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Creatures of Elyria

Started by Humabout, January 25, 2012, 09:19:30 PM

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Humabout

Refrences:  Cosmology of Elyria contains information on the composition of the soul.

I thought I'd post some brief Dungeon Fantasy-style monsters I've cooked up for Elyria.  At the moment, they're all undead, but that's just the starting point for now.  I'll expand to other types eventually.  Their current names are placeholders that are more about where I stole them from than what they'll be called.  Lastly, formating may take some time to tweak.

So first of all...

[spoiler=Vetala]
VETALA
This demonic spirit must is not truly undead, but must possess a corpse to feet.  They know much that is hidden, and are sought after by sorcerers.  They are closely associated with bats, may also possess bats, and have bat-like senses.  Moreover, they can animate other corpses, although these are not truly undead (they have the same stats as Mindless Undead, but must be controlled by the vetala with a Concentrate maneuver).


ST: 10 HP: 14 Basic Speed: 6.00
DX: 13 Will: 12 Basic Move: 12 (Air)
IQ: 12 Per: 12
HT: 11 FP: 11 SM: 0
Dodge 8 Parry: None DR: --


Vampiric Bite (15):  1d cutting; for every 3 points of damage inflicted, the vetala heals 1 HP.  This is only possible if it is currently possessing a corpse or bat or currently substantial, for some reason.

Traits:  Acute Hearing 4; Clinging; Compulsive Behavior (Answer Riddles); Dependency (Human Blood; Illegal; Monthly); Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; Dread (Religious Symbols; 5 yards); Flight (Winged); Immunity to Metabolic Hazards; Insubstantiality (Affects Substantial; Always On); Invisibility (Substantial Only); Magery 1; Mind Control (Hearing-Based; Puppet); Nocturnal; Possession (Bats or Corpses Only; Spiritual); Scanning Sense (Sonar); Speak with Animals (Specialized, Bats); Telekinesis 15 (Corpses Only; Animation); Unaging;  Uncontrollable Appetite (12) (Human Blood); and Vampiric Bite.

Skills:  Aerobatics-13; Brawling-15; Hidden Lore (any)-15; Occultism-15.

Class:  Free Spirit.

Notes:  Will negotiate if tantalized with a riddle or challenged to a game of riddles.  It will try to cheat, and it will lie.

ANIMATED CORPSE
This is an example of a corpse animated by a Vetala.


ST: 10 HP: 10 Basic Speed: 5.75
DX: 13 Will: - Basic Move: 5
IQ: - Per: -
HT: 10 FP: - SM: 0
Dodge 8 Parry: None DR: --


Punch or Bite (15):  1d-1 crushing.

Traits:  Appearance (Monstrous, Universal); Bad Smell; Doesn't Breathe; Doesn't Eat or Drink; High Pain Threshold; Immunity to Metabolic Hazards; Injury Toelrance (No Blood, Unliving); No Sense of Smell/Taste; Sexless; Social Stigma (Dead); Temperature Tolerance 10; and Unaging.

Skills:  Aerobatics-13; Brawling-15; Hidden Lore (any)-15; Occultism-15.

Class:  Free Spirit.

Notes:  Will negotiate if tantalized with a riddle or challenged to a game of riddles.  It will try to cheat, and it will lie.
[/spoiler]
[spoiler=Preta]
PRETA
These animalistic restless undead occur when a person's intinn does not leave is uncremated body upon death.  The result is a powerful, bestial entity that exists solely to feed and reproduce.


ST: 14 HP: 20 Basic Speed: 5.50
DX: 11 Will: 6 Basic Move: 5
IQ: 6 Per: 10
HT: 11 FP: -- SM: 0
Dodge 8 Parry: 9 (Unarmed) DR: 1 (Tough Skin)


Bite (13):  1d crushing.

Traits:  Appearance (Hideous); Bestial (Eats People); Cannot Speak; Distinctive Features 2 (Shaggy and wild-eyed); Doesn't Breathe; Gluttony (12); Hidebound High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack (Those personally slain rise as Preta in 1d minutes if not immediately cremated); Injury Tolerance (No Blood, Unliving); Social Stigma (Dead); Supernatural Features (No Body Heat, No Pulse, Pallor); Temperature Tolerance 10; Unaging; Uncontrollable Appetite (12).

Skills:  Brawling-13; Wrestling 13.

Class:  Undead.

Notes:  Preta do not negotiate.  They can be distracted with a new and tastier food source; unfortunately, this is usually another sentient living creature.  Typical tactics, if you can call them that, involve the preta initiating a grapple and them chowing down on its new favorite snackfood.
[/spoiler]
[spoiler=Pishacha]
PISHACHA
These rotting, leprous undead cemetery-dwellers eat corpses (and children when they can get them) and usually serves a raksasha.


ST: 16 HP: 16 Basic Speed: 5.00
DX: 10 Will: 10 Basic Move: 5.00
IQ: 10 Per: 14
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: None DR: 4*

*Piercing only.

Claws (12):  1d+1 cutting.

Leprous Touch (HT-1):  A pishacha's touch can infect a victim with leprosy.  The victim may attempt a resistance roll against HT-1 or gain Terminally Ill (two years or less).  The touch leaves a small, white mark on the skin.

Pestilent:  All wounds afflicted by a pishacha are at risk for infection – victims must roll at HT-3 or suffer an infection, just as if he had been wounded in a location with a special infection.

Traits:  Appearance (Monstrous; Universal); Bad Smell; Claws (Sharp); Disturbing Voice; Doesn't Breathe; Dread (Neem Tree Leaves); Duty (To rakshasa, 15 or less; Involuntary); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, Unliving); Night-Aspected Vision 5; No Sense of Smell/Taste; Pestilent (H p. 22); Reduced Consumption 4 (Cast-Iron Stomach); Sexless;  Social Stigma (Monster); Teeth (Sharp); Temperature Tolerance 6; and Unaging.

Skills:  Brawling-12.

Class:  Undead.

Notes:  Will not negotiate.
[/spoiler]
[spoiler=Peshkali]
PECHKALI
Peshkali are powerful demonic sentinels set to guard forgotten places.  They have a muscular, vaguely humanoid torso with six arms, while their lower body is that of a great serpent.  What they lack in sorcery or astonishing powers they make up in strength and martial prowess.


ST: 20 HP: 20 Speed: 6.00
DX: 12 Will: 14 Move: 6
IQ: 10 Per: 14
HT: 12 FP: 12 SM: 0
Dodge: 10 Parry: 13 (x6) DR: 4


Weapons (18):  Six clubs (3d+3 crushing), scimitars (3d+3 cutting or 2d impaling), or spears (2d+1 impaling).

Traits:  Combat Reflexes; Constriction Attack (+2 to grapple and ST per arm used after the first two!); Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; Double-Jointed; Extra Arms 4; Extra Attacks 5; Immunity to Metabolic Hazards; Indomitable; Infravision; Injury Tolerance (No Blood, No Brain, No Neck, No Vitals); No Legs (Slithers); Supernatural Durability (Can only be killed if all six arms are crippled); Unfazeable.

Skills:  Broadsword-18 or Spear-18; Wrestling-16 (+2 ST when grappling).

Class:  Free Spirit.

Notes:  Unwilling to negotiate.  Truly evil.
[/spoiler]
[spoiler=Bog Mummy]
BOG MUMMY
These undead arise when an uncremated corpse falls into a bog where the acidic, anaerobic waters naturally mummify the body.  These entities rise up and lure intruders to their layer to a watery death.  


ST: 20 HP: 20 Basic Speed: 5.50
DX: 10 Will: 12 Basic Move: 5
IQ: 6 Per: 10
HT: 12 FP: 12 SM: 0
Dodge 8 Parry: 9 (Unarmed) DR: --


Punch (12):  2d crushing + 1 fatigue damage follow-up, with the Drowning modifier.

Traits:  Amphibious; Appearance (Monstrous; Universal); Compulsive Behavior (12) (Drown the living; guard the bogs from intrusion); Disturbing Voice; Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, No Brain, No Vitals; Unliving); Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Partial, Heals in bog water); Unkillable 1.

Skills:  Brawling-12; Stealth-12; Swimming-14.

Class:  Undead.

Notes:  Bog mummies do not negotiate.  They typically attempt to initiate a grapple and use their prodigious strength (ST 22 with Wrestling bonus) to drag their victims under water.
[/spoiler]

I'll have to refrain from posting anything copyrighted, of course, so I'll just add that I'm also including as-Sharak, Servitor Zombies, and Servitor Skeletons for sure.  The latter two are just necromanticly-raised skeletons and zombies; the former is a demon (altered to be a "free spirit" for DF purposes) who pursues sorcerers.  I'll post more as I get them written; I'll likely continue with the undead theme until I have the bases covered.

A couple other notes, I just realized:
[liist]
  • "True Evil" should probalby read, "detects as a malign spirit" if it's to be true to the setting.  These monsters and the Undead stuff were written before anything else.
  • Druegr from Dungeon Fantasy Monsters 1 is definitely included.
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