A few relevant creatures from this previous entry:
Bhyakee
Deep One
Ghoul
Nightgaunt
Serpentman
Shoggoth
Blupe
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement:
Fly/Swim: 90’ (30‘)
Armour Class: 9*
* Take minimum damage from physical attacks. Fire-based does normal damage.
Hit Dice: 1
Attacks: 1 pseudopod
Damage: nil. See below.
Save: F1
Morale: 9
Hoard Class: none
Blupes have no effective attack except against fire-based creatures, which they extinguish.
Extinguish Fires: A Blupe can extinguish normal fires with a touch, but take damage as follows:
candle 0, torch 1, camp-fire 1d6, bonfire 2d6 (or more). A Blupe may also make a melee touch
attack against a Fire Elemental in an attempt to damage or destroy the target. Such an attack does 2d6 damage to the Fire Elemental, but also does 1d6 damage to the Blupe. Against a Fire Elemental of 2 HD or less, such an attack kills the target outright unless the Blupe itself is killed by the damage it takes.
Blupes are immune to poison, sleep, paralysis, stunning, critical hits, and may survive without air
indefinitely, Blupes are flying amoebae-like watery-blue creatures, floating through the air with a smell like fresh rain. They can be summoned by wizards and priests to combat fire-based menaces.
Blupes understand common, but cannot speak.
Buopoth
Use Herd Animal.
This creature is little larger than a horse, but resembles an elephant in general outline. Its short fur is mauve with light green mottling the back and sides. It has large liquid eyes, ears that are more human-shaped than elephantine, and a long proboscis that ends in a mouth. It has two rows of protuberances along its back.
Cat, Dreamland
No. Enc.: 3d6 (10d10)
Alignment: Lawful
Movement: 120' (40')
Armour Class: 7
Hit Dice: 1d4 hp
Attacks: 3 (2 claws, 1 bite)
Damage: 1d2, 1d2, 1d2
Save: T1
Morale: 8 (9 vs. Zoogs)
Hoard Class: VI
Cats cannot wear armour or use any weapon except their natural teeth and claws. They can attack three times per round, two claws and one bite, for 1d2 dmg + Str bonus per attack.
Cats are stealthy little creatures. They can use the Thief abilities Move Silently , Climb Walls , Hide in Shadows , and Hear Noise as a Thief of three levels higher than the Cat. (A second level Cat makes his rolls as if a fifth level Thief.)
The naturally stealthy cat also surprise foes 1-4 on a 1d6.
Because they are so small, cats have a lower armour class (-2) when attacked by creatures greater than human sized.
Leap to the Moon:
Once per night, a cat may leap from the Earth to the Moon and then back.
A group may also take non-cats along with them, with a weight limit equal to the cats' total mass.
This power is rarely used by a single cat due to the dangers to be faced on the Moon such as Moon-Beasts and Cats from Saturn. A typical Cat army numbers 50-100. The journey takes about one hour, and cannot be aborted once started. During this time, the leapers are protected from the dangers of space (including attacks by monsters).
Dreamland Cats come in all varieties and colours known on Earth. Dreamland Cats are of human intelligence, understand common, have their own language, and have a highly organized society based on military service in wars with Cats from other worlds such as Saturn and Uranus. They also wage war on Zoogs and others who harm Cats.
Dhole
No. Enc.: 1 (1d6+2)
Alignment: Neutral
Movement: 240’ (80‘)
Burrow: 150’ (50‘)
Armour Class: -10*
* Only hit by +3 weapons or better.
Hit Dice: 50
Attacks: 1 (engulf, spit, or crush)
Damage: swallow, see below, see below.
Save: F19
Morale: 12
Hoard Class: VI
Once per round they can attack with one of three ways.
Engulf: This is an area attack 25’ in diameter. Each victim within that area must make a saving
throw vs. dragon breath with a -4 penalty to the roll or be swallowed. Each victim swallowed takes 3-36 (3d12) points of damage from the bite, plus 4-48 (4d12) points of automatic digestive damage each round.
Spit Goo: Range of two to three miles. Covers a circular area 25’ in diameter. Any living thing
engulfed is stunned for one round and completely covered. Climbing out requires a roll of Str or
less on a 1d100. Those trapped take one HP damage per round from caustic acid and cannot breathe, beginning drowning procedures.
Crush: If crawled over, the character must make a Save vs. Death or be annihilated. If the Save is made the character is barely alive at 1 HP.
Dholes (also known as Bholes) are huge, slimy worm-like horrors, at least several hundreds of
meters long with a gigantic maw at the fore-end, burrowing beneath the masses of bones in the Vale of Pnath.
Dragon, Dreamland
Red Dragon stats. Int 6.
Dreamlands dragons are savage creatures of low intelligence not even capable of speech., with scaly black or green hides and smouldering red eyes. They do not cast spells or use items and only exist to eat, ravage, and steal treasure.
Fire Worm
No. Enc.: 1 (2d4)
Alignment: Neutral
Movement: 60' (20')
Armour Class: 4
Hit Dice: 2 - 10
Attacks: 2 (tail lash and bite)
Damage: (2-4 HD) 1d6/2d6, (6-7HD) 2d6/3d6, (8-10 HD) 3d6/4d6
Save: F1 - 5
Morale: 9
Hoard Class: none
The worm can ignite its body at fill for six rounds, three times daily, catching flammable materials on fire and adding +1d6 heat damage to its tail lash and bite.
Serpent-like creatures ranging in size from six to forty feet, they have deeply sculpted and
segmented natural armour plates of blue and orange covering their limbless bodies. Their flaming bodies glow like embers through the chinks in their armour They are native to the jungles of Parg where they slowly creep through the undergrowth leaving smoking and fiery trails.
The fire worms are peaceful animals unless bothered, then they are ferocious in their defence.
Every fifty years they swarm in massive numbers, burning and devastating the landscape, after
which they die off, and none are seen for a full decade.
Ghast
No. Enc.: 1d6 (2d6)
Alignment: Chaotic
Movement: 150’ (50’)
Armour Class: 5
Hit Dice: 5
Attacks: 2 (bite and kick)
Damage: 1d8, 2d6
Save: F3
Morale: 10
Hoard Class: XXI
When exposed to sunlight they sicken and will die. Each round of exposure causes 2d6 damage to the Ghast.
Large semi-human bipedal creatures the size of a horse. Horrible to behold with no nose or
forehead, they have hoofed feet on long kangaroo-like legs, fangs, and yellow-red eyes. They exist in the light-less Vaults of Zin, preying on those they catch, cannibalizing one another if no other creature is available. In packs they will cooperate to bring down and eat the massive Gugs.
Gnoph Keh (Degenerate Human Race)
A forgotten and near-mythical tribe of degenerate humans living somewhere in the icy northern
realm of Lomar. They are savages and cannibals. They are Stone Age primitives, wearing crude furs and wielding primitive stone axes and clubs. They subsist on hunting snow apes, bears, foxes, seals, and anyone who falls into their hands. They will weed out the weak, the lame, and the old among them in cannibalistic feasts. They worship and name themselves after the Gnoph Keh.
Use the stats for Neanderthal.
Gug
No. Enc.: 1d6 (2d6)
Alignment: Chaotic
Movement: 120’ (40’)
Armour Class: 3
Hit Dice: 10
Attacks: 2 or 1 (2 claws or 1 bite)
Damage: 2d6, 2d6 or 2d8
Save: F5
Morale: 10 (5 when facing ghouls)
Hoard Class: XX
Unclean giants, banished beneath the earth for unspeakable and terrible rites. They are hairy,
standing twenty feet tall with great fanged maws split vertically from chin to forehead. Each of their great arms are split into two terrible clawed hands.
Lamp Eft
No. Enc.: 1 (1d4)
Alignment: Neutral
Fly: 60’ (20’)
Armour Class: 7
Hit Dice: 1 (1d4 hp)
Attacks: 1 (tap-ray)
Damage: Spell Drain…see below.
Save: F1
Morale: 9
Hoard Class: None
The creature’s only attack is a ranged touch attack: the tap-ray. This attack has a range of 60’ and can be employed once per round. Once it has successfully “tapped” one target it will be sated and flee. The creatures can automatically sense spell ability within 120’. If given a choice they go for true spell-casters first.
The attack only effects those with spells or spell-like abilities.
If the target casts memorized spells or spell-like ability, a random memorized spell or ability is lost. If the target has memorized spells or spell-like abilities from more than one class, randomly
determine which class loses the memorized spell or ability.
Spell ability lost to the tap ray is regained when the victim is able to regain his daily allotment of
spells.
The tap-ray can dispel creatures of magical shadow. The target must make a Save vs. Spells or be effected. Undead shadows are destroyed, shadowy “Outsiders” or demons are sent back to where they came from, and shadow spells or items are affected as if by a Dispel Magic cast by a fifth level caster.
Lamp-Efts can emit light, as per the spell, from its eyes at will. They can turn this ability off or on as a free action.
Lamp-Efts are small phosphorescent creatures resembling salamanders with huge glowing eyes. They are purely nocturnal creatures who drift above the upper atmosphere, only descending to feed. They ingest magical energy rather than food and are attracted to characters with magical abilities.
Spellcasters familiar with the creatures may use the Summon Lamp-Eft spell to bring them forth.
The creatures can understand common, but cannot speak.
Man of Leng
Almost humans inhabiting the dreaded plateau of Leng. They have too wide mouths, short horns, and goat legs and cloven hoofs. They were enslaved long ago by the slippery toadish Moonbeasts, serving as soldiers, slaves, and, if plump enough, food. They prefer to wield scimitars and wear long dark robes and turbans to disguise themselves among men. They sail the black ships south to trade with the men of the Six Kingdoms, taking on gold and slaves from the jungle kingdoms.
Moonbeast
No. Enc.: 2d6 (5d6)
Alignment: Chaotic
Movement: 90’ (30’)
Armour Class: 5*
Hit Dice: 2
Attacks: 1
Damage: by weapon
Save: F2
Morale: 9
Hoard Class: XIX
*Moonbeasts take minimum possible damage from piercing weapons.
The Moonbeasts are greyish-white slippery toad like things based on the moon, which they reach in black flying ships piloted by their Lengish slaves. They worship Nyarlathotep and have a love of torturing other races which fall into their rubbery paws.
Phosphorescent Monster
No. Enc.: one per Wenelian Pirate
Alignment: Neutral
Movement: 60’ (20‘)
Fly/Swim: 300’ (100‘)
Armour Class: 0
Hit Dice: 10
Attacks: 2 (wing blast and mouth scoop)
Damage: 1d6 and see below
Save: F5
Morale: 9
Hoard Class: none
The monster attacks by buffeting opponents with its wings and sucking everything in its path into
its massive vacuuming maw . Those hit by its wings (normal attack roll) take 2d6 damage. As it is beating its foes with its wings, everything in a 100’ radius in front of its mouth must make a Save vs. Breath Weapon to avoid being sucked into the creature’s gullet. Everyone and everything sucked inside takes 2d6 damage per round from digestive acid.
The Phosphorescent Monster is a great glowing green quadruped thing. It has vast bat-wings and stands more than 30’ at the shoulder. Their predominant feature is their gigantic scoop mouths which suck nearly anything in their path into the beast’s belly. The monsters serve as mounts for the Wenelian Pirates who fly them through the void of space to attack and raid other worlds. The beasts are stupid, and may suck in inanimate objects, small buildings, and even an occasional unfortunate Wenelian Pirate who gets too close to the mouth.
(NOTE: In the Dreamlands, the space between worlds is only slightly colder than a bad winter and is filled with a breathable substance which also allows ships, other craft, and certain mounts to travel through it.)
Shantak
No. Enc.: 1d3 (2d6)
Alignment: Neutral
Movement: 90’ (30‘)
Fly/Swim: 240’ (80‘)
Armour Class: 3
Hit Dice: 7
Attacks: 1 (bite)
Damage: 3d6
Save: F4
Morale: 9 (will always flee nightgaunt attacks)
Hoard Class: none
Shantaks are immune to cold and vacuum and can fly through space.
Gigantic lizard-birds , often described as noisome and loathsome, they are larger than elephants with heads reminiscent of horses and slippery scales. They are steeds of various servants of the Outer Gods, summoned by the Summon Shantak spell. They have been known to unwary riders to the throne of Azathoth, and to the riders doom.
Shantaks have an extreme fear of Nightgaunts, and will always flee from them.
Spider of Leng
No. Enc.: 1d3 (2d6)
Alignment: chaotic
Movement:120’ (40‘)
Climb: 90’ (30‘)
Armour Class: 5
Hit Dice: 8
Attacks: 1 (bite or web)
Damage: 2d6 + poison or web (see below)
Save: F8
Morale: 10
Hoard Class: XX
The Spiders have a virulently poisonous bite. 3x per day they can inject a poison with a successful bite. The poison does 3d6 dmg, Save vs. Poison at -4 penalty for half damage.
The Spiders can also expel a blast of webbing to entangle foes 3x per day. This ability functions as per the Web spell.
Spiders of Leng are huge arachnid monstrosities, newborns are reported to be the size of ponies. They are purplish and black in colour with bloated bodies and long bristly legs. They are intelligent, cunning, and very dangerous. Whole valleys in the plateau of Leng are webbed over by these creatures with miles of tunnels running vertically and horizontally through the web. They are incredibly territorial, attacking all outsiders. They are also cannibalistic, turning on one another during times of famine.
Wenelian Pirate
No. Enc.: 2d6 (1d6 x 10)
Alignment: chaotic
Fly (Float): 60’ (20‘)
Armour Class: 7
Hit Dice: 1+1
Attacks: 1 (calcite snout dart)
Damage: 1d8
Save: F1
Morale: 8
Hoard Class: XIX
The Wenelians primary weapon is a tiny calcite dart fired with amazing force from their tubular
proboscis. This dart has a range of 20/40/60. There is no ammo rating for the darts, the Wenelians somehow create it in their alien bodies in an unlimited amount.
The Wenelians have a special attack they can employ 3x per day, the Blue-Black Vapour.
The vapour is emitted by the Wenelian and covers an area 30’ in diameter. Those caught inside the vapour cloud have their eyes and ears clogged with the stuff, interfering with attacks, spell casting, and ability use. All attacks are at a -4 penalty, all spells have a 50% chance of being miscast, and all abilities such as thief abilities are at half normal chance. The vapour dissipates normally at 1d4+2 rounds, faster at the LL discretion for high winds, etc.
The Wenelian Pirates are bizarre alien raiders from the planet Yundu. They rarely come to the
Dreamlands, but are fierce and ruthless when they do, riding their horrifying and deadly
Phosphorescent Monsters and raiding towns and taking slaves for some dark purpose.
The Wenelian bodies are bloated, sausage like tubes, beautifully coloured in shades of golden
yellow, mouse grey, ochre, and emerald, which they can contract and extend like a leech. At the
head of the body is a wrinkled tubular proboscis. A pair of ear-like fins sits above this snout, and a pair of long eye-stalks sit behind these. The eyes are cruel black globes. The Wenelians are a species that floats, writhing along above the ground.
Zoog
No. Enc.: 2d6 (5d10)
Alignment: chaotic
Movement: 90’ (30‘)
Climb: 60 (20‘)
Armour Class: 7
Hit Dice: 1d4
Attacks: 1 (bite or weapon)
Damage: 1d2 or 1d3 (tiny dagger) or 1d2 (tiny dart, 10/20/30)
Save: F1
Morale: 9
Hoard Class: XIX
Like Cats, Zoogs cannot wear armour but they do often employ tiny weapons, daggers and darts, in addition to their vicious little bite.
Also like Cats, they are stealthy little creatures, able to use the Thief abilities Move Silently , Climb Walls , Hide in Shadows and Hear Noise as a Thief of three levels higher than the Zoog (a one HD Zoog makes its rolls as if a fourth level Thief.)
The naturally stealthy Zoog also surprise foes 1-4 on a 1d6.
Because they are so small, Zoogs have a lower armour class (-2) when attacked by creatures greater than human sized.
Zoogs are small rodent-like creatures, the size of cats, with large eyes and toothy maws surrounded by a cluster of short pink tentacles. They have dexterous forepaws with which they use weapons and tools. Their hairless tails are prehensile, allowing them to hang from limbs and bars like opossums. They live in the Enchanted Wood in the Dreamlands, where they live off of fruit, fungi, and the the flesh of the unwary.
They live in family groups but gather in large groups at secret sites to trade stories. Their leaders (such as they are) are those among them who have collected the most stories or those who are adventurous and lucky enough to have survived exciting adventures.
The curiosity of the Zoogs has lent them to the occasional habit of parleying with other races for
information, rather than just ambushing them for meat. They will even befriend specific individuals that bring them new and exotic stories or foods, but they are fickle and dangerous to deal with.
The Zoog language is a fluting sounding thing. They can learn other languages and often do, but
cannot physically speak them without magical aide. They will only teach their language to their
most trusted friend.
Awesome resource, even 2 years later. Thanks!
ReplyDeletePerfect. Thank you.
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