Fantasy Monsters
BASILISK
This version of the basilisk was taken from the book,
The Lure of the Basilisk, by Lawrence Watt-Evans.
It is similar in some ways to the AD&D basilisk, but was not
inspired by that creature or intended to look like it.
Appearance
The basilisk is a large lizard, around 7-8 feet (2.5m) long including the
tail. It has greenish, iridescent scales and hypnotic black eyes.
The scales are fine and smooth, and have no markings. The creature
has a flickering black tongue, and moves gracefully. It weighs
about 150 pounds (65kg).
Ecology
Nobody knows the origin of the basilisk, why it exists, or what it eats.
The creatures which have been captured do not eat, nor do they seem to
lose strength when locked in an empty stone cell. It is said by some
that the basilisk is the living incarnation of the god of death, and
that it exists to spread death and destruction in the world.
Basilisks are typically found in deserted regions. They tend to
dwell in barren places, since their poison kills all other forms of
life rather quickly; they seem to prefer caves and desert places,
though they do not seem affected by temperature.
Motivations
The few people who have observed basilisks report that their only
motivation seems to be open hostility to all other forms of life.
They will approach or follow individuals, attempting to catch their
gaze or get close enough to poison them. They have not been observed
to eat their prey.
Combat Techniques
Basilisks have several horrible attacks. The first, and most famous,
is a gaze that turns the victim to stone. Anyone gazing directly into
their eyes is turned to stone, with no chance to resist. Looking
indirectly through a mirror is safe, but the basilisk has a hypnotic
effect; each turn you meet its reflected gaze through a mirror, you
must make a Fair willpower roll to avoid the compulsion to turn and
look directly into its eyes (without the mirror). Basilisk eyes
are said to be potent magical components, but are extremely rare.
The second attack is more insidious, and nearly as deadly. Basilisks
are amazingly poisonous; their breath has been known to wither plants
after only a few hours of contact, and the fumes are also toxic to
animals, causing a raw throat, burning eyes, and irritated skin.
Their skin is covered with a slimy poison with the horrible property
of spreading rapidly over anything it touches. If attacked with hand
weapons, the poison will travel up the weapon and poison the hand
that wields it within two turns. A mediocre Perception will detect
this and allow the wielder to drop the weapon before it's too late.
The basilisk's venom is a contact poison which penetrates the skin
and enters the blood within one turn; it has full effect within
5-10 seconds. Anyone poisoned can resist with a Legendary constitution
roll, and takes only 3+3dF points of damage. Otherwise, they take
one wound-level for every level below Legendary. The effects begin as
a scratch, and increase one level each second until the full damage
is reached.
EXAMPLE: a person is poisoned, and rolls Good on his Constitution.
This is 3 levels below Legendary, so he is Very Hurt. The first second
he is Scratched, the next he is Hurt, and on the third and final second
he is Very Hurt.
A basilisk will approach a character calmly and deliberately, constantly
trying to make eye contact or touch them. If severely wounded, it will
attempt to flee. Nobody knows how fast they heal (or if they do).
Legends
It is said that the basilisk is the incarnation of the Death God.
Campaign Use
This is an exceptionally dangerous creature, one that the GM should
use carefully. It is probably capable of taking out an entire party
of characters, if they are unaware of it's abilities. The only safe
way to kill it is at a distance, using missile weapons or magic.
Capturing such a creature alive, perhaps for a wizard, would be very
difficult (for one possible method I refer you to the novel).
Attributes
- Strength: superb (scale 0)
- Dexterity: fair
- Constitution: great
- Reason: mediocre
- Willpower: great
- Presence: good
- Perception: good
- Damage Capacity: great (hits 6/16)
Powers
- Turn victim to stone upon eye contact (basilisks are immune)
- Compel victim to gaze into eyes (Fair willpower to resist)
Gifts
- Poisonous Flesh (basilisks are immune)
- Bite (damage +1 plus poison)
- Claws (damage +2 plus poison)
- Scaly Hide (armor +3)
- Ultraviolet Vision
- Can track victim by scent
Faults
Skills
- Attack: fair (ODF bite +4, claw +5)
- Dodge: fair (DDF +3)
- Hiding: fair
- Stealth: fair
- Survival: good
- Sneakiness: fair
References
- Based on The Lure of the Basilisk, by Lawrence Watt-Evans
- Writeup by Mike Harvey
Corpse Crawler
Appearance
A huge, hairless worm with dozens of feet, black eyes,
and tentacles around the mouth. Corpse crawlers are 5-7 feet in length,
can walk on walls and ceilings, but are most often
found buried beneath refuse or carrion. Their flesh is a sickly yellowish
white, glistening and pulsating, and their tentacles writhe disgustingly.
Ecology
These hideous creatures eat carrion. They are thought to spontaneously
appear on battlefields and similar places; battlefields are typically
swarming with them within a day or two! They seem to prefer dark, damp
places, and will also eat garbage or any creatures they can catch and
paralyze. Corpse crawlers will typically have a "nest," but scavenge
a large area. They are not insects, and lay 6-10 eggs. They are found in
groups of 1-6 and reproduce once per year.
They can track prey by scent, but prefer well-aged carrion. Underground
crawlers are thought to also eat fungus.
They will not dig for carrion, so folk in infested areas bury their dead
quickly before the ghoul-worms detect it.
Motivations
Normal animal motivations: eat and survive.
Combat Techniques
Corpse crawlers will attack living creatures if they get too close.
Their tentacles inject a strong paralyzing venom, and the worm eats
the helpless victim alive. Besides their poison, they can bite.
Anyone touched by a corpse-crawler must make a Fair Constitution roll
to avoid being poisoned; scale is a bonus for this roll.
If poisoned, the victim will lose one level of
dexterity each round until it reaches -4, at which time they are fully
paralyzed. When dexterity is below Fair, they also take a penalty to
all actions. (EXAMPLE: a Good DEX character is poisoned. In round one
DEX drops to Fair, round two it drops to Mediocre and -1 to all actions,
round three it drops to Poor and -2 to all actions, etc. By round five
DEX drops to Abysmal and they are fully paralyzed.) Each day, a
paralyzed victim must make a Good CON roll to recover; each full day of
paralyzation they cannot eat or drink, and take 1-4 damage from dehydration.
Other Names
Carrion-worm, ghoul-worm.
Legends
Some say that these are demons, come to feast on the bodies of the deceased.
Campaign Use
Corpse crawlers can be found in forests or caves. They like to surprise
their victims. Meeting one of these could delay a party if it paralyzes
any of them. A group of them could be quite dangerous! If the characters
are hauling around a dead body (for reasons best left unmentioned) they
might be bothered by these things. They could show up a few days after
a large battle as well.
Attributes
- Strength: fair (scale +1)
- Dexterity: great
- Constitution: great
- Reason: poor (scale animal)
- Willpower: fair
- Presence: fair
- Perception: good
- Damage Capacity: good (hits 5/12)
Powers
- Paralyzation (Good Constitution to resist)
Gifts
- Bite (damage +2)
- Tough fibrous body, resists damage (armor +1)
Skills
- Attack: good (ODF +3)
- Dodge: mediocre (DDF +2)
- Tracking: fair
- Stealth: great
References
- Created by Mike Harvey
- Inspired by D&D
Fowl Bear
The fowl bear is a strange creature said to be the result of
some mad wizard's experimentation.
Appearance
The fowl bear has the body of a hear, and the head of a giant owl.
The head is feathered, with beady black eyes and a huge snapping beak.
The forepaws are a hybrid combination of bear paws and talons, with a
"thumb" and three digits, each ending in curving black claws. The
creature as a thick tail which it uses for balance.
Ecology
Fowl bears are said to be the result of some mad wizard's experiment.
Nobody knows their actual origin, but they are thought to have originated
thousands of years ago. They are solitary, nocturnal creatures dwelling
in deep forests and caves; they have even been found far underground among
the fungus-forests of the underworld. They are decidedly carnivorous, and
will attack humans without hesitation. Fowl bears are temperamental and
unpredictable, but have a definite mean streak (much like a grizzly).
Like bears, they hibernate during the winter.
Their mating habits have not been observed, though females have been
encountered with 1-3 cubs; males have never been observed in the presence
of cubs, suggesting that the creatures do not form mating bonds. They
seem to be territorial.
Fowl bears are generally considered a menace and a nuisance by humanity, and
are hunted or driven out of civilized lands. Sometimes goblins or other
intelligent creatures will allow a fowlbear to reside nearby, and may even
feed it as a valued guardian.
Motivations
Fowl bears are temperamental and unpredictable animals, with a definite
mean streak. They have been observed to attack for food, to defend their
territory, and even for sheer orneriness. Like any animal, they will flee
if they are losing, and will pursue escaping quarry. They have been known
to trail a wounded man for days, following the scent of blood. Females
with cubs are especially dangerous, and will attack without regard for
personal safety.
Combat Techniques
Fowl bears attack like a bear, swatting with their forepaws and biting.
They are aggressive, and on a natural +3 or +4 will attempt to bear-hug
a victim. If the attack is successful, the victim is squeezed for +4 damage
each round; the creature will continue to bite while hugging, and gets +2
to hit a hugged creature.
Other Names
Owl-thing, bugbear
Legends
Fowlbears are said to be especially fond of human flesh.
Options
Some fowl bears may be stronger or faster than this one. Cubs will not
fight, but might be captured and sold.
Campaign Use
Fowl bears are big, tough creatures suitable for forests and caves. If their
territory is invaded, they will certainly attack during the night. A rampaging
fowl bear would be hunted down in civilized lands. A fowlbear raised in
captivity would make a formidable watchdog. Some wizards might pay handsomely
for a specimen, or parts might be useful for magical components. They have
a large, coarse, hairy hide which could be sold, but their meat is tough and
stringy. A fowl bear is tough enough to give a rousing fight, but still
beatable by determined characters; a wounded party would have more trouble.
Attributes
- Strength: fair (scale 4)
- Dexterity: fair
- Constitution: good
- Reason: fair (scale animal)
- Willpower: good
- Presence: great
- Perception: fair
- Damage Capacity: fair (hits 4/10)
Gifts
- Thick Hide (armor +1)
- Claws (damage +2)
Faults
Skills
- Attack: good (ODF +6)
- Dodge: mediocre (DDF +5)
- Tracking: good (by scent)
- Cunning: fair
References
- Created by Mike Harvey
- Inspired by D&D
Strix (plural Striges)
Appearance
Striges are strange, bat like monsters that suck blood. They have a
tough, fibrous body covered with short hair with eight chitinous legs
and batlike wings. The legs allow them to cling like insects to
flesh or clothing, and a horny probiscus is used to suck blood from
the victim. Striges are about nine inches long.
Ecology
Striges nest in groups of 6-36 individuals; their favorite haunts are
trees (living or dead), decrepit attics and towers, or caves. They
drink blood, and thus require a supply of large creatures such as
deer or livestock. They seem to prefer mammals. Striges remain
silent and motionless until a likely victim passes by, at which time
they swarm en masse and attack it. Large animals will usually
survive a swarm of striges, though smaller animals will die of blood
loss. One strix will kill a rabbit if it can catch it. Nothing is
known of strix mating habits. If their food supply disappears, they
will migrate slowly. They are believed to be nocturnal.
Motivations
Normal animal motivations: eat.
Combat Techniques
An aroused strix will land on the victim and then crawl around
looking for a place to insert its probiscus. Landing requires a fair
or better Grapple skill roll, and it uses its Find Weakness skill to
locate the spot. On a metal armored foe, it will target the
eyeslits. At that point, it automatically sucks blood at a rate of 1
point every two rounds. It requires good strength to tear a strix
from its victim; if it is feeding, the probiscus will cause an
additional Scratch as it is removed. Grabbing a strix requires Good
dexterity to get a grip on its rubbery body. A strix can drain up to
three points worth of blood before becoming sated. After feeding, a
strix will slowly flap off to digest its meal, and will not feed
again for 1-2 days. A victim must make a Constitution roll for every
strix wound; on a Mediocre result, the wound will become infected.
On a Terrible result, the victim will contract a disease.
Note that the damage from a swarm of striges is cumulative. So if
three striges attack a player and manage to suck 2, 3, and 1 point of
blood respectively, the character takes a 6-point wound (very hurt).
Blood loss can be healed fairly quickly by drinking water and eating
foods rich in iron, perhaps one day per wound level. The cumulative
effect is because the striges are all attacking the same organ, the
blood, and does not apply to damage caused by removing the probiscus.
Other Names
Bloodsucker, Stirge
Legends
Some say striges are larval vampires...
Strix saliva is said to be an anticoagulant...
All striges are female...
Campaign Use
Striges make a good nuisance encounter in the wilderness or ruins.
Make sure they have an adequate food supply.
Attributes
- Strength: good, for clinging purposes (scale -2)
- Dexterity: great
- Constitution: fair
- Reason: poor (animal)
- Willpower: fair
- Presence: poor
- Perception: great
- Damage Capacity: good (hits 3/6)
Gifts
- Blood-sucking (drain 1 point per 2 rounds, up to a maximum of 3 points)
- Flight (speed scale +4)
Faults
Skills
- Attack: n/a
- Dodge: superb in the air, good after grappling (DDF -2)
- Stealth: fair
- Grapple: good (for landing on a potential victim)
- Find Weakness: good (finding a hole/eyeslits in armor is
a good difficulty task; fair task for ordinary clothing)
References
- Borrowed from a variety of sources
- Writeup by Mike Harvey
Yakhmar
Appearance
The yakhmar is an monstrous worm. It is huge, typically thirty to
forty feet in length, and has a boneless body covered in thick, silky
white fur. It has an eel-like head, with green and faintly luminous
eyes, and a puckered circular opening for a mouth. Within the mouth
is a circular ring of small, inward-pointing teeth. The Yakhmar emits
a shrill, ululating piping sound and radiates intense cold.
Ecology
Yakhmar live in arctic regions, lurking in the crevasses and tunnels
within glaciers. They are solitary creatures, and are drawn to warm
blooded animals. Their piping song has a magical narcotic effect,
charming their prey into helpless confusion; though they are still
aware and afraid, they are unable to react. This can be resisted
by a Great feat of willpower.
The worms eat their prey, rasping the flesh off the bones with their
teeth, and leaving a skeleton encased in clear ice. Anything they
touch is instantly frozen. It is unknown how their bodies work in
such cold; they are certainly magical creatures.
Yakhmar are vulnerable to heat. They will die if the temperature
rises above freezing; fire causes double damage (over and above what
it would do to normal people).
Motivations
Normal animal motivations: hunt and eat.
Combat Techniques
Yakhmar prowl at twilight or during the night, seeking warm blooded
victims. They stealthily creep up and immobilize their prey with
their song, then eat them. They may flee if surprised or outnumbered.
Other Names
Snow Devil, Ice Worm, Remora.
Campaign Use
A good encounter for glaciers, with interesting problems for the
characters to overcome.
Attributes
- Strength: fair (scale +5)
- Dexterity: good
- Constitution: fair
- Reason: good (animal-level)
- Willpower: fair
- Presence: great
- Perception: fair (great at detecting heat sources)
- Damage Capacity: fair (hits 4/10)
Powers
- Immune to cold
- Radiates cold (+1 damage per turn, approx 15' radius)
Gifts
- Piping song; acts as Great strength mind control against
anyone who hears it (see text)
- See infrared radiation (heat sources)
- Bite (damage +1)
Faults
- Slowly dies in above-freezing temperatures
- Vulnerable to heat-based attacks (double damage)
Skills
- Attack: fair (ODF +6)
- Dodge: fair (DDF +5)
References
- "The Lair of the Ice Worm," de Camp and Carter (published in
Conan of Cimmeria, book 2 of the series)
- Adapted by Mike Harvey