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[Setting] The Bleak Bestiary.

Posted by A Bad FeelingFor group 0
A Bad Feeling
GM, 8 posts
Sun 22 Sep 2019
at 06:04
  • msg #1

[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.
A Bad Feeling
GM, 9 posts
Mon 23 Sep 2019
at 04:54
  • msg #2

[Setting] The Bleak Bestiary

Courses of the Feast
Colony-Man
Use standard humanoid thing stats with the Parasitic and Swarming and modifiers.

AC: 6
HD: 2 (2d8)
Attacks: bite + wpn
To Hit: +2
Damage: 1d6 + wpn
Move: 30'
Morale: 8
Skill: +3
Madness: 0/1d6
Special: They breathe whispers of unendurable horror, inflicting 1 Madness on all within 5 meters every round they live. They erupt with biting larvae when they die, inflicting 2d6 damage on all within 5 meters unless victims make an Evasion save. The bite may have special qualities depending on the specific type of parasite nested in the vessel's flesh.


Imago
Use weak outer entity stats with Parasitic, Swarming and Ravenous modifiers.

AC: 4
HD: 3 (3d8)
Attacks: many children x 4
To Hit: +8
Damage: 1d6 x 4
Move:   30'
Morale: 12
Skill: +5
Madness: 1d8
Special: Looking at the imago causes 1 Madness per round, and forces the onlooker to make a Magic saving throw or become infected with the Yellow Pageant. Fighting blind causes -4 to attack rolls, causing all visual-based skill checks (as determined by the GM) to fail, and to roll twice for all Evasion saving throws and take the lower result. They erupt with biting larvae when they die, inflicting 2d6 damage on all within 5 meters unless victims make an Evasion save.

The imago can forgo an attack to instead inject a willing, helpless, or recently dead human with "fertile" versions of its parasites, creating a colony-man in 1d6 minutes.

As an action, the imago can shift its consciousness into any nearby colony-man. The imago can adopt the colony-man's hitpoint total as its own if desired.

Imago know all channeling spells, and can cast any of them in a round provided they have the other necessary components.
This message was last edited by the GM at 03:08, Sat 05 Oct 2019.
A Bad Feeling
GM, 10 posts
Mon 23 Sep 2019
at 05:21
  • msg #3

[Setting] The Bleak Bestiary

Shadows of the Gardens
Mambabarang
Use weak amorphous terror stats with the parasitic and swarming modifiers.

AC: 5
HD: 2d8
Attacks: lash of biting insects
To Hit: +3
Damage: 1d8 / 1d6 Slaughtering
Move: 20'
Morale: 12 (bound to a black sorcerer's will)
Skill: +3
Madness: 1d6
Saves: 14+
Special: The stats above are for a full mambabarang swarm. For a corpse animated by a mambabarang, use normal weak undead humanoid stats. After its host (whether live human or corpse) is destroyed, a mambabarang will usually emerge to try to take revenge on their assailant, unless they have received specific orders from their master to do otherwise.

Mambabarang take half damage and are immune to Slaughtering hits from most mundane weapons. Fire, magical sources of damage, and shotguns (with appropriate ammunition and choke settings) are damaging enough to the swarm to inflict normal damage and Slaughtering hits. Mambabarang swarms also take 2d6 damage (1d12 Slaughtering) per round from contact with pesticides. Any type of pesticide will do; the exact chemical composition doesn't matter, for it's the investigator's faith in the pesticide as an anathema to insects that actually grants it corrosive potency. The pesticide is less damaging but still effective if the swarm is hiding inside a host, inflicting 1d6 damage per round, but with no chance of Slaughtering.

Vampire

Use strong undead humanoid stats with the parasitic modifier.

AC: 4
HD: 6
Attacks: bite and two claws
To Hit: +4
Damage: 1d8 (bite), 1d6 (claw)
Move: 30'
Morale: 12
Skill: +4
Madness: 1d8
Special: All vampires have special abilities chosen from page 65, with a number of randomly determined weaknesses.
1-2 Powers: 1 weakness
3-4 Powers: 2 weaknesses
5+ Powers: 3 or more weaknesses

Black Dog
Use weak stalking hunter stats with the immaterial modifier.

AC: 6
HD: 2 (2d8)
Attacks: bite
To Hit: +6
Damage: 1d8
Move: 40'
Morale: 8
Skill: +4
Madness: 0/1d10
Special: Black dogs can transform into smoke and phase through walls. Only hermetically sealed or magically warded  rooms will protect against them. Transforming from a solid to gaseous state or back takes only a round of action. Due to their semi-real state, they take half damage and are immune to Slaughtering hits from non-magical weapons in their corporeal state, and immune to nearly everything while incorporeal. If failing a Morale check, they will typically turn incorporeal and flee back to the Garden of Bone, unmaking themselves.

They can appear as an ordinary black dog if they wish to, stalking their target from afar and only revealing their true form to attack their quarry either alone or in the company of a few.
This message was last edited by the GM at 18:08, Sun 17 Nov 2019.
A Bad Feeling
GM, 11 posts
Tue 24 Sep 2019
at 20:52
  • msg #4

[Setting] The Bleak Bestiary

Echoes of the Tone

Angels
Use weak humanoid thing stats with the flaming, immaterial, and multilimbed modifiers.
AC: 6
HD: 1 HP only
Attacks: flaming limb and weapon
To Hit: +1
Damage: 1d4/1d4 Slaughtering and weapon
Move: 40'
Morale: 7
Skill: +1
Madness: 1d6
Saves: 15+
Special:

Agents
Use weak humanoid thing stats with the disguised and inanimate modifiers.
AC: 8
HD: 2 (2d8)
Attacks: strange, silvery weapon
To Hit: +2
Damage: weapon, increased by one die due to the weapon's strangeness
Move: 30'
Morale: 8
Skill: 2
Madness: 1d4
Saves: 14+
Special:
This message was last edited by the GM at 03:00, Sat 05 Oct 2019.
A Bad Feeling
GM, 12 posts
Tue 24 Sep 2019
at 21:18
  • msg #5

[Setting] The Bleak Bestiary

Embers of the Dawn

Akaname
Use weak stalking hunter stats with toxic modifier.

AC: 7
HD: 2 (2d8)
Attacks: one beak and two tentacle lashes
To Hit: +4
Damage: 1d8 / 1d6 Slaughtering (beak), 1d6 / 1d6 Slaughtering (tentacles)
Move: 40'
Morale: 8
Skill: +3
Madness: 1d4
Saves: 14+
Special: The akaname takes half damage from all non-magical sources. If the akaname strikes the same target with both of its tentacle attacks in a round, it can also attempt to bite that same target with its beak.

The akaname can compress its body in a manner similar to a rat to crawl through gaps and holes ordinarily too small for it; while the average akaname is the size of a fully grown Great Dane or larger, they can slip beneath a door or grate with a mere six inches of space. They exude at all times a hideous stench, a combination of fetid corpses, raw sewage, and rotten fish. The smell is so overpowering that anyone within 10 meters of the akaname suffers a -2 penalty to attack rolls until they acclimate to the smell after 1d6 minutes.

Anyone struck by an akaname's tentacle attack must succeed on a Physical saving throw at the start of their next round. On a failure, trace amounts of the gunk coating the akaname's tentacles soak into the victim's skin, allowing the akaname to unnerringly track its target from any distance. The marked individual will have the rank smell of the akaname "stuck" in their nose during this time, giving them some forewarning that they are being pursued.

Shen
Fearsome living siege engines used by the cultists of The Throne of Illuminated Iron, the shen once terrorized mainland China but have since been banished to the oceans. They are shapeshifters with amorphous but invariably terrible forms.

Use the average armored abomination with the amorphous and hulking modifiers.

AC: 5
HD: 7 (7d8)
Attacks: pseudopod x3
To Hit: +2
Damage: 1d8 / 1d6 Slaughtering
Move: 20', swim 30'
Skill: +2
Madness: 1d8
Saves: 11+
Special: They cannot be contained for long, burrowing through earth at a rate of 3 meters per round, and rock at a tenth of that

Qilin
Use average armored abomination stats. Its totem form has the inanimate modifier. Its spirit form has the flaming, radioactive, immaterial and warded modifier.

Qilin (totem)
AC: 3
HD: 6 (6d8)
Attacks: None.
To Hit: N/A
Damage: N/A
Move: 0'
Morale: 12 (motionless and ever-watchful)
Skill: +2
Madness: 0 / 1d6
Saves: 12+
Special:

Qilin (spirit)
AC: 0
HD: 2 (2d8)
Attacks: fearsome claws x 2
To Hit: +4
Damage: 1d8 / 1d6 Slaughtering
Move: 40'
Morale: 9
Skill: +2
Madness: 1d10
Saves: 14+
Special:
This message was last edited by the GM at 06:31, Wed 09 Oct 2019.
A Bad Feeling
GM, 13 posts
Tue 24 Sep 2019
at 21:20
  • msg #6

[Setting] The Bleak Bestiary

Cantos of the Hum

Fae-Thing
Use weak humanoid thing stats with the skeletal modifier.

AC: 8
HD: 1d4 HP only
Attacks: thorny claws x 2
To Hit: +1
Damage: 1d4 / 1d6 Slaughtering
Move: 30'
Morale: 7
Skill: +1
Madness: 1d4
Saves: 15+
Special: Fae-things move in impossibly fast, jittery bursts. They always go first in initiative, unless surprised.

Will-o-the-Wisp
Use weak amorphous terror stats with the immaterial, flaming, tiny, sonic, and warded modifiers.

AC: 0
HD: 1 (1d8)
Attacks: ephemeral tendril
To Hit: +5
Damage: 1d4 / 1d6 Slaughtering
Move: 20'
Morale: 9
Skill: +2
Madness: 1d10
Saves: 14+
Special: The will-o-the-wisp is immune to damage from all sources except magic and magical weapons. They disappear at dawn and take 1d6 damage per round of contact with bright light, like that from a torch, flashlight or lantern.

Anyone within 50' of a will-o-the-wisp takes 1 Madness per round due to its burning white light and deep, barely-perceptible but strangely melodious hum. Loud sounds will force it to make a Morale check or be repelled for at least 1d4 rounds.

In lieu of an attack, the will-o-the-wisp can force a target to make a Mental save or be compelled to follow after it mindlessly, racking up 1 Madness per round until somehow freed from this effect. Magic, loud sounds or simply forcing the afflicted to lose track of the will-o-the-wisp will end this compulsion.
This message was last edited by the GM at 21:48, Sat 05 Oct 2019.
A Bad Feeling
GM, 24 posts
Fri 15 Nov 2019
at 06:34
  • msg #7

[Setting] The Bleak Bestiary

Build an Evil Sorcerer

Dilettante
An individual who knows only a single spell. They are indistinguishable from the normal man on the street beyond this flicker of fell knowledge, but sometimes a little magic goes a long and horrible way.

Special: Knows one randomly-selected black or grey magic spells.

Petty Sorcerer
Someone "in the know" about magic, but unable to devote their life full-time to pursuits of dread power. They are ordinary people beyond their grimoires, which is all the more reason to fear them.

Special: Knows 1d4 randomly-selected black or grey magic spells.

Black Adept

Special: Knows 1d4+1 randomly-selected black or grey magic spells. Has a 25% chance of having a special weakness (salt, holy water, etc. [I should really make a table for this]).

Hierophant

Special: Knows 2d4 randomly-selected black or grey magic spells. Takes half damage and is immune to Slaughtering hits from non-magical weapons and attacks. Always has a special weakness, and may in fact have two or three.
This message was last edited by the GM at 06:59, Mon 09 Dec 2019.
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