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  Plant DR is ablative to burning, crushing, cutting, and huge piercing attacks to the same spot. DR is semi-ablative to multiple impaling, piercing, and large piercing attacks to the same spot. DR varies depending upon what kind of wood it is.   Species of Timber. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DR per inch of thickness   Buloke, Quebracho, Quebracho Colorado, Lignum Vitae . . . . . . . . . . . . . . . . . . . . . . . . .7   Brazilian Tiger Mahogany, snakewood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6   Ebony, Ipê, Olivewood, Ironwood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5   Composite Bamboo, Bloodwood, Live Oak, Southern chestnut, Turpentine tree . . . . 4   Purple heart, Mesquite, Rosewood, Tigerwood, Hickory, Pecan . . . . . . . . . . . . . . . . . . . 3   English Oak, Ash, Maple, Teak, Siberian Larch, American Beech . . . . . . . . . . . . . . . . . . . 2   Walnut, Mahogany, Radiata Pine, Douglas Fir, Basswood, Chestnut . . . . . . . . . . . . . . . . 1   Balsa, Cuipo, Cottonwood, Northern White Cedar, Duru . . . . . . . . . . . . . . . . . . . . . . 0.5 or less     Spikevine: (Nassëa Liantassë): a kudzu-like vine that is covered in sharp thorns. It is often strung from posts like barbed wire. It is native to jungles, although it will also grow in temperate rain forests. Developed by the Elves long ago, they use it for fencing, keeping people out of restricted areas, and as area-denial tools.   "Cow Fence": Unpenalized Climb, unpenalized Will not make noise if injured.   "Chainlink fence topper": -2 to -4 Climb (straight up or angled), unpenalized Will not make noise if injured.   On a Climb failure, take 1 point of damage (2 on a critical failure) and have to make a Climb check (equal to the Climb penalty) not to get hung up (requiring freeing themselves somehow, probably damaging clothes or equipment). On a critical failure they get hung up in some terrible fashion, like upside down by one leg, and still take the damage. The most difficult part of climbing something like this is not the 'danger of getting cut', it is not getting hung up, having to go slow and careful. Or fast and loud by throwing something thick and heavy over the wire (like a canvas tarp).   nassëa spiked, pointed, barbed
liantassë vine   Snapweed (Hlónawelvolastë): A low ground cover plant with delicate air bladder seed pods. When popped (and it doesn’t take much force to pop them) they make a loud snapping noise. Useful as an alarm if someone is wandering in the area. Grows much like a philodendron, with long stringy branches. Developed by the Elves. Those passing through it have -4 to their Stealth skill, and if they fail a Stealth check the loud popping noise may alert nearby sentries.   welvë bubble
olastë growth (noun)
hlón(a) noise, sound     Bloodtree: A species of vampiric tree that can drop its leaves , which then drift over to its victim and latch on, draining blood. This “life energy” (calories) are then magically transmitted to the tree. The leaves, while they can’t fly per se, are steerable when gliding. The tree trunk is pale, like an aspen, but without the papery bark. The leaves are a grayish green, unless feeding, in which case the veins of the leaves turn blood red. Fairly rare, most people don’t know what these are (Survival roll at -6 to recognize one, unless you have seen one before).   The tree will detach lots of leaves in an attempt to have as many as possible attach themselves to as many victims as possible. Each victim is attacked by 1d+2 leaves; the tree has an Innate Attack skill of 14. Each one that succeeds its attack roll sticks to the victim, and the next round begins to feed. Treat feeding like a 1 HP Deathtouch spell, but with the effects of a Pain spell as well. The subject gets a HT roll to resist; if failed, 1 HP is drained, feeding the tree. Like Deathtouch, it works through armor. If the subject tries to remove the leaves from their body (generally a good idea), make a DX roll. MoS removes that many leaves (they are “sticky”, sort of like velcro, so it isn’t a matter of just simply brushing them away). Each leaf has 1 HP and 0 DR, so the leaves can be “killed”. When a victim has no leaves attacking them (removed or killed), the tree will send another wave of 1d+2 leaves at them.   To stop the attacks, either get far enough away (about 30 yds) or kill the tree. Plant DR is ablative to burning, crushing, cutting, and huge piercing attacks to the same spot. DR is semi-ablative to multiple impaling, piercing, and large piercing attacks to the same spot. DR is similar to Hickory: DR 3 per inch of thickness. Trunk diameters range from saplings (1 inch) to ancient trees (up to 4’ in diameter, or 48”). Felling a tree typically uses AoA (Determined), for +4, which handily equates to the SM of the cut the lumberjack is trying to hit (misses might just hit another spot on the trunk instead). The trick is to keep hitting the same spot, in order to ablate the DR and start damaging the tree. The tree is immobile; all it can do is drop leaves on whomever is attacking it. While there is a limit to the number of leaves it has to drop, it’s high enough to not worry about it. Note that most people can’t chop at the tree very effectively when they are spending all their time removing the leaves that will suck the life out of them. If someone can keep the leaves away from them though….   Paradise Plant (Valimalaima): tropical plant with a giant, clematis-like flower that exudes a hallucinogenic scent that affects vertebrates. The aroma doesn’t seem to affect insects, allowing them to pollinate them without going loopy. The chemical is both a hallucinogen (mild) and euphoric (not mild). Often used on purpose for a high, they don’t grow well in captivity. Elves use them as part of their village defenses (makes soldiers less able to fight effectively, and can often totally discourage scouts from doing their jobs). Being mild, the hallucinogen doesn’t really change the appearance of the environment; it tends to add things to it (like flowers, bugs, animals, plants, weather, people) so it’s effects can be quite subtle. Make a HT roll each turn; once it fails, the hallucinations begin. They are, as mentioned, subtle, so most are pretty believable; the character can make a Will-2 roll to “disbelieve”—it won’t make the hallucination go away, but they can ignore it. The euphoric makes it so it takes Will rolls to stay on task. Otherwise, you get distracted by the euphoric and the hallucinogenic things you see/experience.   laima plant
valima happy     Man-trap: Basically a venus flytrap writ large, large enough to trap, well, a man. Where a venus flytrap is basically passive, waiting for a victim to wander onto its pads, the man-trap also has grasping tendrils that whip out and grab victims, pulling them into the digester pads, which close upon the victim. The first round, two tendrils will lash out and try to grab a victim (plant has Brawling-12). A hit means it wrapped around the victim, and the victim is grappled. Each round thereafter, another tendril will be added to the grapple, making it harder and harder to escape. The victim will also be dragged towards the digestive pads, this is a contest of ST vs the plant’s 15 ST. Or they can cut the tendrils (each tendril has DR1 and 6 HP). If the victim is pulled into the pads, they close; now the plants effective ST is 25. Pads are DR 1, 12 HP. One can either win the ST contest and escape (but the plant my try to grapple with the tendrils again, starting the process all over) or someone can damage the pads enough to make them let go. The Man-Trap has anywhere from 8-16 tendrils to use on victims (although it might try to capture several victims at first, once it gets one it will tend to focus on that one). The plant itself has DR 2, 20 HP.   Whipweed (Petolva or Falamparat): Looks like an unruly cluster of deep green dreadlocks, growing out of a wreath of broad, arrowhead-shaped leaves. They can be up to 8’ long. The root system consists of a taproot and a network of shallow roots that double as a sensor net, detecting objects moving across them. When a victim is detected, the “Whips” lash out, some grabbing the prey, and the others striking it repeatedly until it stops moving. Along the length of the whips are tiny thorns, which serve two functions: one is to help hold onto the prey, the other is to slice open the victim to better consume it. Developed by the Elves as a defensive plant. The plant has 6-12 “Whips”, and uses them as if it had Brawling-12, and striking ST 13 (1d cr damage). The thorns aren’t big enough to classify as “cutting” damage, although they will draw blood. The whips have DR 2 and 6 HP each, and the main body of the plant has DR 3 and 20 HP.   arat weed
olva growing things with roots in the earth
falampa whip
pet- strike, knock     Poisonpuffs (Hloimawelvë): A relative of snapweed, poisonpuffs look like their more mundane cousins, but the bladders are veiny (making the bladders look reminiscent of dragonfly wings). While they will burst when stepped on, they are also triggered by the plant when prey is near. As their name states, they are poisonous, with a respiratory toxin that makes your pulmonary tissue swell up dangerously, potentially suffocating you. Developed by the ancient Elves as an area-denial tool (they are too indiscriminate to be used as close-in village defenses, but they work great if you aren’t planning on being anywhere near them). They will often be grown in a labyrinthine pattern, leaving a zigzagging pattern of clear space to use as an escape route. Those who know the route can run through it without too much trouble (DX+2 roll or set one off). Those who don’t, but know a path is there can carefully move through the area, at 1/4 speed, making Vision checks each turn. Failing a check will result in brushing up against or stepping on a poisonpuff.   Oftentimes, snapweed and poisonpuffs will be sown together, making a noisy and dangerous area.   They have a respiratory poison; making a Sense roll to notice the poison in time allows you to hold your breath as you escape the area. An improvised mask (for example, a wet towel over the nose and mouth) gives a +1 HT to resist. No delay; resistance roll is HT-1 per second until you leave the area. Damage is 1d-3, repeating at 1 minute intervals for 4 cycles. At 1/2 HT, balance is affected, making it hard to walk, run, or be coordinated. At 1/3 HT, limbs feel heavy and hard to move, requiring ST rolls per second to move about.
welvë bubble
hloima poison   Tetherbees: The only plant that can actively pollinate itself. One of the stamen of this plant’s bloom is actually a long thin tether attached to a bee-like blossom that flutters around other tetherbee flowers, pollinating them. This often results in large clusters of these plants. The blooms are about palm sized, bright yellow, with red lines leading to the center of the flower. The tips of the petals are also red. The “bees” are yellow and dark red. The leaves are broad, heart shaped, and dark green with a yellow green center. The “bees” have chemical sensors that can detect the fragrance of the flowers. They can also detect (to a lesser degree) other flowers, and can be confused by floral perfumes on occasion. People will sometimes cultivate these plants and then wear a “confusing” perfume, and stand near the plants in order to have a “halo” of bees fluttering around them as a parlor trick.   Archtrees (Cúnalda): These trees start their lives like any other tree: from a seed grows a trunk, which sprouts branches. After this, the plant is not like other trees. The branches arch out, come down, and root, much like a banyan tree. Another shoot (sometimes more than one) sprout up at that point, which send down more branches that take root, etc. What looks like a forest of archways is likely all the same plant. It flowers in fall, producing red, poppy like flowers. Developed by the Elves as a decorative, structural plant.   It is often used to form an archway “wall” around a village, which can be up to 20’ high (not including the central trunks, which get much taller, along which the Elves can run, forming what they call an “aldeon”, or avenue of trees. Some branches can also be formed such that there are “spokes” to the wheel, making travel from one area of the village to the other very easy. When growing, most of the branches are trimmed away, leaving only those that grow in the correct direction(s). Often, the entire Elven village is constructed on a single, old archtree, forming a village that appears as if it were on stilts, with everything connected. cúnë crescent, bow alda tree, branch   Kingtree (Telimbornë): A rare tree found in temperate forests, the Kingtree is immense. Trunks can be up to 200’ in diameter, and the height can be up to 1200’. Unlike most trees, the Kingtree has what amounts to a heartbeat (although you can’t really hear a “beat”; you hear the rushing sound of thousands of beats all mingled with one another). The hearts number in the thousands, pumping water up the huge trunk. Most water, however, comes from moisture in the air condensing on the leaves, which are lanceolate with serrated edges. They live a very long time, and are covered in epiphytes, symbiotes, and parasites. It produces a fruit that has a spiky rind reminiscent of a crown, and is very tasty. Elves tend to like making their villages within its branches; their name for the tree is Telimbornë. The tree has developed sacs of liquid that have channels that go up to the top of the tree. When lightning strikes the tree (as it will, being the tallest thing in the area), the energy goes down the channels to the liquid-filled sacs, which ionize, absorbing the electrical energy, instead of having it explode the tree or catch it ablaze. They are effectively biological lightning rods. These can be overwhelmed by vigorous storms, however, so they won’t prevent the lightning from eventually causing some (minor) damage to the treetops.   Silktree (Samindalda): Similar in concept to a cottonwood, the silk tree’s seedpods are filled with a mass of fibers that, when spun into thread, can make fabrics very much like silk, without having to go to all of the trouble of harvesting silkworms. The fabric, for all intents and purposes, is the same as silk: feels like silk, takes dyes like silk, and is as strong as silk. Grows in equatorial areas, and will often be cultivated in orchards. Created by the Elves by modifying cottonwoods. Some Elven varieties have naturally colored silks (pastels) that don’t fade or wash out. samin (samind-) silk   Dread Blossoms (CotN 33): These flowers look like roses with black spots along the base of the petals and extra-long thorns. Broth made from the blooms brings on a phobia (the fragrance of the blossoms can relieve its symptoms). Eating the petals causes mild xenophobia, called “the dread”. Used as a source of alchemical ingredients for mind-controlling potions. They live in temperate climates, so their natural range is the northern parts of the Empire. However, some people grow them in greenhouses in cooler climes, and in climate controlled areas in warmer ones.   Gallows Trees (CotN44): Animated trees which murder people for nutrients, memories, and genetic information. It can use cocooned victims to reincarnate previous ones. Oak Gallows can be found in temperate forests. Pines can be found in conifer forests. Willows can be found in both jungle and temperate forests, mostly along waterways (rivers, streams, lakes, ponds), and occasionally marshes. ST 2d+20 (2d+3 cr), DX 13 (Brawling-14), IQ 4, HT 14, 3d+20 HP, DR 6. Oak and Pine Gallows Trees attack with two limbs each turn (1 level of Extra Attack). Willow Gallows Trees can attack with up to two nooses each turn, usually trying for the neck, although limbs or torso will do in a pinch. All of the trees Grapple, adding branches as necessary. Once grappled, a victim will be beaten by other branches until they stop moving, or, in the case of the Willow, it will strangle instead.   Greendreads (CotN47): These intelligent plants thrive on blood. Their poison causes plant-related afflictions, often with beneficial effects in addition to deleterious ones.These plants can look like a variety of other, more mundane plants, due to their camouflage ability. It has two primary modes of attack: the first is subtle, a quick cut to a passersby (it’s likely that they won’t even realize where the wound came from the second is grappling. The green dread uses its animated branches to lash out at victims, and its leaves are sharp enough to cut. If possible, however, it will remain as hidden as possible. ST 17 (only does 1 pt of damage, however), DX 7, IQ 8, HT 10, HP 5/hex, Sessile, Dodge: 7, DR 2, Habitat: any but Arctic.   Lynchlichen (CotN68): Originally found in deep forests on the limbs of trees, it has since spread into cities (usually in sewers or other underground area, although it can be found inside above-ground buildings). This thinking moss infects humans to kill and eat them or to control them. It lives in high places such as ceilings, building rafters and large tree limbs. ST 25, DX 6, IQ 11, HT 10, HP 10/square yard. It spreads its influence (and itself) by infecting others with specks of moss. If they are not washed off, they will make their way to the victim’s bloodstream. It then eats its way through the body at a rate of 1 HP per day (a successful HT roll will result in 0 damage that day). Those victims who “pollute” their bodies (nicotine, drugs, lots of junk food, etc) gain modest bonuses to their HT rolls. Sacrificing bodies (human or large animal) to the Lynchlichen will slow the progress of the parasitic infection.   Waste Disposal Plants (Rinqualastë): A low bush (or tall ground cover) that is actually a community organism of several different species of plants. It looks like a tangled mass of variously sized and colored leaves, stems, bladders, and fragrant flowers. Developed by the Elves to quickly reduce midden piles to compost, they are also capable of taking heavy elements (metals) and incorporating them into their structure. They quickly absorb liquids, filling the bladders for processing into clean water. These plants produce “berries” whose pits are metallic nodules that can be harvested and smelted into usable materials. Toxins are broken down into their constituent parts and utilized for growth. Every Elven village has at least one, many have several, depending upon size. Smaller variants are used in Elven houses as “composting toilets”. Called Rinqualastë (“returning growth”) by the Elves.  

From Fantasy Bestiary

  Bloodvines (bloodsucking vines that grow up trees; grapples victims and drinks blood via hollow thorns, FB95). Bloodvines are hard to spot amid all of the other vines and growths in the forest or jungle (Vision-2 if you are specifically looking for them). When a subject comes within 5 yards of the plant, it will attack by grappling, usually around the head. Once the victim is grappled, it sticks several hollow thorns into the victim’s skin (armor protects for DR seconds as the vines look for chinks/gaps). The thorns do 1d imp, and every turn after that, it will drain 1 HP in blood. A contest of ST will pull the vine off of a victim; otherwise it won’t let go until the victim (or the vine) is dead. Each vine has the listed strength; if more than one are grappling the same victim, add +2 to the vine’s ST. ST 13-16, DX 11, IQ 1, HT 13, HP 15, damage 1d imp + 1 HP per turn. Each vine has 15 HP.   Devilbush (blackberry bush that traps victims by root grappling and casting Sickness spells, FB96). It grows blackberries that are edible, nutritious, and act like blackberries in every way (although a Naturalist-2 roll will enable someone to tell that they aren’t really blackberries, or are a hybrid type perhaps). The devilbush’s root system extends an extra yard out from the visible bushes. That area is loose dirt, excavated by the devilbush as a pit trap. When someone steps into it, they fall into the three foot hole, while loose dirt piles onto their feet and legs. Animate roots then grapple the victim, who is at DX-5 to resist (unless they knew about the holes beforehand). At least one root will attack each victim, plus 1d-3 extra roots. Up to four per hex can attack a single target. Once grappled, the Devilbush casts the Sickness spell on the victims (inherent skill 15, resisted by HT) on the second turn after grappling. Victim feels very sick, and can only move at half speed (assuming they are freed). High Pain Threshold and the Resist Pain spell can help, to a certain extent. The roots drain the victim’s energy: after 5 min, victim must make a HT roll, modified by Strong or Weak Will. A failed roll results in 3 HP damage; a successful one reduces that damage to 1 HP. This continues every five minutes. Each root has DR 3 and 6 HP, and at least 6 roots must be cut through to make the plant stop struggling. It won’t die, but it will be dormant until it regrows (about 3 months). Cutting down the upper bush doesn’t do anything to it; it is the roots that are the important bits.   Dropweeds (patches of weed that have the ability to create no-mana zones; they use a gas to knock out and kill victims FB96). Size: 50-500 hexes. They are the size of dandelions, and form a dome of no-mana equal to their radius. There is often skeletal remains scattered about, and often armor, weapons, or treasure left by the victims. Any flier requiring magic to fly (giant insects, roarers, etc) fall to the ground. They have a tendency to take over areas, forming large meadows, even within a jungle environment. When pressure is applied to the plants, a toxic gas is released, which slowly drifts upward until it is inhaled. There is no danger in the first 4 yards, as the gas hasn’t risen far enough yet. It takes a Vision roll to determine that a cloud of barely visible gas is being released. Anyone breathing the gas inhales a respiratory neurotoxin that does 2d damage each second they breathe the gas. This venom also reduces ST for damage purposes, equal to the damage caused. For each 2 pts of ST lost, damage efffectiveness goes down 1 point. Each second someone is in the gas they take 1 HP damage (it’s affecting mucus membranes).   Dry Grass (Parcatasalquë) an Elven creation used to protect their areas by using the Dehydrate spell on victims). Size 50-100 hexes. It grows in a large patch, and stores water in its roots. The grass appears to be dry (which it is). It is very easy to spot (Vision +2) but unless a Botany or Naturalist-2 roll is made, the observer won’t know what it is. Anyone touching the grass is attacked by a Dehydrate variant, and it is cast at every creature touching the grass. It has a skill of 15, and the spell is resisted by HT. It does 1d-1 damage, bypassing armor and toughness. Victims feel pain throughout their bodies, and get another HT roll to feel their fluids being drawn out, thus identifying the source of the attack. Victims specifically trying to figure out what their bodies are doing get a +2. It has 10 HP per hex. If one is extremely careful (usually at the edge of the patch) they can dig up the roots and gain some water (1 gallon per hex).
Parcata- dry up
salquë grass   Healing Grass (Asëasalquë) an Elven creation used as a healing herb. A tea made from fresh healing grass heals 1d hits from wounds. The tea must be made from grass picked within the hour, but will then keep as an elixir would. It requires a Naturalist-4, Physician (TL1-4)-2, Alchemy, or Botany-2 roll to recognize and know how to preserve it. It is fairly rare. The tea is easy to make; no skill roll is needed. Chewing the fresh grass, swallowing the juice and spitting out the blades will also heal 1d-2 hits, once per day (it’s not quite as good as the tea, but works in a pinch). The grass will not cure any diseases.
asëa healing herb
salquë grass   Herecine (grappling plant that entices victims with tasty berries). ST 12-17, DX n/a, IQ 1, HT 13, HP 40-50, DR 3, damage 1d cr, about 7 hexes in size. The herecine is a bush that grows about six feet high and nine feet in diameter. Its twigs are succulent, appealing to herbivores (such as horses), and it has many tasty berries, appealing to omnivores (such as humans). The berries are a bluish purple, of a size similar to blueberries.   Any animal eating the twigs of a herecine is slowly, subtly grappled by the bush. This takes place over a full minute, so gently that it is very difficult to feel it happening – an IQ roll for the animal to notice, only one allowed in the minute. For those eating the berries, it is slightly different. The berries on the outer branches may be taken freely, and are deli- cious. There are many more berries visible on the inner branches. To reach these interior berries seems easy, and it is. But it’s not easy to get one’s hand out with the berries – any- one reaching more than 12” into the bush is grappled. No DX roll for the plant is needed.   After grappling, the bush pulls its victim toward the center. It must win a Contest of ST to do this. In the center is a maw – a hole in the thickest part of the trunk that opens and closes with woody jaws. It is quite large, and begins to “chew” on the victim for 1d crushing damage per turn. It will eventually digest the whole body if allowed to. Anyone grappled may try to pull free – he has to win two successive Contests of ST to do so. The plant has no defense, and any attack does damage if it can get through the DR 3. Fire does double damage, but harms any grappled prey!   Hitobana (Hísivanessë) An Elven creation used as a warning system. The hitobana is a small plant that blooms when people come within 20 yards of it. It is used in legend by Elves to announce visitors. After the hitobana has lived with some people for a few days, it no longer blooms for them, but only for strangers. There may be walls between the plant and the person it senses – it still blooms if a stranger comes within 20 yards. The flower is said to be lovely, with a pleasant scent. The bloom is pale violet with fine, deep pink veining, and resembles an orchid in overall shape. The scent is reminiscent of lavender and lemon verbena.
vanessë beauty
hiswë fog
hísië mist, mistiness   Puff Weed (carnivorous desert dandelion like plant that causes epilepsy). This innocent-looking plant grows in deserts and scrub forests. It looks more like an overgrown dandelion than anything else, standing about a foot tall with a patch of flat leaves extending a foot all around. It is extremely sensitive to vibrations, and when an animal approaches, it “exhales” a puff of pollen that has an instant reaction on anyone who doesn’t hold his breath. Treat this as a gas cloud of 7 hexes – see p. B132.   The pollen produces a temporary form of epilepsy in any that breathe it and fail a HT roll, resulting in an immediate seizure. Treat this as 24 hours of the Epilepsy disadvantage (p. B28) – all effects disappear after that time. If the HT roll is made, the victim does not become epileptic, but the pollen still causes severe discomfort: DX is reduced by 3 for one hour and the subject is disoriented. All IQ-based skills are also reduced by 3 for one hour.   A victim who does not make his HT roll will fall on the ground near the plant. There are many thin, sharp spikes coming out of the ground all around the plant (IQ-4 or Naturalist- 2 to notice from 1 yard away). These will puncture up to 2 DR and are connected to the plant’s root system. They will draw out 1 HT of blood every 30 seconds. Heavier armor protects against the spikes, but not against the pollen. The plant often draws scavengers and carnivores, who have learned that if they don’t come too close they can drag a victim away and get a free meal.   Tangle Weeds (grappling grasses that have a symbiotic relationship with venomous ants). ST 11-15, DX 12, HT 14, HP 24-30, DR 1. Tangle weeds are innocent-looking plants that have developed a symbiotic relationship with a species of venomous, carrion-eating ants. They are very undistinguished plants, covering a patch about a hex in size, with a lot of long, grasslike leaves that reach no more than knee-high. They are at Vision- 4 to spot if there is no carrion around the bushes – otherwise, make a straight Vision roll.   The ants live underground, around the plant’s root system. They form large colonies, enough to fill 5+ hexes in swarms. They usually feed on the corpses of decaying herbivores that have come to eat the tangle weeds.   Anyone unfortunate enough to stumble into a tangle weed will be grappled if the plant wins a Quick Contest of DX – the victim is at -4 if taken by surprise. The plant will then attempt a takedown, which is resolved by a Contest of ST. At this point, the victim has taken no damage, but the ants are alarmed and swarm from their holes.   The ants will swarm over and bite anyone on the ground – anyone still standing may avoid them by fleeing. A swarm of ants does 2 points of damage each turn, and injects a type D venom for 1d damage. A swarm consists of about 1,000 ants and can be dispersed by 10 hits. The ants will not leave the nest area, but will continue biting any unconscious victim until dead.   Likewise, the tangle weed does not let go of a victim until it ceases struggling. Its grip may be broken at any time by winning a Contest of ST.   Rotbloom
A shrub of serrated leaves and thick roots surround clustered bulbs of the same diminished green. The flowers pulse, then unfurl, revealing a deep maroon inside and releasing a cloud of spores that quickly spreads through the air.   The rotbloom is a carnivorous flower that has mutated to release its digestive fumes in a potent mist. Its prehensile roots cannot pull the bloom with any impressive speed but its ability to scale surfaces and the range of its persistent, poisonous mist allow it to slowly damage targets, particularly if they are held in place by another plant. ST 2, DX 8, HT 13, HP 12, Immune to poisons, can sense movement within 30’, PER 11, Clinging (can climb vertical or upside down surfaces). While motionless, it appears like any other normal flowering shrub.   Poison bloom: The rot bloom releases poisonous fumes in a 3 yd radius that last for 2d seconds, twice that in still air. The fumes can go around corners. Anyone in the area must make a HT check each turn or take 1d-1 damage while the poison is active. On a successful save, the victim only takes 1 HP damage.   Shambling Bloodoak
The tree’s desiccated wood groans with aching movement that continues into the ground, cracking the earth with tremors. Its roots lift and scrape through the soil, while gnarled branches bend and snap as if stretching its weary limbs. Where the wood splits, thin streams of red trickle out.   The shambling bloodoak’s hardened bark makes the tree more durable than the other plants but does not stop it from moving or swinging its powerful branches at nearby creatures. These strikes sap their victim’s life in order to heal the bloodoak which, alongside the crimson sap that drips from its wood, earned the tree its unsettling name. The bloodoak can also burst its roots from the ground to damage and disorient creatures in its vicinity, leaving them vulnerable to the other plants. ST 18, DX 6, HT 13, HP 40, MV 3, SPD 3, DR 4 (tough bark), it can sense animate beings within 20 yards, Per 11, Takes half damage from impaling or crushing damage.   When immobile, it appears as if it were a normal dead oak tree. (Although a Per-2 or Naturalist roll will let someone notice that there are reddish drops of sap near the base.) It attacks with its branches, up to 3 attacks per round (limited to one attack per target), and has a Reach of 3. It does sw cr damage, plus 1d toxic damage (which directly heals the plant, although the combatants might not notice this). It also attacks with its writhing roots, which burst out of the ground within 3 hexes of the tree, flailing at whatever is in the area. Anyone in the area will be attacked by 1d-2 roots. They do thr cr, and if they hit will try to grapple the next turn to trap the victim. The ground around the tree and its roots is loose, difficult, and uneven. DX checks to avoid losing balance (Acrobatics will work, too, and Perfect Balance gives a +4 to the roll).
  Writhing Moss
The mound of moss and vines suddenly whips with movement, pulling and tumbling over itself as it scrabbles forward. Its surprising speed makes it difficult to get a clear view, but you do see a slick sheen forming across the surface of the foliage.   In contrast to the rotbloom’s slow speed, writhing moss is a verdant collection of moss and vines that is able to use the latter to quickly propel itself forward. The same vines search for prey, which the moss binds in its vines before secreting a digestive acid. ST 8, DX 12, HT 11, MV 6, Spd 5.75, HP 14, Immune to acids, poisons. Can sense lifeforms within 50 feet, Per 11. While motionless, it is indistinguishable from a normal mound of moss and vines. Clinging, it can climb difficult surfaces (even ceilings). It attacks by using its vines, grappling the target and constricting, oozing out acids to digest prey. Reach 2. Each extra Writhing Moss that attacks the same target effectively adds 2 to the ST for escape purposes, and they usually attack in groups. The acid does 1d-2 damage (taking DR turns to eat through, much like a Reek) per turn.   Thorn Moss
A patch of dull green moss that bulges in its center. Protruding from its surface is a series of small, thin thorn quills that hang downward and glisten with some sort of moisture.   Each patch of thorn moss is a single creature that balloons out by rapidly producing gas beneath it. When threatened, the moss’s surface contracts. This uses the escaping pressure of the gas to fire its quills outwards. These quills, as with many of the forest’s flora and fauna, are coated in a weak paralytic poison that is most effective against small animals but can still serve to sicken and deter larger creatures. DR1, 12 HP, can sense lifeforms within 30 feet. Attacks by firing the thorns, Innate Attack (Missile)-13, does 1d-1 damage (pi), poison takes effect in victim’s HT-6 turns, at which point HT rolls need to be made per minute. On a failure, DX is reduced by 4 due to uncoodination. On a success, DX-1 for one minute, then they recover.     Tendril Fungus
The cap of this large, four foot tall fungus is formed of a hardened, shell-like substance that curls over to protect the stalk. It is covered in holes of different sizes. Long strands of the fungus appear to grow from several of the holes, branching out over multiple feet and slick with a viscous substance.   The tendril fungus extends a proboscis-like web of tendrils that are coated in a natural glue as a means of snaring prey. These then reel in anything it catches, allowing the plant to slowly digest them. The tendrils are most often hidden across the ground but can be quickly whipped out if the fungus comes under attack. The tendrils have a Reach of 3, and can attack with up to 4 tendrils per turn. Innate Attack (melee) 14. Those touching the tendrils are grappled by the sticky acid goo (taking 1d-2 damage per turn per tendril of acid damage). Those grappled will be pulled towards the fungus at ST 13. Those touching (or being pulled into) the main body of the fungus take an extra 2d acid damage per turn, as more tendrils lash out from the holes to attach themselves to the victim.   Slog
The enormous log rustles as something shifts inside. The uprooted base of the tree opens outwards, roots parting into chaotic horns on the emerging face of a slimy, grey creature. Two eyes stretch out on stalks. On the log’s sides, eight sections of bark open, and short, thick legs slide out, lifting the creature off the ground. It makes no roar or sound as a toothless mouth opens slightly and globs of a viscous goo drip out.   The slog, named for its appearance and chosen camouflage, is one of the forest’s largest and strangest beasts. The otherwise vulnerable creature uses fallen logs as a means of camouflage and defense. Many people mistakenly assume this to mean that the slog is as slow as its tiny cousins, which is often fatally incorrect. The slog prefers to ambush but is not incapable of fighting, especially given its ability to use the slime that fills and covers its body. ST 18, DX 10, IQ 2, HT 14, HP 24, MV 7, Spd 6. Its body is covered in slippery slime, so it has at +3 to any contests to escape. It can attack with its horns, doing thr+3 impaling damage. Its large mass and speed can also Slam and/or knockdown enemies. It can also spit a glob of goo up to about 30 feet, coating an entire hex. The slime does 1d+1 acid damage, and those in the area are effectively under the effects of a Grease spell (M142). DX-2 to avoid falling, DX-2 to get up, melee attacks and active defenses are at -3 due to bad footing; missile and thrown attacks are at -2.    

Herb Notes

Burnett: Smallish herbaceous shrub with lanceolate leaves with serrated edges. Helps stop bleeding by increasing clotting action. A poultice made of the leaves can stop up to 2 pts of bleeding/turn.   Brinn: Tall, slender herbaceous plant with round, lobed leaves and small whitish flowers. Helps stop bleeding by increasing clotting action, and also acts as a pain reliever. It also speeds healing, a little. A poultice made of the leaves can stop up to 2pts of bleeding/turn; adds a moderate amount of analgesic action. If the poultice includes the flowers, then it also heals 1 HT, and the pain killing action is better.   Candaran: Ground cover, teardrop shaped dark green leaves in clusters of five. A tea made with the leaves acts as a mild stimulant, and helps fatigue. Drinking the tea will allow fatigue recovery to take 2 minutes less per point, for the next half hour. More than one dose of tea won’t do anything while the previous dose is working.   Spidlar: Small, twisted tree with golden brown bark. Grows in tropical areas. Deep green leaves that are shaped much like small, slender maple leaves, it typically is found in the understory of the jungle, in moist earth (so it is usually found near rivers, lakes, and marshes/swamps. Chewing the leaves acts as a stimulant, allowing the recovery of fatigue loss at twice the speed (much like a chemical Recover Energy spell). However, an hour later, the recovered fatigue is lost, resulting in a drowsy, exhausted state. This fatigue recovers normally. This often causes addiction, since few people like the exhaustion effects. This also results in the tree getting picked over and dying, so the little tree is now quite rare.  

Controlled Substances

  Aston “Harpytongue" Ingestible   Technically illegal, most of the time it's ignored unless the City Guardsman has something against the user, or wants to make life difficult for the user.   Aston is a lichen-like algae that grows in deep forests. These plants have been used for hundred of years by native forest dwellers in spiritual rituals. Aston is said to cause strong hallucinations, frightening visions and a lack of free will. It is believed those strong enough to resist its’ effects are able to commune with the forest’s many deities.  Blackstrand Inhalable   Legal.   Brown leaves of dried Blackstrand often line the pockets of any street corner dealer in the Tondene Empire. The drug, renowned for its delicate meadowgrass smell, causes altered perception and an overwhelming sense of calmness. The effects last for up to four hours. Usually sold in the form of snuff.   Blackstrand is highly addictive, though not necessarily dangerous. Gives a +2 to the Will roll to resist any strong emotion (such as Bad Temper, OCD, Bloodlust, etc.) while under its effect.   Akel “Moonglass” Ingestible   Illegal. Punishments can be harsh if found with it, even more harsh if selling it.   Akel crystals tend to be white or yellow-white in color, and are created from the distilled essences of reeks. An extremely strong stimulant, Akel suppresses the emotions of the user; often causing in a temporary loss of identity. For this reason, Akel is popular amongst raiders and bandits, who commit unspeakable acts under its’ influence. Gives +2 ST, +1 HT, +4HP, and +2FT; it also gives Bad Temper, Bully, and Bloodlust, but they manifest in a calm, affectless way. Effects last for about an hour.   Akel is also a growing problem amongst soldiers and guardsmen, especially those who served during the Blood Wall (a suppressed riot that happened six years ago), to suppress their feelings of guilt and culpability. Dependence on Akel is common and side effects include symptoms such as sweating, shaking, nausea and high levels of anxiety. Long term abusers are often unresponsive and “empty eyed” - not able to recover their identity.   Gaw Ingestible   Technically illegal, but often overlooked.   Gaw is often sold raw or dried, and can cause intense hallucinations. Nicknamed the “looking glass” drug, Gaw can alter the perceptions of the user, notably causing hypersensitive vision. In some cases, users have reported the ability to see multiple planes of existence at once.   Frequent users are said to be able to master this ability - but at the cost of frequent mood swings, intense paranoia, and in extreme cases, psychosis.   Odo Ingestible   Legal. Although if you are poor and on the drug, questions will be asked.   A highly refined and potent drug, Odo is strictly available to the super wealthy (typical street price for a dose is upwards of $5000). The drug itself is a composite of Oving Oil and Silfly, and is sold in hand-cast ampule.   Odo’s effects are include a short boost in energy (+5FT), increased talkativeness (+2 Fast Talk skill), and euphoria; this effect lasts for about fifteen minutes. The composite is stabilized and has almost no side effects.   Silflies are small, bioluminescent creatures that live in rockpools and shallow rivers; though found natively in more northern parts of the Tondene Empire, they have been captive bred by elites to live in water fountains as decorations.   Oving Oil Ingestible   Illegal. Although the military sometimes uses it, giving it to "shieldbreaker" battalions.   Oving oil is a yellow-brownish, viscous fluid usually sold in the northern regions. Diluted from Oving Resin, Oving is a strong stimulant, causing a rush of energy and strength to the user in an effect comparable to a psychotic rage.   A rare side effect of Oving Oil is a condition known as the blacksweats; where the sweat of the user takes on a dark brown-yellow color. Skin is also loose and prone to injury, and users will find they have an inability to heal unless more Oving is taken, or the user breaks their dependence on the drug. Grants +2 ST, +4FT, Bad Temper, and Bloodlust. Users under it’s influence tend to do everything with Extra Effort. The effects last for a half hour or so.   Mentmore Inhalable   Illegal.   Also known as ‘Rotters’, Mentmore is a strong opiate that must be crushed shortly before use. Found mostly in slums and areas of extreme poverty, the drug is popular amongst gangs and criminal syndicates. Street price for a dose ranges from $8-$20.   Use of Mentmore makes users feel happy, euphoric and sleepy - though continued use causes skin to harden with hot rashes and thick scales. Affected tissues cannot be removed as they pose a high risk of infection to the user.   “Stone Death” is a common fate for Mentmore abusers; where the tough skin progressively restricts the patient's ability to move; leaving them immobilized as the scales fuse soft tissues together.   Hardwicke Topical   Legal, but looked down upon, as it's risky.   Commonly found in more mountainous regions, Hardwicke is a drug often associated with travelers, traders and hunters. It is spread on the skin like a cream, and affects the areas covered.   The drug itself suppresses the bodies’ physical and cognitive reception - allowing a total resistance to pain, stress and other exhaustive conditions for an extended period of time. This indifference to pain is extremely dangerous. It is common for people under the influence of Hardwicke to die due to injuries or illnesses going totally unnoticed. The effects of a dose last for several hours, and ranges in price from $15-30 per dose.   Smart users frequently do VSEs: visual survey of extremities, to make sure they haven’t accidentally hurt themselves. It’s common for people to bleed out from a wound they never knew they had.   Adderbloxe Ingestible   Legal, but only barely. There are several interested groups that want to get it outlawed.   An uncommon fungi found in Endrica’s temperate regions, Adderbloxe is easily recognised by its ‘bruise’ purple gills. Adderbloxe is a nootropic; vastly improving cognitive function in the user - but at the cost of coordination, balance and severe muscle weakness. +2IN, -2ST, -2DX. Effects last for several hours. Street price ranges from $30-50 per dose. Scholars and mages are frequent users of this drug.   Frequent Adderbloxe usage heavily affects the user's appearance - common side effects include blue lips and fingernails, pale skin, and dark blotches under the neck and eyes.   Peacock Sage Inhalable   Legal. But rare enough outside of the mountains that it's not a big problem.   Found mostly at high altitudes, Peacock Sage is rare drug that, once inhaled, will send the user into a deep sleep and allow them full control of any dream. The user retains all consciousness, sensory control and memory during the dream.   Peacock Sage is deemed dangerous for two reasons - the first is a severe reaction to the drug that can lock you into a permanent dreamstate for which there is only one known remedy (Wakersdip). Every time the drug is taken, roll 3d: on a critical failure, the user has the severe reaction. The second is that the temptation to revisit the dreamworld can cause some users to lose grip on reality - no longer wanting to exist within the material world.   It’s often used by Aarakocra shamans as part of religious rituals. 
   Brackroot Inhalable (smoked)   Illegal, unless you are authorized to use it.   Brackroot is a sinewy root found near sources of freshwater. When smoked, Brackroot users enter a relaxed, dreamlike state, and are able to read the surface thoughts of any conscious creature around them. Acts like the spell Mind-Reading, but only within five feet. Often used by interrogators. Price: upwards of $90 per dose. Effects last for about a half hour.   Bushmead Flower Ingestible   Legal.   A mild sedative, Bushmead flowers have been used for centuries to invoke feelings of calmness, relaxation and sleep. This pacifying drug is popular as a painkiller in remote towns and villages, where access to other medication is limited.  Ortway Pods Ingestible   Illegal.   Ortway Pods, or ‘sternies’ as they are commonly known, are small black-brown seeds harvested from Ortway Flowers. When mixed with hot water and consumed, users release a pheromone that induces a deep, uncontrollable fear in others. Treat as a Fear Aura.   Ortway pods are considered highly dangerous as users have often been the cause of widespread civil panic and disruption. Frequent abusers are known to leave a ‘residue’ on the persons - making them permanently unlikable. Armies have experimented with them, as a way to make an enemy rout. However, it’s effects are indiscriminate, and there was no way to prevent it from working on friendlies, as well. When used it is by scouts and infiltrators.   Oul Resin a.k.a “Fowl” Inhalable (smoked)   Illegal.   Oul is a black-coloured foul smelling resin that puts users into a trance or ‘dreamlike’ state. It is highly addictive. About one in ten users suffer the severe side effects of Oul; becoming what is colloquially known as a Minion. During their high, ‘Minions’ are profoundly susceptible to influence - and will perform the unquestioned bidding of others.   Minions also experience severe drug-induced amnesia, with little to no recollection of their high. This side-effect can worsen progressively; causing long-term memory difficulties, impaired thinking skills and total loss of personality.   Price: about $40 per dose, effects last for a couple of hours. The unscrupulous use the drug on others to build up a group of minions, often the slave or sex trades.   Shalstone Injectable   Legal in the Dwarven Undercities, but illegal otherwise.   Shalstone glows intravenously; giving the network of veins a sparkling blue hue. Whilst using Shalstone, users are able to channel and control all magic around them, including the ability to dispel and steal it from others. The effects of the drug last a little over 6 hours. Grants Magery 1, Steal Spell, Suspend Magery, and Steal Energy.   For 3 days following consumption, users will secrete dangerous toxins in their sweat and urine, and will be extremely sensitive to light. Users are exhausted for many days after use; and this side effect can be long lasting in some unlucky cases (3d, on a critical failure the effects last around three eightdays). While suffering from the aftereffects, users can never regain a Fatigue higher than 3.   Price: $300-$700 per dose. It’s rare, hard to find, and rarely sold. Usually found deep in the earth, it was discovered by Dwarves, and they are the ones that use it the most. It is not usually seen outside of the Dwarven Undercities.   Cottispods Injectable   Illegal.   Cottispods, also known as Cuckoos, are made by soaking the inner bark of Harigolde trees in a fluid known as Cott (of which the origin is unknown, but is believed to be centipede venom).   This drug causes intense hallucinations which permanently erase, override or alter memories. The new ‘replaced’ memories can be good or bad, and can completely alter the users’ personality. A very dangerous drug, and fairly unknown, fortunately.   Treding Inhalable   Legal, although looked down upon.   When inhaled, Treding induces fear, delirium, and extreme physical pain - earning its primary nickname, ‘burns’. It is also called “Dread”. This sensation is severe; often causing blackouts or trauma to first time users. Once this short period has passed (usually about ten minutes or so), users experience a powerful rush, rapid heartbeat and high, energetic euphoria energy, followed by a feeling of deep clarity. This effect lasts for about an hour, and grants +3FT and Intuition.   Price: $60-100 per dose.    


Gazelle like animal, with two large horns arcing back from its head, and a single short horn sticking up between them. 4’ high at the shoulder, they tend to prefer wide open spaces like plains, although varieties also live in scrub lands. Same stats as a a gazelle.   Auroch  
Large variety of cattle. Mostly placid, but they can get ornery like a water buffalo if threatened. They have curving horns like a mountain ram. Quadruped, Wild Animal ST: 23* HP: 23 Speed: 5 DX: 9 Will: 10 Move: 8 IQ: 4 Per: 8 HT: 11 FP: 11 SM: +1 1,000-2,500 lbs. Dodge: 8 Parry: 7(4) DR: 1 (Tough Skin) Horns (9): 2d+2 imp; Reach C Trample (9): 2d+3 cr Source: GURPS Bestiary 3e *ST range 20-27 depending on weight   Targa   Three headed reptilian beast, very vicious, very dangerous, kind of like a hydra. Flightless, it looks like a stocky lizard with three heads on short, snaky necks. Its brain is at the base of the necks, much like a puppeteer’s, protected by a thick skull/pelvis. Its four legs have strong, sharp claws, although they are used more for digging nests/warrens than for fighting. It uses its toothy heads for that. Adults can get up to about 20’ in length, standing 6’ high at the shoulder (the heads can reach to about 10’). Color is a mottled earthy brown/grey. ST-2 cutting (7d-1 cutting, x3, full coordination), ST bashing (7d-1 cr, tail swipe). Inhabits drier areas, and makes its warrens in sandstone outcroppings. A southern creature, usually only encountered south of the Klernaktha territories. ST 60, DX 15, HT 12/50, IQ 5, DR6 MV 12 Dodge 10 (12 when sped up). Like Grendels, they have a superoxygenator for their bloodstream that gives them Great Haste (Altered Time Rate 1) for up to 20 turns. When it is active, they breathe out steam; this has resulted in prevalent rumors that it is a fire-breathing beast.   Dragon   Dragons come in several types. Most breathe fire (except the faerie dragons who don’t have breath weapons, and the serpentine dragons that have poison instead).   Wyvern  
The most common is the wyvern-type dragon, two wings, two feet, much like Skyrim’s or Game of Thrones dragons, and can have up to a 40’ wingspan. They tend to like mountainous areas, nesting in caves. Breath weapon is a napalm-like chemical that is generated in organs along the jawline, and spit out at targets; it ignites in air. It is not a stream; it is a glob of sputum.   ST: 20-30 DX: 14 IQ: 6 HT: 14 HP 24-30 Move/Dodge: 20/10 DR: 3 Damage: *
Reach: C-2 Size: 10 hexes Wt: 800-1,000 lbs. Habitats: M, D, F   They are solitary diurnal creatures found in remote wildernesses, and seldom come close to civilized lands (they tend to get hunted, fast!). A wyvern will strike with its tail (2-hex reach) from above, then land to carry off its prey; it can carry up to Medium encumbrance. Its talons are used for grasping its prey, doing 1d-1 cutting damage in close combat. On the ground, its Speed is reduced to 3, and Dodge to 7.   Serpentine Dragon (Wyrm)  
The next most common is the serpentine dragon, which is basically a snake with wings. Also called Ketziils Kwaatili (from Mekiitagi for “flying stranglers”), they will often attack by trying to constrict the target’s neck. The larger ones (30’ wingspan) will just grab you, fly off with you, and drop you. They tend to be less smart than humans (-1 IQ). Their stats are otherwise like the Great Drakes, below.   Great Drake  
The least common are the great drakes, hexapods with four legs, two wings, and a tail. They are also the smartest of the dragons; they tend to be smarter than most humans. At least +2 IQ, Magery (up to 3 levels). Breath weapon is flame that is magically generated (so it acts as the more “traditional” breath weapon, not like the wyvern’s sputum). Some know humanoid languages. It is traditional to address them as “Var” as an honorific, much like “m’lord”. They expect that out of “lesser beings” and ephemerals. They are even longer lived than Elves, and consider Elves “ephemeral”. They are immortal, as far as anyone knows (Elves recount stories about Dragons mentioning times before the Elves “walked upright”). Kler’naktha think that the Dragons are messengers of the gods.   Drakes are intelligent, and have the ability – though not always the desire – to speak human languages. Dragons are motivated by pride and greed – both for food and for treasure. They breed in mountain fastnesses. A newly hatched drake is about the size of a man. He immediately sets out to find his own territory. Most perish at the hands of men, monsters, or other dragons. A few survive. Dragons are never common. It takes a large territory to provide enough fresh meat for such a beast; a full-grown drake can eat two cows a week. Even a hatchling eats as much as a man! However, see Rumors, below. Dragons are born knowing their own language. Any drake but a hatchling will probably know other languages as well. Dragons continue to get larger, older, and wiser throughout their lifetimes. They grow very slowly, but never get weak or senile. They are said to be immortal, dying only as a result of violence.   See FB 83-84 for stats.   Faerie Dragons  
Smallest of the dragons, they have a wingspan of about three feet, and a similar length. They are slender, and about as smart as a dog. They can be trained, and are valued as pets. They look very much like the illustration of the Butterfly-Dragon in the Dreamlands Bestiary: Sargasso seahorse like with butterfly wings. They can exude psychotropic chemicals when threatened; these cause temporary loss of senses (sight, hearing, taste/smell, touch, proprionic, balance) for 1d hours. 3d6: 3-6 one sense; 7-9 two senses; 10-12 three senses, 13-15 four senses, 16-18 five senses. HT roll to resist (for each sense affected), the amount the roll is made by reduces the time by an hour. Even on a save, the sensory information is a bit scrambled for a few seconds, allowing the dragon to escape. ST 10, DX 14, IQ 6, HT 12, HP 10, Move/Dodge 12/7, DR 1, Damage 1d-1 cut, Size 1 hex, Weight 60 lbs.   Hydrae  
Serpent-like creature with six to nine heads, each linked to each other via a mindshare. They range in size from a foot long (Dwarf Hydra, highly poisonous) to twenty feet long (Giant Hydra) and most varieties are poisonous. All are carnivorous and will eat carrion. There are over a dozen known varieties, and sages think that there are three times that that haven’t been catalogued. They are usually quite territorial and aggressive. They have fangs and ripping/tearing/chewing teeth and chew their food (biting off pieces with all but one head, which acts as a lookout they do not swallow it whole like a snake. They use clefts in rocks, caves, hollow logs, and similar places for lairs. They also will modify a location to be more suitable and safer for them, using their many heads like hands as manipulators. Their standard tactics involve ambush from camouflage (most species have natural coloration that allows them to do this at skill level 15-18), and attacking with several (but never all) its heads at once. One or more heads usually serve as lookout and reserves.   They are quite clever, and some species can live quite a long time (like many reptiles). It is known for them to acquire learned behaviors; although no one knows if they can teach each other (it is considered very unlikely, however, since they tend to be rather solitary creatures with little care given to offspring).   The Dwarf Hydra
highly poisonous, but is generally afraid of creatures bigger than twice its size. Follow-up poison with a 1 minute delay and a HT-3 to resist. Inflicts 2d toxic damage, repeating at half hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -2, -4, or -6 DX, respectively. They inhabit forests, both on the forest floor (hiding in ground cover) and arboreally. ST 3-5, DX 13, IQ 4, HT 15/4-8, MV/Dodge 3/6, DR 0, Damage: 1d-4 per bite, plus poison, Reach: C, Size: about a foot long, usually has eight heads, Weight: 1-2 lbs. Occasionally seen as pets (requires that the hydra be imprinted at birth with the owner, but is still really dangerous) by the brave and foolish. Make great reputation getters, though (who can forget the guy with an eight-headed, extremely poisonous snake wrapped around his shoulders).   Common Forest Hydra
Colored a mottled green and brown, with bits of black, the Forest Hydra is probably the most common hydra in the western portion of the Realm. They generally won’t attack humans, although children are at risk. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 1d+2 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -3 DX, respectively. They inhabit forests, and do not climb trees as a habit. ST 9-14, DX 13, IQ 6, HT 15/15-20, MV/Dodge 7/6, DR 2, Damage: 1d-2 to 1d-1 per bite, plus poison, Reach C, Size: ranges from 4 to 8 feet long (considered 1 hex), weight 10-30 lbs.   Common Jungle Hydra
Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 1d+2 toxic damage, repeating at half hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -3 DX, respectively. They inhabit jungles, are arboreal, and have the annoying habit of dropping upon victims and biting repeatedly. ST 9-14, DX 13, IQ 6, HT 15/15-20, MV/Dodge 7/6, DR 2, Damage: 1d-2 to 1d-1 per bite, plus poison, Reach C, Size: ranges from 4 to 8 feet long (considered 1 hex), weight 10-40 lbs.   Giant Hydra
-Hydra- by Arvalis
Inhabits swamps, and is probably the most feared hydra, due to size and rumors. Its poison is actually the weakest of the hydras, but it is physically the strongest of them (and the most intelligent). There are legends about the Giant Hydra being able to speak, and actually helping people (this is considered a “country myth”, with little basis in reality). While it is quite smart, it lacks the equipment needed to speak, and spellcasting has never been reported. It is equally at home on land or in water. Follow-up poison with a 1 minute delay and a HT+1 roll to resist. Inflicts 1d-1 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -3 DX, respectively. ST 20-25, DX 13, IQ 7, HT 15/25-50, MV/Dodge 7 (10 swimming)/6, DR 4, Damage: 1d+1 per bite, plus poison, Reach 2, Size: ranges from 15 to 20 feet long (4-6 hexes), weight 150-300 lbs. Can also constrict for 1d.   Cave Hydra
Lives in caves. Its flesh is considered a delicacy by the Dwarves, but no one else shares their views. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 1d+2 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -3 DX, respectively. ST 9-14, DX 13, IQ 6, HT 15/15-20, MV/Dodge 7/6, DR 2, Damage: 1d-2 to 1d-1 per bite, plus poison, Reach C, Size: ranges from 4 to 8 feet long (considered 1 hex), weight 20-40 lbs. Albino, and visually blind to boot, but they have IR vision.   Swamp Hydra
Inhabiting swamps, they are a light to dark green mottled with black and brown in color. Prefer moist environments, and are at home on land or in water (and actually prefer water). Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 2d-1 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -4 DX, respectively. ST 12-18, DX 13, IQ 6, HT 15/20-30, MV/Dodge 7 (12 swimming)/6, DR 2, Damage: 1d to 1d+1 per bite, plus poison, Reach 1, Size: ranges from 6 to 12 feet long (considered 2 hexes), weight 30-60 lbs.   Desert Hydra
This type is a sandy brown in color, with other earth tones (primarily browns and greys) mixed in. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 2d-1 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -3, or -5 DX, respectively. ST 12-18, DX 13, IQ 6, HT 15/20-30, MV/Dodge 7/6, DR 3, Damage: 1d to 1d+1 per bite, plus poison, Reach 1, Size: ranges from 6 to 12 feet long (considered 2 hexes), weight 30-60 lbs.   Rock Hydra
Inhabits just about any rocky terrain in any climate, ranging from deserts to badlands to mountains. Looks like a lumpy grey rock unless moving, in which case it looks like a moving lumpy grey rock—with teeth. Follow-up poison with a 1 minute delay and a HT-2 roll to resist. Inflicts 1d+2 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -3 DX, respectively. ST 15-22, DX 13, IQ 6, HT 15/25-30, MV/Dodge 6/6, DR 5, Damage: 1d to 1d+1 per bite, plus poison, Reach 2, Size: ranges from 10 to 15 feet long (considered 4 hexes), weight 40-90 lbs. It has excellent camouflage, and is very hard to spot before it’s too late.   Sand Hydra
Inhabiting sandy deserts, this hydra hides just beneath the sand, lying in wait for some animal to get too close. It is a nearly uniform sandy brownish grey in color, with occasional darker scales. Follow-up poison with a 1 minute delay and a HT-2 roll to resist. Inflicts 2d-1 toxic damage, repeating at half hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -3, or -5 DX, respectively. ST 5-7, DX 13, IQ 4, HT 15/6-10, MV/Dodge 6/6, DR 1, Damage: 1d-3 per bite, plus poison, Reach: C, Size: about 3’ long, Weight: 3-5 lbs. They are basically invisible until they strike (since they are hidden until then).   Spotted Hydra
Inhabiting open areas (plains, fields, etc.), this hydra is an active hunter. Its coloration is primarily brown, with greenish and black spots mottling its scales. It is very quick. Follow-up poison with a 1 minute delay and a HT-1 roll to resist. Inflicts 2d toxic damage, repeating at half hour intervals for 4 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -2, -4, or -6 DX, respectively. ST 9-14, DX 13, IQ 6, HT 15/15-20, MV/Dodge 10/6, DR 2, Damage: 1d-2 to 1d-1 per bite, plus poison, Reach C, Size: ranges from 4 to 8 feet long (considered 1 hex), weight 10-30 lbs.   Grass Hydra
Inhabits grasslands, this hydra is green in winter and spring, but changes color to a golden color in summer and fall, to better match the grass. Like it’s close relative the spotted hydra, this one is an active hunter, and is very quick. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 2d toxic damage, repeating at half hour intervals for 4 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -2, -4, or -6 DX, respectively. ST 9-12, DX 14, IQ 6, HT 14/14-18. MV/Dodge 10/6, DR 2, Damage 1d-2 to 1d-1 per bite plus poison, Reach C, Size: 5-9 feet long, (1 Hex), Weight 12-35 lbs.   Bush Hydra
Living in scrub lands, it is camoed, has leaf-like protrusions, and looks like a plant. It is an ambush hunter. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 1d+1 toxic damage, repeating at one hour intervals for 8 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -2, -3, or -4 DX, respectively. ST 7-10, DX 13, IQ 5, HT 12/12-16. MV/Dodge 10/6, DR 2, Damage 1d-3 to 1d-2 per bite plus poison, Reach C, Size: 4-7 feet long, (1 Hex), Weight 12-30 lbs.   River Hydra
Inhabiting waterways, they are a light to dark green mottled with brown in color. Aquatic, almost exclusively, although they have some ability to move on land. Follow-up poison with a 1 minute delay and a HT roll to resist. Inflicts 2d-1 toxic damage, repeating at one hour intervals for 6 cycles. A victim who loses 1/3, 1/2, or 2/3 HP has -1, -2, or -4 DX, respectively. ST 12-18, DX 13, IQ 6, HT 15/20-30, MV/Dodge 7 (12 swimming)/6, DR 2, Damage: 1d to 1d+1 per bite, plus poison, Reach 1, Size: ranges from 10 to 16 feet long (considered 2 hexes), weight 60-120 lbs.   Dwarf Cave Hydra
As Dwarf Hydra, but albino with bad sight and IR vision.   Scyllic Hydra (Giant Sea Hydra)
Mythical Hydra species that inhabits the oceans. Reputedly immense, its length is unknown since one has never been measured (or seen by qualified observers). The only things “known” about them are: they can eat a man in a single gulp; they are bigger than ships; they can crush ships like a beer can. It is not known if they are poisonous, as all of the stories about them never mention anyone surviving being bitten (besides, what good would poison do for something that swallows something as soon as it bites it?). Estimated stats: ST 400+, DX 13, IQ 7+ (stories indicate a rather high problem solving ability, but this is unlikely), HT 15/100+, MV/Dodge 12 swimming/6 (although it is usually so big that it probably doesn’t bother), DR 15, Damage: enough   Troll-kin Hydra (regenerating hydra)
Mythic hydra species that, like Trolls, regenerates. According to legend, when a head is cut off, two grow in its place. It seems to conform to a large Forest Hydra in looks and habits, but is much larger. Type A poison (HT -2), 1d+2 damage. ST 15-22, DX 13, IQ 6, HT 15/25-30, MV/Dodge 6/6, DR 5, Damage: 1d to 1d+1 per bite, plus poison, Reach 2, Size: ranges from 10 to 15 feet long (considered 4 hexes), weight 40-90 lbs.   Stun Lizard
Marsh/jungle dwelling crocodilians with an enlarged brain case, in which is an organ that can cause a stunning effect on prey. This is similar (in function) to the sonic stunning effect that cetaceans can accomplish, although in this case it’s arcane/magical, rather than sonic. Stats are the same as a Nile Crocodile, although the snout is more rounded (like an alligator). The stunning effect overloads the neural system of the victim; treat as the spell “Stun” (Body Control). The effects of this is severe pain and a "whiting out" of vision.   ST 20-28, DX 14, IQ 3, HT 13, HP 24-30, MV/D 8/7, DR 4, Damage 1d+2 cut, Averages 13-16 feet long, although specimens 20 feet long have been found. It's tail can strike at anyone in its back hexes. The tail does 1d damage, and can knock people over (Contest of ST).   Flickerbugs (Displacer Beasts)
Body like a chitinous puma about 3' high at the shoulder. Dark in color, iridescent black. Two horny striker arms emerge from where the shoulders would be if this was feline. They do impaling damage and can attack anything within 180 degrees of forward. Reach 1. When not in use, they fold back over where shoulderblades would be. Its primary ability combines limited invisibility with simple illusion. It can project its image up to 6' away from its actual location. Facing and pose remain the same, however.   Note that although it has the basic body plan of a feline, it isn't one. It has more in common with insects than placental mammals. Eyes are compound, and it has peripheral vision (not quite 360). It can see color. While visual acuity may not be as good as a cat's , it has small antennae fringing the head that detect scent for miles.   They hunt in small packs of 2-4, like wolves. Tactics are similar: strike and move back to let others pack members attack. Find an opening, and attack again. Typical tactics will have one member pounce on a foe, while others attack with the strikers once foe is down. This reduces defenses and makes foe more likely to be taken out. In combat, they are pretty devastating, since trying to hit them is rather difficult, since melee is a mass of images skipping all over the place, making it very confusing. Since there are multiple flickerbugs, their projected images may overlap. The trick to finding out where they are is to see their effect on the landscape (footprints, moving foliage, etc). Or wrestle with them, once you find it, hold onto it and hope someone helps out….   ST 18, DX 13, IQ 4, HT 10, Will 10 Per 12, Hits 18 DR 3 (Chitin + toughness)
Wt 150 kg Basic Speed 6 MV 12 (14 sprinting) Dodge 10 (3+ Basic Speed+ combat ref)
Attacks: bite 1d+2 cut (chelicerae claw 1d+2 cut; Striker 1d+2 imp
Brawling-15, Wrestling-15, Stealth-15   Lunefish (CotN): Packs of aquatic monsters which sing to bring on madness in people. They are strongest during the night hours and the full moon. They prey on people, and find terrified people more tasty (likely due to higher levels of cortisol?) Found along the coasts. Sometimes they will swim up rivers, although they prefer salt water. They are also pretty common in the sewers of coastal cities. Source of mind-altering alchemical ingredients.   Mazeworms (CotN): Mazes of living underground tunnels, full of noxious fumes, which have streams of acidic bile running through them. The nexus of the tunnels contains the creature’s brain. The creature can attack by using convulsions of its body, or by using an internal pseudopod to grapple someone, pulling them towards a mouth nearby. Circumplasm (the bile-like fluid) is a spell component for the Acid spells (those that are known and is used in several alchemical preparations, as is the flesh. First discovered by Dwarves, when they accidentally tunneled into one. It took a long time to figure out what it was, and kill it. They are rare, but common enough for the Dwarven tunneling companies to have procedures written up about them. But they aren’t just found in the mountains. They can be found just about anywhere underground.   Mockers (CotN): These shapeshifters can take the forms of animals of lesser intelligence than themselves. When motionless, they appear to be statues, so they are often found in cities. They hunt and eat people who have magical abilities (typically those with Magery, although Elves, with their innate “hedge magic” are targets too). When they consume their prey, they are actually feeding on the mana contained.   Needlers (CotN): Alchemical humunculi things that are used by the murderous alchemist types. These balls of mummified flesh covered with stiff bone needles travel by rolling or by floating. They drink blood by extending and retracting their needles. Good adventure fodder. To create one of these horrors requires the Create Needler spell, some alchemy, and of course, at least one body.   Puppeteers (CotN): Small, slimy creatures with eight legs and lumpish heads on serpentine necks. They burrow under the skin of a persons’ back and attach themselves to the nervous system. They manipulate the person by controlling his access to his memories and by clenching their muscles (causing the victims extreme pain).They are antimemetic.   Slitherwens (CotN): These black land eels live in shadows, and can cling to walls and ceilings using their mucus. They eat small animals and infants. Their venom causes victims to grow what amounts to a skin tumor, which act as portals to allow the slitherwens to travel from one place to another.   Roarers: Also known as the “Scourge of the Skies” by the Aarakocra, they live on the highest mountaintops, typically in caves. They are very much like pterodactyls crossed with manta rays, but with a pair of methane-powered pulse-jet pods, one in each wing at the wing root. Once ignited, they are able to fly at up to speeds of 250mph or so. They are carnivorous, and need to eat quite a lot due to their fuel requirements, although their innate magic helps with this. They also have heat/fire resistance (in their engines) and a magical organ that has levitational properties that effectively reduces their weight without having to have hollow bones. They have a pair of double jointed legs that have a long claw (much like a velociraptor) that they use to stab and grab prey as they fly past. They will often turn off their engines and glide into an attack as a way to sneak up on prey. Aarakocra are a favorite prey animal; the best defense is to hopefully see them before they see you, and dive towards the ground, losing yourself in the ground clutter. Fortunately, they are very rare, and require couple of thousand square miles of territory. (Unabashedly stolen from the buzzbombs of the Gaea Trilogy and the Skewers of Expedition.). 10m wingspan, 400lbs, ST 18, DX 13, IQ 7, HT 12, HP 24. Callous, No Fine Manipulators, DR 3 (tough skin), another 4 DR (heat/fire only).   Here is a sound file for what these things sound like when flying.   Firesaurs
Arcticodactylus by Joschua Knüppe
Built like pterodactyls, but like the roarers, have a methane-burning pod at the root of each wing. Unlike the roarers, though, firebats can only burn methane for a second or two before their fuel reserves run out. So they will “spurt” for a quick acceleration when needed, but for the most part, they soar like hawks. They are carnivorous, and are primarily scavengers, like vultures. Although they will eat birds or mammals smaller than them, when they can find and catch them. Mostly, however, their quick jets are for evading predators. They have tough skin (DR 2) and are fire resistant (DR 4 vs fire).   Giant Centipede  
SM -3 Vermiform, Wild Animal
Adult: 8 lbs.
ST 4; DX 12; IQ 1; HT 10
HP 4; FP 10; Will 10; Per 10
Speed 5.5; Move G5-W1; Dodge 8
DR 2 (Tough skin)
Attacks: Bite 1d-5 cut with Poison
Physical Traits: Dark Vision; High Pain Threshold; Lifting ST +2; Striking ST +1 (Bite only)
Skills: Brawling-12   •Poison (F): Affliction 2 (HT-1; Extended Duration, x30; Follow-Up, bite; Moderate Pain; Secondary, Paralysis) Description: Giant Centipedes are about 2 feet long and can be found in both subterranean and dark, damp forest environments, mainly in the jungles. They attack anything that they think might be food. Their bite won’t penetrate armor but if they bite flesh, they will inject a painful venom that can cause paralysis using their toxicognaths. See for some squicky but cool stuff on centipedes.   Giant Cave Centipede  
Vermiform*, Wild Animal
ST: 13* HP: 13 Speed: 6.5
DX: 14 Will: 9 Move: 6
IQ: 2 Per: 10
HT: 12 FP: 12 SM: +4*
100-500 lbs.
Dodge: 9 Parry: — DR: 0
Bite (16): 2d imp* with Venom; Reach C
•Venom (F): Type F 1d
Source: GURPS Bestiary 3e
*ST range 9-16; Effectively vermiform; Striking ST range 20-22; SM range +1 to +4
Very large, very dangerous; they can grow up to 25 feet long. They live deep in cavern systems, typically hunting cavern critters, or, more often than anyone would like, dwarves.   Giant Fire Beetle  
SM -3 Insect, Wild Animal
ST 6; DX 10; IQ 1; HT 10
HP 6; FP 10; Will 10; Per 10
Speed 5; Move G5-W1; Dodge 8
DR 2 (Flexible [carapace])
Attacks: Bite 1d-1 cut
Physical Traits: Dark Vision; High Pain Threshold; Lifting ST +4; Striking ST +7 (Bite only)
Quirks: Glowing glands behind eyes (Incompetence, Stealth)
Skills: Brawling-10
Description: Giant Fire Beetles are around 2 feet in length and are known for having a very powerful bite for their size. They will attack anything that they identify as food (sleeping adventurers qualify), although their glowing glands will often alert their prey. The glands are prized by wizards and alchemists, plus they are useful as they will continue to provide light (-5 vision rolls) for several days after removal.   Insect Meta-Trait: Doesn’t Breathe (Oxygen Absorption), Extra Legs (total 6; cannot kick), High Pain Threshold, Horizontal, Injury Tolerance (No Vitals), No Fine Manipulators.   Ogre (Template)   SM +1
ST +7 [63]; DX -1 [-20]; IQ -3 [-60]; HT +2 [20]
HP +2 [4]; Per +3 [15]
DR 3 (Tough Skin, -40%) [9]
Physical Traits: Dark Vision [25]; Enhanced Move 1/2 (Ground) [10]
Social Traits: Bad Smell [-10]
Quirks: Uncongenial
Total Cost: 55 points   Ogre Warrior, Advanced   SM +1
ST 17; DX 9; IQ 7; HT 12
HP 19; FP 12; Will 7; Per 10
Speed 5.25; Move 5; Dodge 10
DR 3 (Tough Skin)
Attacks: thr 1d+2; sw 3d-1
Languages: Ogre (Gruntish)
Mental Traits: TL3
Templates: Ogre
Skills: Axe/Mace-14; Brawling-11; Shield-12; Wrestling-11
Total Cost: 95 points   Ogre Warrior, Primitive   SM +1
ST 17; DX 9; IQ 7; HT 12
HP 19; FP 12; Will 7; Per 10
Speed 5.25; Move 5; Dodge 8
DR 3 (Tough Skin)
Attacks: thr 1d+2; sw 3d-1
Languages: Ogre (Gruntish)
Mental Traits: TL 1
Templates: Ogre
Skills: Axe/Mace-14; Brawling-12; Wrestling-12
Total Cost: 85 points   Scorpion, Cat-Sized  
SM -3 (Reach C) Insect, Wild Animal
ST 7; DX 12; IQ 4; HT 12
HP 7; FP 12; Will 11; Per 12
Speed 6; Move 4; Dodge 9
DR 1
Attacks: Tail 1d-2 imp with Poison (either type Claws 1d-3 cut
Physical Traits: Striker (Tail; Limited Arc, forward)
Skills: Brawling-12; Stealth-12
•Poison Type 1 (F): Fatigue Attack 1 FP (Cyclic, 1 hour, 1 cycle; Follow-Up, tail; Resist HT+2 Affliction 1 (HT; Follow-Up, tail; Stun)
•Poison Type 2 (F): Toxic Attack 1 HP (Cyclic, 1 hour, 1 cycle; Follow-Up, tail; Resist HT-2 Affliction 1 (HT; Follow-Up, tail; Moderate Pain)
Description: Scorpions attack when they are on the hunt and feel that they have the advantage; otherwise, they are more prone to run away or stand still (if unseen). Any scorpion that suffers a major injury or drops to 1/2 HP will attempt to flee if it is able to; if it’s fight or die, the scorpion will choose to fight.   Insect Meta-Trait: Doesn’t Breathe (Oxygen Absorption), Extra Legs (total 6; cannot kick), High Pain Threshold, Horizontal, Injury Tolerance (No Vitals), No Fine Manipulators.   Scorpion, Large   SM +1 (2 hexes; Reach C/1) Insect, Wild Animal
ST 14; DX 12; IQ 4; HT 12
HP 14; FP 12; Will 11; Per 12
Speed 6; Move 6; Dodge 9
DR 4
Attacks: Tail 1d+1 imp with Poison (either type Claws 1d-1 cut
Physical Traits: Striker (Tail; Limited Arc, forward)
Skills: Brawling-12; Stealth-12
•Poison Type 1 (F): Fatigue Attack 1d-2 (Cyclic, 1 hour, 1 cycle; Follow-Up, tail; Resist HT Affliction 1 (HT; Follow-Up, tail; Stun)
•Poison Type 2 (F): Toxic Attack 1d-2 (Cyclic, 1 hour, 1 cycle; Follow-Up, tail; Resist HT-2; Symptoms at 1/3 HP, see text Affliction 3 (HT-2; Follow-Up, tail; Severe Pain)   Description: Symptoms of a scorpion sting include abnormal head, eye, and neck movements; increased saliva production; sweating; and restlessness. Insect Meta-Trait: Doesn’t Breathe (Oxygen Absorption), Extra Legs (total 6; cannot kick), High Pain Threshold, Horizontal, Injury Tolerance (No Vitals), No Fine Manipulators.   Spider, Large  
SM -2 (Reach C) Spider, Wild Animal
ST 5; DX 12; IQ 2; HT 8
HP 5; FP 8; Will 2; Per 6
Speed 5; Move 5; Dodge 8
Attacks: Fangs 1d-5 imp with Poison; Web 1; Web 2
Physical Traits: Walk on Air (Ceiling, 10 yd; Must have supports; No forward movement)
Skills: Brawling-12; Innate Attack-12; Stealth-11
•Poison (F): Toxic Attack 1d-2 (Follow-Up; Symptom, Stunned, 1/2 HP; Symptom, Paralysis, 2/3 HP)
•Web 1 (12): Binding 4 (Area Effect, 2 yd; Must have supports; Persistent; Takes Extra Time, 1 sec; Wall)
•Web 2 (12): Binding 6 (Sticky)
Spider Meta-trait: Arachnoid, Clinging, Night Vision 9, Peripheral Vision, Vibration Sense.  

From the Bestiary

  Most of the basic, standard wild animals; most of the domestic animals
Alligator (pg 6)
Antelope (pg 7)
Badger (European, communal, fantasy variation)(pg 7-8)
Great Barracuda (fresh water) (pg 8)
Bats (pg 8)
Bears (temperate zones, use the stats for brown bears; sun bears in the tropics) (pg 8-9)
Diatryma (actually the Phorusrhacidae “Terror Birds”, but use the stats listed) (pg 12)

Dinohyus (some orc tribes domesticate these giant boars and use them as mounts, mostly in the southern areas of the continent) (pg 13)
Giant Dragonfly (Tropical areas)(pg 13)
Electric Eels (freshwater)(pg 14)
Electric Ray (salt water, coastal areas and reefs) (pg 14)
Elephant (found in areas between the 20° parallels) (pg 15)
Hippopotamus (pg 18)
Jaguar (tropical areas) (pg 19)
Leopard (pg 20-21)
Monitor Lizards (pg 23)
Monkeys, both New World, and Old World (pg 23,24)
Moray Eels (salt water)
Giant Octopus (salt water)
Sabertoothed Tiger (primarily open plains or scrub land)
Sharks (salt water)
Snakes (not as common as on Earth, since the hydrae also fill that niche, and in many ways better)
Giant Spiders (pg 34)

From Fantasy Bestiary

  Caustigus (tropical pools/swamps/marshes; it makes them acidic, so most plants around it are dead; ends up looking something like a sulphur pool, but not hot)
Giant Crab (tropical waters with sandy bottoms, only very occasionally will they be found near coral reefs)
Dajoji (Goblin mythical creature that apparently shows up during times of war, attacking everybody)
Djun (found in tropical rivers, has epidermal flaps that make it look more like a wad of water plants)
Dread Stalker (found in caves, Dwarves hate them)
Fideal (rivers, temperate or tropical areas)
Gryphon (mountains, hills)

Hercinia (glowing birds used by miners and the dwarves, their natural habitat is deep in multi canopy jungles)
Ikonkola (tropical snakes with a mana organ that reduces their weight, prized for it’s alchemical properties)
Kraken (ocean beastie)
Kugdlugiak (giant worm/centipede thing that lives on high mountains where the snow never melts; it is white and somewhat hard to see, despite its size)
Lau (jungles; could be mythological, but maybe not….)
Leviathan (rumors only, told by sailors in taverns; surely something that size can’t be real….)
Manticore (temperate forests, head is humanish, but not actually human)
Nashlah (temperate rivers, apex predator, thus very few of them)
Giant Peripatus (giant slug-millipede thing that can shoot sticky fluid at victims; deep jungles, nocturnal)
Physeter (oceans, whale like fish with the magical ability to form whirlpools to trap food)
Giant Rat (city sewers, outskirts of villages/towns, cave systems near dwarf towns)
Reeks (caverns, deep dark forests and jungles)
Magical Reeks (see Reeks, above)
Rogo-tumo (giant octopus things found in tropical ocean waters)
Scolopedra (large marine millipede, not actively dangerous, but don’t get close as it will attack)
Sea Serpent (large sea snaky thing that can attack ships)
Giant Spiders (found just about anywhere)
Striges (bloodsucking birds)      

From Anatomical Guide of Cthulhu Mythos

Don’t know how I will use these yet, but they will likely be analogues to the Mythos creatures, or similar to them, instead of actually being them.   Byakhee
by Luis Merlo
ST 18; DX 14; IQ 8; HT 10. Will 10; Per 10; HP 18; Speed 6; Dodge 9; Move 6 SM +2; 400 lbs. Traits: Claws (Talons), Doesn’t Breathe, DR 2, Extra Attack (claw), Flight (Winged, Space Flight, Move 20), No Fine Manipulators, Temperature Tolerance 30, Vacuum Support, Vampiric Bite (limitation: does not restore HP) Skills: Brawling-12 Weapons: Claws (1d+2 imp each), Bite (1d+1 cut+1 HP blood loss/round) Fright Check Modifier: -3   Dark Young
Dark Young by Scott Purdy
893 points   Attribute Modifiers: ST+26 [182], DX+3 [60], HT+4 [40]. Advantages: 360° Vision [25]; Affliction 1 (Follow-Up to Bite, +0%; Attribute Penalty, ST-1, +10%; Cumulative, +400%; Extended Duration, Permanent, +150%; Low Signature, +10%) [57]; Ambidexterity; Claws (Hooves) [3]; Combat Reflexes [15]; Constriction Attack (Tentacle Grapple) [15]; Damage Resistance 50 (Limited, All Energy Attacks, -20%; Can't Wear Armor, -40%) [100]; Damage Resistance 20 (Limited, Corrosion, -60%; Can't Wear Armor, -40%) [20]; Damage Resistance 50 (Limited, Explosive Blasts, -60%; Can't Wear Armor, -40%) [50]; Doesn't Breathe [20]; Doesn't Sleep [20]; Double-Jointed [15]; Energy Reserve 4 [12]; Extra Arms 2 (Extra-Flexible, +50%; Long, +2 SM, +200%) [70]; Extra-Flexible Long Arms [25]; Extra Legs [5]; Extra Mouths 3 [15]; Hard to Kill 5 [10];Hard to Subdue 3 [6]; High Pain Threshold [10]; Increased Perception 2 [10]; Increased Will 4 [20]; Indomitable [15]; Infravision [10]; Injury Tolerance (Homogeneous) [40]; No Blood [5]; Reduced Consumption 4 (Cast-Iron Stomach) [8]; Regrowth [40]; Unaging [15]; Unfazeable [15]. Disadvantages: Appearance (Monstrous) [-20]; Bad Smell [-10]; Bestial [-15]; Bloodlust [-10]; Callous [-5]; Cannot Speak [-15], Gluttony [-5]; No Fine Manipulators [-30]; Reduced Basic Speed 3 [-15]; Sadism [-15]; Wealth (Dead Broke) [-25]. Quirks: Limited Camouflage (Woodland) [1]; Fright Check is -5 [0]; SM+3 [0]. Skills: Brawling (E) DX [1], Camouflage (Woodland) (E) IQ [1], Stealth (A) DX [2]. Almost all individuals know IQ/2 spells. Height: 20 feet   ST 36 HP 36 DX 13 Will 14 IQ 10 Per 12 HT 13 FP 13 ER 4   Size +3 DR 0/20/50 Dodge 9   Basic Lift 259 Basic Speed 5.5 Basic Move (ground) 5 Thrust 4d-1 Swing 7d+1 (I'm using the progression endorsed by Kromm)   For those unfamiliar with the critter, according to CoC canon a Dark Young's body is a mass of tentacle-like forms that nonetheless form a body with a definite shape. They have 3 hoofed legs and (usually) four tentacle-like grasping appendages coalesced out of the smaller tentacles. The body has several mouths and scores of eyes all over it. They are immune to poisons, corrosives, fire, electricity, and explosions, and generally take minimal damage from gunfire. Also note that these creatures are basically rebranded shoggoths, disguising themselves as trees. (source: Robert Bloch's story "A Notebook Found in a Deserted House".)   Flying Polyp
Formless Spawn (possibly a form of mutated Reek?)
Hound of Tindalos (possibly some kind of demon summoned by a wizard?)
by Luis Merlo
ST 16; DX 10; IQ 15; HT 20. Will 18; Per 14; HP 24; Speed 7.5; Dodge 11; Move 10 SM 0; 200 lbs. Traits: Affliction 1 - Soul Drain (Follow-Up – Tongue, Attribute Penalty (IQ), Cumulative, special enhancement: IQ loss is permanent), Claws (Blunt, Follow-Up), Combat Reflexes, DR 4 (Tough Skin), Dark Vision, Sharp Teeth, Innate Attack – Tongue 1 imp (Melee Attack: Reach 1, Cannot Parry), Innate Attack – Ichor 1d corrosion (Cyclic (10 seconds), Follow-Up – Claws), Jumper (Time, limitations: Naked; takes 1 day of subjective time per 100,000,000 years travelled; can only emerge through a corner of 120° or less), Obsession (stalk human prey through time), Quadruped, Regeneration (Very Fast), Supernatural Durability (except magic and enchanted weapons) Skills: Brawling-15, Observation-18, Search-15, Stealth-12, Tracking-20 Weapons: Bite (1d+1 cut), Claw (1d+1 cr+1d cor), Tongue (1 imp+1 point of IQ permanent damage) Fright Check Modifier: -10   Hunting Horror (maybe…it would likely manifest through a gate or portal)
    Fright Check: -4 Height: 20' wingspan, 50' long (actually the length is unknown, since no one has ever been able to find the end; it just seems to stretch indefinately up into the sky) Weight: 2+ tons Traits: No internal organs; it seems to be simply an esophogus with sensory organs attached. It seems to be mostly extradimensional.   ST 30 HP 30 DX 12 Will 15 IQ 11 Per 13 HT 11 FP 11 ER 10   Size +2 DR: 8 Dodge 8   Basic Lift 180 Basic Speed 5.75 Basic Move (ground) 4 Basic Move (flight) 7 Thrust 3d Swing 5d+2   Vermiform Reduced Move (ground) 1   Moon-Beast
Reanimated of K’n-Yan (some mad necromancer’s minions)

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