[Setting] The Bleak Bestiary
Beasts of the Howl
Naga
Use average common human or average skilled human with the Disguised modifier for the naga while maintaing its human facade. Use weak amorphous terror with the ravenous modifier and immaterial modifiers for its true form. Stats below for your convenience.
AC: 5
HD: 3 (3d8)
Attacks: bite
To Hit: +5
Damage: 1d8 / 1d6 Slaughtering
Move: 30'
Morale: 9
Skill: +2
Madness: 1d8
Saves: 14+
Special: Always under the natural effect of The Gainful Hand, and also knows 1d4-1 black or gray magic spells. A noxious substance erupts from the naga's organ sacs when it's successfully struck by a melee attack. The noxious clear jelly from the sac inflicts 2d6 damage (1d6 Slaughter) on anyone in melee with the naga. A successful Evasion saving throw can reduce this damage by half, rounded up. It can emit this substance once every 5 minutes.
Seeing one naga consume another is a very disturbing sight (it looks simultaneously like two massive, warty snakes devouring one another and two human beings devouring one another at all once, their jaws distending impossibly), inflicing 1d12 Madness on all who witness it.
Wendigo
Use weak outer entity stats with the frozen, ravenous and multilimbed modifiers. Stats below for your convenience.
AC: 4
HD: 4 (4d8)
Attacks: strange icy limbs x 6
To Hit: +8
Damage: 1d6 / 1d6 Slaughtering
Move: 30'
Morale: 12
Skill: +4
Madness: 1d8
Saves: 13+
Special: Wendigo are immune to slaughtering hits from all sources except magic, magical weapons and fire. Wendigo possess an ability very similar to the naga's Gainful Hand, which they use exclusively to devour human hearts, leaving gaping and frost-encrusted cavities behind. Wendigo are very fast and have uncanny reflexes. They always have initiative over humans. Their touch is extremely cold, and investigators engaged in melee combat with a wendigo take 1d6 cold damage at the start of each round. Wendigo also know 1d8 black magic spells, in addition to any spells it knew as a naga.
Nagual
Rat King (Hours 0-2)
Rat King is the personification of all that is noble in vermin, small mammals and burrowing things. Their tenacity, their fertility, their knack for being unnoticed and underestimated.
Organ: Right Eye
Discipline: Precognition
Skills Stealth and Survival
Spells: Unsealing the Vault of Wisdom and The Walker Beneath the Moon
Dark Gift: Immunity to all diseases.
Great Cat (Hours 2-4)
Great Cat is a mighty hunter. His words and actions carry equal, dreadful weight. His initiates must always be graceful in their ruthlessness, or lose his favor.
Organ: Heart
Discipline: Enlightened Hand
Skills Stealth and Athletics
Spells: The Silvered Blade of Sacrifice and The Walker Beneath the Moon
Dark Gift: The Enlightened Hand-1 level gift is active all the time, and the magician has an AC of 3 in all forms.
Bright Monkey (Hours 4-6)
Bright Monkey represents clever-handed things like apes, monkeys, and humans. In warfare and in study alike, Bright Monkey loves his tools. He attracts wise fools of all types.
Organ: Brain
Discipline: Sacred Blade
Skills Science and Research
Spells: Converse with Ancestors and The Circle of Inward Eyes
Dark Gift: Skill bonus is doubled for the the magician, in all their forms, including their Seemings and Becomings. Their skill bonus is also tripled for Science or Occult rolls.
Hunting Hound (Hours 6-8)
Hunting Hound is friendly and loyal, comfortable among the pack. Nursing a secret hunger, she seeks her quarry. Her initiates are sociable but driven, and not always driven by something good.
Organ: Left Kidney
Discipline: Telepathy
Skills Perception and Navigation
Spells: Bending the Heart of the King and The Sigil of the Righteous Threshold
Dark Gift: The magician gains dog-like senses in all forms, able to track and recognize individuals by scent and even read emotions like lust and fear. They are never surprised in combat.
Horned Giant (Hours 8-10)
Horned Giant is a natural leader, always wearing his heavy crown. His initiates are tough and sturdy, fearing no authority or magic but their own.
Organ: Right Kidney
Discipline: Warding
Skills: Leadership and Athletics
Spells: </i>Unsealing the Vault of Wisdom and The Sigil of the Righteous Threshold
Dark Gift: The magician has a natural AC of 0, and gains an additional hit die.
Sea Giant (Hours 10-12)
Organ: Left Lung
Discipline: Telepathy
Skills Athletics and Vehicle/Water
Spells: The Seal of Drowned Kings and Whispers of the Scribe
Dark Gift: The magician can hold his breath indefinitely, and gains an additional hit die.
Shining Hawk (Hours 12-14)
Shining Hawk is a prince and heir, the destined ruler of all the atmospheric and solar powers. He knows the secret Ways, consuming his enemies in righteous fire.
Organ: Right Lung
Discipline: Pyrokinesis
Skills Perception and Vehicle/Air
Spells: Rite of Censing the Crooked Road and The Messengers of Air
Dark Gift: The magician can levitate, as well as fly at 30' in any direction per round.
Mighty Steed (Hours 14-16)
Mighty Steed is tireless, quick, and stalwart in the face of the charms of other magicians.
Organ: Liver
Discipline: Warding
Skills Athletics and Vehicle/Land
Spells: The Circle of Inward Eyes and Unsealing the Vault of Wisdom
Dark Gift: The magician can move at 40' per round, in all their forms.
Cunning Serpent (Hours 16-18)
Cunning Serpent knows many secrets, but is always ravenous for more. All know him to be liar, but his initiates know all lies are true.
Organ: Small Intestine
Discipline: Witchfinding
Skills: Occult and Security
Spells: The Circle of Inward Eyes and The Merciful Rack of Ibn Baraka
Dark Gift: The magician produces a deadly venom. They can bite an enemy with a +5 to hit. On a successful hit, the enemy takes 2d6 damage unless they succeed on a Physical save. Even those who succeed take a -2 penalty to attack rolls.
Sea-Star (Hours 18-20)
Sea-Star represents all the spineless, squirming things of the lakes and deep oceans. A vital, androgynous, Baphometic force, Sea-Star and their initiates dance incessantly and share strange and vivid dreams.
Organ: Large Intestine
Discipline: Precognition
Skills: Occult and Art/Dance
Spells: The Safe-Kept Quintessence of Flesh and The Seal of Drowned Kings
Dark Gift: The magician can hold their breath indefinitely, and regains 1 hitpoint per round unless killed.
Little Cat (Hours 20-22)
Though not as strong as Great Cat, Little Cat is cunning, elusive, and discrete. Few can catch her or know her. Her initiates are only seen when they wish to be.
Organ: Tongue
Discipline: Telekinesis
Skills: Stealth and Security
Spells: The Walker Beneath the Moon and Unsealing the Vault of Wisdom
Dark Gift: The magician is utterly unnoticed by normal humans, excluding other initiates of magic and investigators, unless of course they choose to be noticed.
Spider-Queen (Hours 22-0)
Spider-Queen represents the noble qualities of arachnids, insects, and other crawling, venomous, or hive-minded things. She rules with cold, certain beauty.
Organ: Left Eye
Discipline: Witchfinding
Skills: Security and Persuade
Spells: Distant Seal of Alarm and The Messengers of Air
Dark Gift: If the magician injures someone with a melee weapon, they gain 1d4 hitpoints instantly.
The Hidden Nagual:
Egg-Mother
Hungry Dragon
Root-Sucker
Blood-Drinker
Notes of the Hymn
Whether sung into being by the Hierodule's Hymn or flowing from the bodies of the Exalted, the notes never last for long, but thrash, eat and hunt violently during their short and brutal lives.
Use average verminous beast with the amorphous and skeletal modifiers.
AC: 6
HD: 1d4 HP only
Attacks: throttling entrails
To Hit: +2
Damage: 1d4 / 1d6 Slaughtering
Move: 20'
Morale: 6
Skill: +2
Madness: 1
Saves: 15+
Special:
Exalted Bloodlines
Certain Kelipot and demi-planes soaked with the energy of the Howl warp their human residents over generations. These "Exalted Bloodlines" are no longer quite human, and very dangerous to investigators.
Use weak humanoid thing stats. Use a different special ability to differentiate between bloodlines. Soldiers or particularly fearsome examples of their kind can use average humanoid thing stats, instead.
AC: 8
HD: 1 (1d8)
Attacks: bite, punch or other, weapon
To Hit: +1
Damage: 1d4 / 1d6 Slaughtering, weapon
Move: 30'
Morale: 7
Skill: +1
Madness: 1d4
Saves: 14+
Special: Exalted Bloodlines exhibit different abilities based on their origins. Exalted from Fallen Akkad, for example, can spawn a Note of the Hymn once per day, and explode in 1d4 such Notes if ever slain.
Thunderbird
Lesser fragments of the Howl, thunderbirds are commonly summoned by black magicians of all types. They are accompanied at all times by terrible storms, both hindering their quarry but also giving them some forewarning to the strike.
Use weak hulking brute with the sonic and skeletal modifiers.
AC: 7
HD: 3 (3d8)
Attacks: Razor beak
To Hit: +5
Damage: 1d6 / 1d6 Slaughtering
Move: 30' , fly 30'
Morale: 8
Skill: +2
Madness: 1d6
Saves: 13+
Special:
Dragons
This message was last edited by the GM at 05:13, Fri 11 Oct 2019.