Magical Creatures
The only thing that binds magical creatures together as a category is the fact that none of them existed prior to the Fall of Golinlund and the discovery of magic.
Catoblepas
Lore: A fictious creature that was erroneously believed to live on the Isle of Onnen by early Continental writers, the catoblepas was thought to be a bovine-like creature with breath nearly as poisonous as that of the Pavarean basilisk.
The concept was always derided on Onnen itself, as the creature never actually existed. Its description and supposed abilities were the results of centuries of mistranslation, and it became something of an in-joke among scholars. Continental authors overall corrected these errors over the past century, insisting that the descriptions were meant to be allegorical. Unfortunately, it seems some idiot has Wished them into existence, as they have been recently and credibly spotted in their supposed stomping grounds for the first time in recent days.
Catoblepas Stats
HD: 4
AC: 7
Morale: 8
Move: 50'
Skill: +1
Saves On:
Attack: Ram, +5
Damage: 1d10/1d8
Typical Equipment: A successful threshold 7 Wisdom check will allow a player with knowledge of daemonology to butcher the remains for 1d4 x 100 universal arcane reagents.
Special: Once per round, instead of an attack, the catoblepas can vomit poisonous fumes in a 50' cone. This causes 5d6 poison damage, with targets making a Health save for half.
Changeling
Lore: Certain pacts ask a Tithe of the signatory’s “natural born child.” The only way to fulfill this Price is to present a direct descendent of the signatory to an apparition of the daemon empowering the pact. Curiously, the apparition only caresses the dependent, then departs, asking no additional Prices and leaving the child seemingly unaltered and unharmed.
When the Krastavans, and particularly the University of Rivai, first learned about this apparently consequence-free Price, many were all too happy to take advantage. It was only later that it was discovered that the children offered up for this pact were subtly altered in some way imperceptible way by the daemon. They became unable to sign pacts themselves, any they sign quickly crumbling to ash but incurring no Bane. Those who had been offered to a daemon also gained access to a single, minor magical spell that they could cast with no attendant pact, rather like a warlock’s unfettered power. Those who were adults when they were offered up gain access to and knowledge of this spell immediately, but children only gain access to it gradually and as apparent consequence of puberty. Due to these subtle but troubling changes, children offered up to daemons became known as “changelings,” and the practice of accepting pacts with this disturbing Price slowed, but did not stop.
Seven years after the fall, some changelings began behaving strangely. A few went berserk, abandoning their lives to flee into the Golish interior. Today’s daemonologists now know that these first “mad changelings” were actually seeking the immanences of their daemonic patron. If an immanence (a daemonic summoning that has persisted for seven years) of the daemon that charged the “natural born child” price becomes active anywhere in the world, all changelings bound to that particular daemon feel an overwhelming psychic compulsion to travel to it. Once there, the immanence can warp and transform the changeling, mind, body and soul, into any unnatural shape it chooses.
Changelings seem fully human and have 1 HD if they are not in the presence of their daemonic patron’s immanence. Some changelings experience a change in personality once transformed by the Price, but most are indistinguishable from normal humans beyond their inability to sign pacts and their one inborn, natural spell, chosen from the list below. Their “natural magic” and inability to steal pacts for themselves make them desired and trustworthy servants in some areas. If exposed to their patron’s immanence, however, their physical forms can change in drastic and extravagant ways, increasing their HD up to 7.
Changeling Stats
HD: 1-7 HD
AC: 9 or as armor
Morale: 7 (5 if in their patron’s immanence)
Move: 30'
Skill: +2, adds to anything in the changeling learned over the course of its life. If the changeling has 2 or more HD, also adds to anything its daemonic patron has “sculpted” it to achieve.
Saves On: 14
Attack: as weapon, +HD or tendril, +HD
Damage: as weapon or 1d10/1d4
Typical Equipment: None.
Special: Changelings in their normal, humanoid form always have 1 HD. If in the presence of their patron’s immanence, however, a changeling’s form varies wildly. Their HD can range anywhere from 1 to 7, and they could even use the stat block of another creature entirely, porting over only the changeling’s signature spell and its +2 skill bonus to denote its human-like intelligence. Changelings transformed into truly inhuman or even seemingly inanimate shapes can still strike out at passersby with tendrils of writhing, metamorphic flesh, using the tendril attack above in lieu of a weapon.
Changeling Spell List
1 - | Water Breathing
2 - | Infravision
3 - | Protection from Normal Missiles
4 - | Hold Person
5 - | Charm Person
6 - | Telepathy
7 - | True Seeing
8 - | Dispel Magic
9 - | Phantasmal Force
10- | Confusion
Cockatrice
Lore: A mythical creature that existed only as a metaphor prior to the Fall, cockatrices today are terrifyingly real, a magically-engineered beast of war able to kill with a mere gaze. Said to be a creature hatched from the egg of a cockrel - a male chicken - "cockatrice" was sort of academic insult used on the Grand Continent to refer to an impossible absurdity, or to a conclusion drawn from spurious evidence. Since roosters don't actually lay eggs, a cockatrice was an inherently impossible being, one that only existed in the imagination of humankind.
One of the more terrifying ramifications of magic, however, is that it has the capacity to render the imagined real. One foolish warlock eventually Wished for a cockrel’s egg, and from that egg hatched the first cockatrice. The terrible creatures are fortunately sterile and cannot reproduce, but this feat has since been replicated by other magicians, most notably the Iron Tsar. The cockatrice is said to be a creature even more venomous than the basilisk, such that it can kill with its stare alone. Reports of mass graves on the Krasatavan front, with enormous numbers of bloodless casualties on both sides, seems to suggest these legends are true. Though for obvious reasons very few can reliably report what a cockatrice actually looks like, the folklore holds it to be small, no larger than a large dog, appearing like a two-legged dragon with the head of a rooster.
Cockatrice Stats
HD: 5
AC: 5
Morale: 3
Move: 30', fly 20'
Skill: +1
Saves On: 14
Attack: Two rakes and peck, +4 and +2
Damage: 1d4/1d4 [rakes], 1d4/1d6 [peck]
Typical Equipment: A successful threshold 7 Wisdom check will allow a player with knowledge of daemonology to butcher the remains for 2d6 x 100 universal arcane reagents and two doses of magical poison (cockatrice vitreous jelly). Each spellcaster or daemonologist in the party can make a check for 2d6 x 100 arcane reagents
Special: The cockatrice has a gaze attack, and is assumed to be gazing at any enemies with 100' of it during any non-surprise combat round. Anyone looking at the cockatrice must make an Aura save or die. Combatants can declare that they are looking away, or blind themselves with blindfolds or other measures to render them immune to this effect. Blinded individuals or people looking away from the cockatrice take a -4 penalty to attack rolls against it.
Doppleganger
Lore: Dopplegangers are cursed doubles of specific individuals that result from certain magical catastrophes or curses. They are created, not born, and always appear identical to a specific person, wielding non-magical versions of that person’s weapons, armor and equipment. As soon as a doppleganger exists, there is a 50% chance it will attack its double in a murderous rage. If it doesn’t, it will instead merely appear before their clone and then attempt to run away.
If the doppleganger runs, or attacks and fails its Morale check and flees, it is still deadly dangerous to its cursed twin. If the person who spawned the doppleganger loses line of sight to their doppleganger at any time, the doppleganger will disappear and its originator will need to make an Aura save or die. Killing the doppleganger before it can disappear allows the cursed twin to live, with no save necessary.
Dopplegangers have an HD equal to the HD of the creature that spawned them. If created to mirror a player character, the doppleganger will have HD equal to their character level. Dopplegangers never speak, but exhibit a dim and human-like intelligence in their pursuit of a target. Dopplegangers and their equipment melt puddles of mercury when they are slain.
Doppleganger Stats
HD: See above
AC: 9 or as armor
Morale: 7
Move: 30'
Skill: +1
Saves On: 13
Attack: Weapon, +HD
Damage: As weapon
Typical Equipment: None.
Special: If the doppleganger’s twin loses sight of it at any time, the doppleganger will disappear and the twin will need to make an Aura save or die.
Hydra
Lore: Dragonhearts are sometimes cast into ponds, lakes or the sea in fulfillment of daemonic Prices. Daemonologists who continue this practice over a long period of time run the risk of creating hydras. Dragonhearts festering below the water’s surface sometimes rise back up as slimy, writhing amalgamations of magical tissue. These rat-king like conglomerations of snake-like appendages work with a crude, unified animal intelligence, their very breath a deadly poison. They are also strong swimmers, and can breathe comfortably underwater.
Hydras always have between two and twelve heads, and the more heads they possess the more dangerous they become. Some warlocks intentionally create them as guardians or to later harvest for reagents, though either practice is quite dangerous due to their deadly, poisonous breath.
Hydra Stats
HD: 3, +1 for each head
AC: 5
Morale:
Move: 30', 60’ (swim)
Skill: +1
Saves On: 12
Attack: One bite per head, +5
Damage: 1d6/1d6 [bite]
Typical Equipment: A successful threshold 7 Wisdom check will allow a player with knowledge of daemonology to butcher the remains for 3d6 x 100 universal arcane reagents, doubled if the hydra has six or more heads. Success on this check also has a 50% chance of yielding 1d4 salvageable dragonhearts. Anyone attempting to gather reagents or dragonhearts from the carcass must make a Health save or die in the attempt.
Special: Hydra are immune to poisons of all types. Hydra have 2d6 heads each, and once per round can choose to forgo three bite attacks to instead can breathe posionbreath in a 50' cone. The poisonbreath deals 1d6 damage per head, with a Health save for half. Creatures under the effects of an empowered Neutralize Poison spell will be immune to a hydra’s poisonbreath, and take half damage from its bites.
The Hidden Folk
Lore: Most cultures in Zardow had folktales about “little people,” “fae-folk,” or other invisible or very tiny beings who were both a counterpart and foil to humanity. Largely regarded as fodder for children’s stories, daemonologists discovered with alarm that small-statured humanoids roughly fitting the legends were visible with the use of
Detect Invisible,
True Seeing, and other magical powers meant to counter the Invisibility spell.
The “hidden folk,” as they have become known, cluster in small communities consisting of primitive dwellings far from human traffic. They seem to have only a stone age level technology, but extensive knowledge of magic that may predate the Fall of Golinlund. Their royalty (diplomatic contact has been achieved with many, many monarchs, kings, queens, self-proclaimed god-sorcerers, and the like) are gifted magic-users, and have a natural ability to change their size from that of an ordinary, diminutive hidden folk to that of a human or even larger.
Whether the hidden folk have been here all along, somehow became real in the wake of the discovery of magic, or are actually some type of illusion or defect in the Detect Invisible or True Seeing spells is a subject of great debate among scholars. The best evidence for the third theory is the fact that the hidden folk seem utterly intangible to those who cannot perceive them. Anyone not able to see invisible creatures or objects will pass right through the hidden folk and anything they’ve constructed, and the hidden folk’s attacks and spells will have no effect on a target that cannot perceive them. Being unable to see the hidden folk also precludes hearing, smelling, or otherwise sensing them.
Hidden Folk Archer Stats
HD: 1
AC: 4
Morale: 7
Move: 30’ (flight)
Skill: +2
Saves On: 14
Attack: tiny bow, +1
Damage: 1 damage
Typical Equipment: Tiny equipment created from sticks, bark and other worthless materials, and any remaining sigils (see below).
Special: A group of hidden folk will have 2d6 sigils among them, randomly determined. Results of 1-5 will take the form of enchanted fruit or other food, imparting their effects on the eater. Results of six or higher are magical arrows, inflicting their effects instead of dealing 1 damage. Hidden folk food-sigils are worth 50 universal reagents per spell level of the spell they contain.
Hidden Folk Royalty Stats
HD: 4
AC: 3
Morale: 8
Move: 30’ (flight)
Skill: +3
Saves On: 10
Attack: Weapon, +6
Damage: as weapon
Typical Equipment: 1d4 sigils of spells they know, in the form of fae food worth 50 universal reagents each.
Special: Hidden folk royalty are excellent spellcasters, and know 2d6 spells randomly determined from the list below, which they cast with a CL of 12. Treated these as unfettered powers. Royals have mystical command over their size, and can use an action to reduce themselves to the size of a standard hidden folk, adopt a human size (stats presented above), or increase their height to that of an 8’ giant (adding their skill bonus to melee damage rolls).
Hidden Folk Spell List
1 - | Speak with Animals
2 - | Cure Light Wounds
3 - | Detect Invisible
4 - | Resist Cold
5 - | Protection from Normal Missiles
6 - | Lightning Bolt
7 - | Dispel Magic
8 - | Bestow Curse
9 - | Charm Person
10- | Cause Disease, used to inflict the magical doom disease only
11- | Sleep
12- | Hold Person
Kobold
Lore: Kobolds are magically-created servants, subtly shaped both by the daemon empowering the pact that allows their creation, their environment, and the desires of the magician that summoned them. Once brought into the material world, kobolds can propagate like normal species, though female kobolds are rare. Only one in twenty of a tribe of kobolds is female, and they usually have a peculiar command of magic and sorcery.
Kobolds are always summoned to guard a particular place or object. They regard their charge with a nearly-religious sense of awe, and will gladly throw down their lives to protect it. Kobolds always appear to be small, goblin-like men and women, but their appearance is shaped by the nature of the object or place they're charged with guarding.
Kobolds summoned to guard homes, buildings, or ordinary people are called House Kobolds and are usually well-dressed, personable, even genteel. They add their skill bonus to checks for bargaining, persuading, or lying. Kobolds summoned underground in caves, ruins or mines are cruel, mean and hunched, and are called cave or wild kobolds. Their physical forms are often slightly warped by their daemonic patron, and they can add their skill bonus to damage rolls against unaware or surprised opponents. Finally are kobolds summoned at sea, called ship or sea kobolds, where they function as a combination between house kobolds and cave kobolds. They add their skill bonus swimming checks, Charisma-related checks versus ocean or river spirits, and to checks for commanding, repairing or helping to sail ships of any kind.
Regardless of their type, kobolds can also add their skill bonus to sneaking and attempts to set or disarm traps. They are known for being devious trap and mischief-makers when protecting their charges or otherwise displeased. They are famous for a language they speak composed solely of knocks and taps, commonly used to communicate between tunnels in their warren-like homes underground. House kobolds usually have small burrows concealed beneath the building or object they're protecting, while sea kobolds must make due with whatever quarters are available on the ship.
Kobold Stats
HD: 1
AC: 7 or as armor
Morale: 8 (5 if in the presence of their charge)
Move: 30'
Skill: +1
Saves On: 15
Attack: weapon, +1
Damage: as weapon
Typical Equipment: weapon, armor
Kobold Shaman Stats
HD: 1
AC: 7 or as armor
Morale: 8 (5 if in the presence of their charge)
Move: 30'
Skill: +2
Saves On: 15
Attack: weapon, +1
Damage: as weapon
Typical Equipment: weapon, armor
Special: Kobold shaman know 1d6 spells chosen from the list below. They have a caster level of 3.
Kobold Spell List
1 - | Invisibility
2 - | Magic Missile
3 - | Fireball
4 - | Web
5 - | Resist Fire
6 - | Passwall
7 - | Dispel Magic
8 - | Bestow Curse
9 - | Remove Curse
10- | Shield
11- | Anti-Magic Shell
12- | Cure Light Wounds
Likho
Lore: Likho are blue-skinned, one-eyed goblin-like creatures that seem to mysteriously materialize in the presence of cursed people or objects, particularly cursed people when they are alone, or cursed objects that have laid dormant for a long time. They have hands with three sharp claws and weak thumbs, and hairy and human-like feet. Likho have a varying number of ivory horns crowning the bald heads, a singular eye, and no apparent gender. They are squat and potbellied in frame, standing no more than four feet tall.
Though humanoid in shape, likho seem to have only an ape-like intelligence. They are primarily concerned with guarding the cursed object that spawned them, though some likho tribes instead seek to keep their cursed objects in circulation, in order to prevent more of their kind. Most likho that spawn near a cursed individual are driven either to attack them, or protect and isolate them so more likho are likely to spawn. Likho can reproduce infinitely, and do not seem to consume food, requiring only periodic proximity to their cursed progenitor to sustain them. Likho are never seen materializing or spawning, always suddenly appearing from around a corner, stepping out of a closet or the like.
Likho have the power to curse foes with their evil eye. A likho's gaze inflicts a -1 penalty to attack rolls and skill checks. The penalties from a likho's gaze can increase to a maximum of -2, if two or more likho are focused on the same person. An individual likho can target only a single person with their gaze at a time. Likho are instantly killed if targeted by the spell
Remove Curse, with no chance of a save.
Likho Stats
HD: 1
AC: 7
Morale: 9
Move: 30'
Skill: +1
Saves On: 16
Attack: two claws, +1 or crude club +1
Damage: 1d2/1d2[claws] or 1d8/1d6 [club]
Typical Equipment: 25% chance of a club
Manticore
Lore: Manticores are man-eating, lion-like creatures that, prior to the fall of Golinlund, were believed to exist in southern Paevarea and on the isle of Onnen. They were cryptids, claimed to exist in Continental bestiaries by foreign writers but considered a joke by the locals. For some reason, however, with the rise of magic, manticores have been credibly spotted in their supposed hunting grounds for the first time.
Manticores have a leonine body covered in red fur, a disturbingly human-like head with row upon row of teeth, and a tail armed with numerous poison quills. Manticores can fling their quills at targets within 30' of them to deliver their poison. They add their skill checks to sneaking or stalking prey. Manticores are sometimes hunted for their deadly poison, and Golish warlocks are fond of summoning them to serve as guard-beasts. Despite their human-like features, they have only the intelligence of a particularly cunning great cat.
Manticore Stats
HD: 6
AC: 5
Morale: 5
Move: 50'
Skill: +2
Saves On: 14
Attack: two claws, +6, and bite, +5 or quills, +5
Damage: 1d6/1d4 [claws], 1d8/1d6 [bite] or 1d4/1d4 [quills]
Typical Equipment: A successful threshold 7 Wisdom check will allow a player to pluck the quills for 1d4 doses of magical poison. On a failure, the player is exposed to the manticore’s venom.
Special: Manticores can fire their quills at a single target with 30' of them in lieu of their claws and bite. On a hit, the target is exposed to manticore venom, a magical poison.
Nachtkrapp
Lore: Nachtkrapp are fearsome magical creatures haunting the northern reaches of Golinlund and other severely magic-warped lands. Appearing as enormous ravens with empty eye-sockets and numerous weeping wounds on their wings, nachtkrapp can still fly and navigate, apparently unaffected by their injuries. Anyone who sees these injuries is stricken with a random disease, as if they have been targeted by the spell
Cause Disease by a 15th level caster. An individual can contract a disease from a nachtkrapp only once every 24 hours.
Despite their fearsome and ghoulish appearance, the nachtkrapp behave rather like ordinary birds of prey. They are apex predators in the cursed lands they roost in, and even count youngling dragons among their prey. They can add their skill bonus to attempts to sneak (like owls, nachtkrapp are near-silent fliers), track prey or any sort of test of visual acuity. Nachtkrapp are, naturally, immune to all disease. Since they don’t rely on earthly sight, they can sense invisible entities.
Nachtkrapp Stats
HD: 5
AC: 7
Morale: 5
Move: 30', fly 60'
Skill: +2
Saves On: 13
Attack: two talons, +4 and peck, +4
Damage: 1d6/1d6 [talons], 1d10/1d8 [peck]
Typical Equipment: None
Special: The nachtkrapp is dangerous to anyone who gazes upon it. Anyone looking at the nachtkrapp is targeted by the spell
Cause Disease with a CL of 10. Combatants can declare that they are looking away, or blind themselves with blindfolds or other measures to render them immune to this effect. Blinded individuals or people looking away from the nachtkrapp take a -4 penalty to attack rolls against it.
Ogre
Lore: Ever since the fall of Golinlund, the very worst of humanity have been slowly but surely changing. Those who engage in cannibalism, wanton slaughter of the innocent, and or violate other universal taboos run the risk of turning into ogres.
Ogres, initially, appear quite human, even as their bodies bloat with an alien and unholy strength. The telltale sign of an ogre, however, is a growing hunger for human flesh and blood. Giving in to these inhuman urges will increase the ogre's strength at the cost of the last embers of their humanity. Some ogres may try to disguise their nature and live among human society, blending in with their prey and striking only when they grow too ravenous to fight back their urges. Others revel in their wickedness, retreating to remote cabins, ruined fortresses, or hidden cave systems to commune with their ilk. Ogres can recognize one another, and even "smell" when a human is in danger of transformation. Some take delight in capturing these individuals, either to feed upon or to "encourage" their cursed descent.
Ogres are famously and ferociously strong, adding their skill bonus to damage rolls with melee or thrown weapons and Strength-based skill checks. They also upgrade the Pierce die of any melee weapon they wield; a light weapon like a shortsword would have a Pierce die of 1d6 instead of 1d4, while a polearm like a halberd would have a Pierce die of 1d10 instead of 1d8 in an ogre's blood-stained grip. Ogres of 4 HD or lower may add their skill bonus to anything they may have known in their human life, and can pass for human, but the larger and more monstrous examples of their kind have forgone such subtleties in their pursuance of fresh meat.
Ogre Stats
HD: 3-7
AC: 8 or as armor
Morale: 6
Move: 30'
Skill: +2
Saves On:
Attack: weapon, +HD
Damage: as weapon
Typical Equipment: armor, weapon
Special: None.
Salamander
Lore: The residue of many dragonhearts burnt over course of many Tithes sometimes congeal into a single, cindery entity. Dragon-shaped piles of mobile ash and char, the salamander is resistant to heat and can summon gouts of dragon-like firebreath. They appear to consume no food, but constantly seek combustible material to ignite, leading some to theorize they somehow derive sustenance from the fires they set. Due to the intense heat they radiate at all times, salamanders can very easily cause gunpowder weapons to misfire with their mere presence.
HD: 5
AC: 8
Morale: 10
Move: 30'
Skill: +2
Saves On: 14
Attack: one bite, +5 and two claws, +4
Damage: 1d8 / 1d6 [bite] and 1d4 / 1d4 [claw]
Typical Equipment: A successful threshold 7 Wisdom check will allow a player with knowledge of daemonology to butcher the remains for 3d6 x 100 universal arcane reagents.
Special: Salamanders are immune to the spell
Fireball, and take no damage from the spell
Incendiary Cloud. Treat them at all times as though they were under the protection of
Resist Fire. Anyone hit by a salamander's attacks, or anyone who successfully his a salamander with a melee attack, takes 1d6 fire damage at the start of their next turn due to lingering flames. In lieu of an attack, the salamander can spray firebreath in a 50' cone, causing 3d6 fire damage. Anyone who takes fire damage from a salamander must make a save versus firearms misfire.
Spriggan
Lore: Mandrakes are sometimes buried by magicians in order to fulfill certain daemonic Tithes. Overtime, multiple mandrakes planted in the same area can grow into an ambulatory, man-shaped plant called spriggans. Spriggans often have knowledge of Sylvan and a few human languages, and are able to communicate with natural and dire creatures as though they were under the spell
Speak with Animals at all times. Spriggans are highly territorial, considering themselves the rightful master of whatever woodland expanse they happened to have first sprouted in. Spriggans routinely harass trespassers as they pass through their domain, and can be violent toward human travelers.
Spriggans can cast the spells
Bestow Curse,
Cause Disease, and
Control Weather once per month (each), but only while within what they consider to be their territory. Spriggans can also cast the spell
Web once per day, regardless of their location, the restraints of the spell taking on the appearance of leafy, thorny vines. Spriggans have an effective caster level of 3. Spriggans add their skill bonus to magical saving throws, and to attempts to sneak in natural settings or to track or hunt anyone or anything entered their territory within the past 24 hours. Being composed largely of plant material, spriggan flesh is quite combustible, and they take double damage from magical and non-magical fire.
Spriggan Stats
HD: 4
AC: 6
Morale: 6
Move: 30'
Skill: +2
Saves On: 14
Attack: two gnarled claws, +4
Damage: 1d6/1d6
Typical Equipment: A successful threshold 7 Wisdom check will allow a player with knowledge of daemonology to butcher the remains for 2d4 x 100 universal arcane reagents and 1d4 mandrake roots.
Special: An a successful Piercing hit, the spriggan's target is exposed to an inhibiting poison.
Troll
Lore: Trolls are animate, sapient, apparently living beings composed of rock, moss, fallen trees, and other natural detritus. They seem to spring fully-formed from areas that are both very remote and have been exposed to great magical energy. Many tribes of trolls roam northern Golinlund, living in caves and crudely-erected villages.
Though intelligent, trolls have not had the opportunity to learn much beyond a stone-age level of technology. They are familiar with firearms, though they lack the knowledge to manufacture them themselves. They are naive to most ways of the world, and adventurers describe them as slow-witted and generally unfriendly, but not necessarily violent. They speak their own babbling, mumbling language, but rarely any human tongues. Trolls are very strong and tough, adding their skill bonus to melee damage rolls, Health saves, and any Strength or Constitution-based skill checks. Trolls rarely have knowledge of actual daemonology, but since they live solely in magic-wracked lands, they are quite familiar with magic and its effects and will take advantage of it when able. A small number of trolls have an innate ability to craft wondrous weapons and objects from unlikely materials, like a sword made from a wolf's tooth and or a cloak made of spiderwebs. Troll craftsman typically only one have one specialty they are devoted to, and can only create a number of objects equal to their HD. The existing items will need to be used up, destroyed, stolen, given or traded away outside of the tribe before the troll will be able to create more.
Trolls are nocturnal, and are doomed to turn to stone when making contact with sunlight. Every round they are exposed to full sunlight, a troll must make a magic saving throw or be transformed to stone. They must repeat this saving throw until they either fail or manage to find shelter from the sun. Only the spells
Polymorph or
Wish can return a petrified troll to their living state.
Troll Villager Stats
HD: 2-4
AC: 8
Morale: 8
Move: 30'
Skill: +2
Saves On: 13
Attack: fist, +2 or weapon, +2
Damage: 1d8/1d6 or as weapon
Typical Equipment: weapon
Special: None.
Troll Warrior Stats
HD: 3-7
AC: 8 or as armor
Morale: 5
Move: 30'
Skill: +2
Saves On: 12
Attack: fist, +5 or weapon, +5
Damage: 1d8/1d6 or as weapon
Typical Equipment: weapon, armor
Special: None.
Troll Craftsman Stats
HD: 5-7
AC: 8 or as armor
Morale: 6
Move: 30'
Skill: +2
Saves On: 11
Attack: fist, +5 or weapon, +5
Damage: 1d8/1d6 or as weapon
Typical Equipment: weapon, armor, any imbued items not distributed to tribe-mates
Special: None.
Troll Imbued Item List
1 - | The troll can create magic bread or other provisions from pine needles and dead leaves. It functions as 10 days worth of trail rations, providing both adequate food and water with a single bite, and weighing only a single pound.
2 - | The troll can brew a magic beer or liquor. Anyone who drinks the entire bottle will be affected by the spell
Cure Light Wounds, but will also become inebriated.
3 - | The troll can weave clothing from unlikely materials such as spiderwebs, dead leaves and moonlight. Treat this as a sigil containing the troll's choice of
Invisibility,
Confusion,
Web or
Fly.
4 - | The troll can create basic jewelry such as rings, amulets or bracelets from stone, wood, or other natural materials. This jewelry is sometimes decorated with semi-precious (or simply shiny) stones. Treat this as a talisman containing the troll's choice of
Shield,
Resist Cold,
Speak with Animals or
Dispel Magic.
5 - | The troll can forge weapons (usually axes, daggers, swords or clubs) from the teeth and horns of animals, wood, unworked ore, and other natural materials. Whatever materials used, the weapons end up having a weight, toughness and sharpness similar to steel. The weapons also function as a talisman containing the troll's choice of
Cause Serious Wounds,
Magic Missile,
Lightning Bolt or
Cure Serious Wounds.
6 - | The troll can forge armor (usually shields or leather armor) from wood, plants, rawhide, or other natural materials. Whatever materials used, the armor end up having a weight and sturdiness similar to steel. Troll leather armor has an AC of 5 but weight equal to leather armor, and does not hinder a thief's ambush. Shields are instead blessed with particular powers; treat this as a talisman containing the troll's choice of
Shield,
Resist Fire,
Protection from Normal Missiles or
Cure Serious Wounds.
Werewolf
Lore: Werewolves are black magicians who have traded their humanity for arcane power. Signing sanity-eroding pacts in exchange for primal power, werewolves gain the ability to shapeshift into wolves or terrible wolf-like bipedal creatures. They can return to human form at will, or swap between any of their other forms as an action.
Lycanthropy rites are extensive, vile, and heinous, and none learn this transformation as their first spell. Most werewolves know 1d6 other spells, which they can cast with a caster level equal to their HD. In addition to their magical abilities, werewolves are known for being incredibly difficult to kill. Werewolves regain 5 hitpoints per round, unless injured by a silvered weapon or poisoned with wolfsbane (an inhibiting poison that costs 250 GP per dose). Werewolves are immune to all other diseases and poisons besides wolfsbane, even magical ones. If injured by silver or wolfsbane, werewolves lose their natural gift for regenerating wounds for 24 hours. Werewolves can regenerate hitpoints and cast spells regardless of their form. They will regenerate hitpoints on their next round even if reduced to 0 hitpoints, unless killed by magic, silvered weapons, or while affected by wolfsbane.
If reduced to 0 hitpoints in their wolf or human form, werewolves will involuntarily revert to their "true" form, that of a monstrous bipedal wolf, the stats of which are provided below. This is the only form in which the werewolf can experience true death; if either its wolf or fully human form are "killed," the werewolf will simply be unable to shift into that form or forms for 24 hours. Werewolves add their skill bonus to attempts to sneak in wilderness settings, attempts to intimidate people or animals, checks to notice ambushes, traps or strange smells, and physical saving throws of all types. They can add this skill bonus in even their human or wolf forms.
Each werewolf possesses either a magical wolf-pelt (which they wear as a cloak) or a belt of wolf-skin that grants them their powers. Stealing this item will strip the werewolf of their powers, forcing them into either their wolf or human form, and preventing them from reverting to their "true form" or regenerating from wounds until they reclaim the belt. If both forms are "dead," the werewolf must save or die instantly. Players can attempt to steal this magic totem from the werewolf even in combat, with a threshold of 11 if the werewolf is in human form, or 13 if the werewolf is in its wolf form or true form.
While all those who seek out the gift of lycanthropy are irredeemably evil, individual werewolves vary greatly in their personalities and dispositions. Some pose as community leaders or humble folk healers, working dark magic only in secret, while others are debauched cannibals or reclusive hermits. Regardless of their individual outlook, all are compelled to break cover and take their true form each night during the week of the full moon.
Werewolf Stats
HD: 5 to 7
AC: 7
Morale: 5
Move: 60'
Skill: +3
Saves On: 10
Attack: two claws, +HD and one bite, +HD
Damage: 1d4/1d4 [claws], 1d8/1d4 [bite]
Typical Equipment: Weapon and armor, plus a magic belt or cloak, the ashes of which are 500 universal reagents.
Werewolf Spell List
1 - |
Magic Missile
2 - |
Invisibility
3 - |
Charm Person
4 - |
Speak with Animals and
Snake Charm
5 - |
Cause Disease and
Cure Disease
6 - |
Bestow Curse and
Remove Curse
7 - |
Conjure Elemental
8 - |
Ray of Death
9 - |
Animate Dead
10- |
Invisible Stalker
11- |
Clairvoyance
12- | |
Sleep
This message was last edited by the GM at 23:13, Sun 05 Jan 2020.