it quickly, and have little trouble translating it into their system of choice. For those still con-
fused, the following explanatory information may be of assistance.
CHARACERISICSTe attributes in this bestiary are declared by a visual
diagram, eaturing symbolic images, which represent
the characteristics o amiliar creatures. o allow simple
translation to any RPG system, I have rerained rom
using numbers. At the lef end o the scale are tiny crea-
tures like snails and butterflies, while at the right are
great dragons and angels, to represent extreme values.
Te human beings stand or the characteristics o an
average human being, and the darker fields surrounding
them indicate the range and possibilities o our species.
Strength, or example, can only be taken so ar, unless
supernatural means like magic are applied, while wis-
dom can reach divine levels, at least according to the
Buddha.
STRENGTH: represents the physical strength o a crea-
ture. Tis is the power o lifing and pressing. It doesnt
include the mass o the beast, which could be put behind
a charge or example, but states only the pure muscular
power.
AGILITY: inorms about the creatures ability to
manoeuvre its body. How flexibly and swifly does it
move? How graceully and simply can it dodge swords,
spin around, or balance on a rope? Te illustration and
descriptive text o the creature will hopeully give some
idea o what kind o agility the creature possesses. Some
creatures may have ast and nimble digits to deal with
tiny objects, while still moving rather sluggishly about.
ENDURANCE:can represent many things, but all have
to do with the physical toughness o the creature. A high
endurance may mean the creature can run or a long
while beore becoming exhausted, or that it can stand
long hours o torture beore yielding. Te Endurance
figure may inorm about a creatures resistance toward
poison or drugs, or how quickly its wounds heal. Tesetraits may exist all together, but reading the Descrip-
tion section will likely give some idea about the Endur-
ance types o the specific creature.
INTELLIGENCE: states the creatures level o brain-
power. How well can it solve riddles, how quickly does it
process inormation, and how strategically can it act on
a battle-field? Intelligence may represent how apt a crea-
ture is or dealing with advanced and powerul magic,how many languages it can learn, or how easily it picks
up the etiquette and social codes o a newly encountered
culture. A high level o intelligence doesnt necessarily
suggest that a creature can do all o these things, but it
will be better suited or those brain-demanding actions
that are natural or its species, and more likely to learn
new ones.
WISDOM: is the ability to find and make decisionswhich harmonizes with the surrounding world, or real-
ity. It is a recognition o, and connection to, the truth
o things, which makes it possible to use ones intelli-
gence in a beneficial manner. Monks and sages tend to
be wise, while scientists tend to be intelligent. Both can
be learned. Knowledge and intelligence do not necessar-
ily result in wisdom.
MENTAL FORCE: indicates the stability o a creaturespsyche. A resilient mind is not as easily charmed or hyp-
notized, and it can better withstand mentally straining
situations, like the presence o demons, or keep the spirit
up while outnumbered. A strong mental orce means
the creature is not as easily manipulated or controlled,
and will generally endure a greater level o mental dis-
comort.
UNDERSTANDINGTHESTATS
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CHARM: is a mixture o looks and charisma. Te num-
ber reflects to what degree the mere presence o the
creature will generate positive attitudes toward it, and
opinions about it. A very high charm value means a
creature can get away with things less charming beasts
couldnt, and that it can more easily persuade others
to agree with its suggestions. I an ugly creature has a
charm value that doesnt reflect its physical appearance,the creature is tricky by nature, and has powerul means
o persuasion, or an unnaturally strong attractive pres-
ence, like vampires or example.
SPEED: is divided into land, water, and air, and indi-
cates the maximum speed attainable by the creature.
Endurance should be looked at to get an idea o how
long ast speeds can be maintained.
MAGIC POWER: is primarily a scale which represents
how much magic a creature can use beore it becomes
magically exhausted. A great magic power means the
creature can throw many simple spells or a ew high-
power spells beore it runs out o Magic Power, or the
time being. Te scale is also (normally) an indication o
how powerul a magic-user the creature is. Te systems
o magic used in games differ a lot, and this scale is only
a general guide-line to the magical abilities o the crea-tures here presented.
HIT POINTS:indicates how much physical damage a
creature can suffer beore it dies. Some creatures are less
sensitive to pain and stay on their legs longer than oth-
ers, but when the hit points reach zero, the creatures die
nevertheless.
CREAURE INFOCATEGORY: places the creatures in one o several cat-
egories, such as Reptile, Plant. Undead, Demonetc,
and may give the reader some idea o where a creature
belongs in the greater scheme o things. Unlike a sci-
entific book o zoology, these categories are not to be
taken too literally. We are dealing with imaginary beasts
here, and some o them simply break the boundaries o
real lie biology.
TERRAIN: states in general terms, the types o cli-
mate, environment, or plane o existence that the crea-
ture is likely to be encountered in. Normally this coin-
cides with its natural habitat, but there are exceptions.
FOOD:describes what kind o a creature we are look-ing at, when it comes to eating. erms like Carnivore,
Herbivore and Scavenger are used, while the creature
Description typically gives a more detailed picture o
eeding habits and diet.
AGGRESSION: gives some idea about the creatures
temperament and level o aggression, ranging rom
Lowto Extreme.Controlledmeans a healthy level o
aggression, let loose only when necessary, or in excep-tionally stressul or emotional situations.
SIZE:is put in height or length, whichever is most inor-
mative. I nothing else is stated a height value doesnt
include antlers, tentacles, or other thin protrusions. Te
height o creatures naturally crouching represents the
crouched state o the beast, while the length o a curled
up snake or example inorms o the ull length o the
creature.
NUMBERS: inorms o the amount o creatures typi-
cally encountered, under normal circumstances. An
additional parenthesized number states amounts pos-
sibly encountered in extraordinary or uncommon
circumstances. Consult the creatures Powers and
Description sections or urther inormation.
PROECIONTe numbers pointing at the various body parts or sur-
aces o the creatures indicate how well protected they
are, without adding worn armor. Tey can be trans-
lated like this: 1=Cloth, 2=Leather, 3=Studded leather,
4=Scale mail, 6=Ring mail, 8=Partial plate mail, 10=
Full plate mail, and 15= Dragon scale mail.
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AACKS AND DAMAGETere is no inormation about the number and kind o
attacks o these creatures, nor o the damage caused by
them. How these thing work (rounds, attacks, damage)
vary a lot in RPGs, so I have lef it open to imagination.
Te images and descriptions should together provide
enough inormation to make Game Masters draw out
these things by themselves, and adjust it to their game
o choice.
DESCRIPIONTis is the main descriptive section, but can be conus-
ing i read by itsel. In some cases the creatures back-
ground may crash with the background o the specific
game-world or setting. In such cases, and all other cases
or that matter, the Game Master should eel ree to
re-invent a more suiting creature story or the campaign
at hand. Like all other parts o this book the descriptions
should be read as a source o inspiration and possibili-
ties. I you miss any desired piece o inormation, you
know what to do. Te ate o these creatures is now in
your hands. Have un with them!