The Arwokoth is a large insect-like creature native to some of the most inhospitable places on the planet. From a distance, the creature has the appearance of a giant praying mantis. However, on closer inspection the creature is clearly different.
The Arwokoth is about 6-7 feet tall and 10 feet long. They weigh about 800 lbs. It has a whitish thorax covered in bony scales. Four long legs arc away from the thorax in an insect fashion. Its chest region sprouts up from the thorax. The Arwokoth has 2 sets of long arms. These arms are jointed at least five times so they are very flexible. They all end in a seven fingered hand capable of grasping and fine manipulation.
Above the chest region is the beast’s head. The mouth is surrounded by hundreds of stringy tentacles that help the Arwokoth feed. The strangest feature of the head is the eyes. Unlike the compound eyes you would expect to see on this creature, there are two watery black eyes. The Arwokoth speak their own language.
The Arwokoth live in the tundra and mountains of the northern reaches of the world. They live where nobody else will. They survive in small tribes of three hundred or less. The female and male Arwokoth mate for life, the female will lay a clutch of four to six leathery eggs every year. Most of the young ones don’t survive the first year. The average Arwokoth can live for over a hundred years but most don’t see their sixtieth birthday.
The Arwokoth tribe mostly eats grass and moss that they cultivate themselves but they will quickly turn carnivorous when they come across the dead or dying animal or person. In the badlands of the world, nothing can be wasted.
Survival and the survival of the tribe are paramount. Some would consider this species cowardly. But the Arwokoth respond to the accusations of cowardice with a simple retort, “Run away and live to fight another day.”
The Arwokoth tribe confines it self to the inhospitable cold regions most of the time. Sometimes though a group young ones will leave to raid the cities of man. They are not overtly cruel or evil. They just figure that the tribe has more need of the supplies and food stores then the humans do.
The Arwokoth are a very simple people. Property is shared among all. New laws and treaties between tribes are discussed at weekly meetings called “Koths”. All of the mature members of a given tribe have equal voice in these meetings.
Most often, the battle begins when the Arwokoth shooting ranged weapons (such as captured crossbows and slings) at the enemy. Then they rush in with their signature weapon, a large metal club that has been scavenged from an earlier raid. They take what they can and leave as fast as they can.
The cities to the north regard them as Ice Demons or Kanoclasts.
There is an old legend of tribe of humans being befriended by a tribe of Arwokoth.
You could switch terrains and have the Arwokoth be desert creatures.
The Arwokoth can be used in a lot of ways.
Bats guide themselves by sonar. This gives them Great perception, and they are able to avoid obstacles and locate flying insects. Assume that they can tell how large something is and locate it accurately, but not details about it. Sonar will not be confused by loud noise, since it has a special frequency, but if the bat were deafened it would be helpless. They can navigate tiny crevices, but may get confused by false echoes (which would probably be rare in a natural environment).
Giant rats look like normal rats, but they are much larger, growing as large as a beaver or otter. They typically have short brown hair, beady black eyes, sharp yellow teeth and hairless tails. They typically appear in swarms, and are a particular nuisance around sewers and waterfronts.
Giant rats are just like normal rats, only larger. They are aggressive omnivores, able to survive on all sorts of garbage and carrion. Unlike regular rats, which are mainly scavengers, giant rats will not hesitate to attack and eat other creatures, though they do not hunt as a pure carnivore might. They do not breed as prolifically as normal rats, but are much more aggressive. They are preyed upon by larger monsters; humanoids sometimes raise them for food.
If cornered, giant rats will fight viciously. If hungry or disturbed, they will attack if you get too close, but otherwise avoid men (unless starving). They behave as typical animals, constantly foraging. They are active throughout the year, and are drawn to garbage and trash. They are primarily nocturnal, though in subterranean settings have been observed to be active at all hours.
Giant rats are fast and wily; they attack in groups, rushing and biting. If the group is scattered they will typically flee, having little individual courage unless cornered. Their bites typically result in infection or disease (good Constitution to resist). If infected, assume it lasts for 1-6 days and causes 1-2 points of cumulative damage per day, accompanied by other symptoms such as fever and weakness. Infected wound will usually leave scars.
Some believe that giant rats are intelligent, and serve infernal powers. There may in fact be a race of intelligent rat-men (Skaven), but if so they are different from ordinary giant rats.
Giant rats are standard dungeon and sewer encounters. They are not especially tough, but attack in large numbers. Infection and disease is often a greater danger than the bite itself. They may occasionally have some sort of treasure in their lair -- rodents tend to collect odd tidbits -- but void anything heavy or awkward. A scrap of parchment or delicate silver chain is more likely than a coin or gem.
A ravener is a great, shaggy creature the size of a large bear. It stands erect like an ape, with heavily muscled hunched shoulders and powerful apelike arms with clawed hands. It's face is hairless like an ape, but resembles a cross between a bear and a wolverine, with a mouthful of sharp teeth and beady black eyes. A ravener has honey-brown hair (like a grizzly) and darker arms and face. Its claws are black. Raveners stand about 8 feet tall when fully erect, but usually stand in a hunchbacked slouch about 6 feet tall. Their arms have a reach of about four feet. Their fur is very thick and valuable.
The ravener is a fearsome carnivore, able to hold its own against a lion or pack of wolves. It is cunning and vicious, and active at all hours. Nobody has ever caught a Ravener napping, though it may just be that they are very alert and spring instantly (and hungrily) awake. Raveners have not been observed mating; a few have reported seeing females with one or two cubs, but little else is known since such females are even more aggressive than normal (if that is possible).
Raveners seem to prefer mountains, forests and plains where large game is abundant. They are known to hide near game trails, in tall grass, or near waterholes. Their light-colored fur provides excellent camouflage. When they have made a kill, they usually drag their prey to a secluded place nearby to eat. They are quite territorial, and selecting a cave or hollow as a lair, and ranging from one to three miles radius from it. A ravener's lair can be identified by the large number of assorted bones (often split to get at the marrow) and bits of fur.
Normal animal motivations. Raveners are exceptionally cunning, constantly prowling for food, and (seemingly) always ravenously hungry. It always hunts alone, and prefers to lie in wait for prey, springing forth from hiding.
The ravener is a berserker. It fights to the death, and gives
little thought to its own safety. It is amazingly quick for so
large a creature, and uses its arms and hands to best advantage.
It is a superb climber, and uses its arms to both brace itself and grab
prey. Its standard attack is a sweeping claw attack, usually aimed
at the face or bowels. If prey is out of reach, the ravener will grab with
its hand and pull it closer. In close combat, it hugs and bites like
a bear. Raveners have been known to lift and throw an opponent several
yards. Anyone unfortunate enough to be caught in a bear-hug is
automatically squeezed each round at full strength (4 points damage)
and bitten (for 5 points damage).
Legends
A common superstition is that raveners are always hungry.
One old tale tells of a ravener which ate all the game in the
forest, then ate the trees, then ate the people in the village,
and was finally defeated by the last brave hunter or warrior.
People tell tales of exceptionally intelligent raveners who
outsmart their hunters. A common tale is of the hunter who
returns to find his family slaughtered by a ravener, and who
sets out alone to hunt it down. In most tales he is outsmarted
by the cunning beast three times, but in the end defeats it
(often using fire or magic). Some primitive tribes believe the
ravener is the servant of some spirit or war-god, and a ravener
attack is seen as a bad omen. In other tribes, the beasts are
hunted as a rite of passage or a periodic ritual. In some
places, entire mountain ranges are considered impassable because
of the raveners living there.
Campaign Use
Raveners are a good wilderness encounter. They should be rare,
like most large carnivores, unless game is very plentiful. A
ravener should either stalk the adventurers, or spring at them
in ambush. In civilized areas they will be mercilessly hunted
and exterminated when possible; there may even be a bounty paid
for ravener heads. They could be an exceptionally difficult
opponent for a gladiatorial arena, or a baby ravener might show
up in a marketplace. They are fair swimmers, which might surprise
adventurers who try to escape over water.
Attributes
Gifts
Faults
Skills
References
Desert Wolf