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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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    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?

    6

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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!