Western Lands Bestiary
The Bestiary is a list of creatures that are only found in the Western Lands.
- Draufa (Bull)
- Draufa (Cow)
- Death Hydra
- Conqueror Worm
- Sand Dragon
- Budai Kormana
- Vedae 6'
- Vedae 24'
- Fire Falcon
- Vahtor Dem
- Disori Imp
- Disori Imp Elite
- Night Houri
- Setani (Male)
- Setani (Female)
- Balong Ape (Male)
- Balong Ape (Female)
- Grala Rat
- Hell Lizard
- Shrike Wasp
- Shrike Queen
- Traola Queen
- Vizra (The Black Man)
Draufa are immense bovines common to desert and arid plains. The average bull is nine feet at the shoulder and has massive horns. A cow averages six feet at the shoulder. They are dark brown or black in color. They are native to desert, badlands and arid plains.
The parenthesized NWI applies on a charge. If the 40% chance is rolled, cows are with the bull. Roll 2D6. 50% of the result (RD) are calves.
Cows with calves avoid combat when possible. When they can't, they fight to the death. Bulls are aggressive. They will attack any creature that impedes them in any way or attacks their herd.
The blood of a Draufa bull has an aphrodisiac affect on Nar'morel. It is BL5 for this attribute. Nar'morel who consume the blood have their libido and senses heightened dramatically.
Asnuxim are two to three feet at the shoulder. They have a feral canine head, the body of a black rat and black leathery wings. Most have gaps in their fur and running sores on their body. They are native to the desert and the badlands in Death's home.
Two contact poisons are part of the Asnuxim's nature. If the fluid from their sores contacts a person it is a BL8 Slow Death poison. If their blood splatters a person it is BL2 Immediate Death. Both poisons require contact with unprotected flesh.
Darhun are reddish hounds with streaks of black, massive jaws and sharp claws. They are noted for a foul stench and foaming at the mouth. Darhun are native to the desert.
Darhun spit phlegm at a range of 2" once per tactical turn. The affect of the sputum is Slow Death poison (effectively BL6) and MEL8/EL4 Sleep. When a person sleeps, the poison automatically takes affect. This is immediate if affected by the spell or the next time the person goes to bed if he doesn't get the spit off.
This hydra is a vaguely reptilian being with a broad round body and sixteen short legs. The average diameter is seven feet. One head is attached to the body in each direction (eight heads). Another sprouts from the back on a long neck. All are triangular and horned. The eight heads have baleful green eyes. The ninth has red eyes. They are native to the desert and Death's home badlands.
Any item that touches a death hydra must roll for MEL4/EL2 Destruction. If the result is success, a non-magical item is destroyed. A magical one takes 1D6 hits. If the thing making contact is animate, the affect applies to everything in contact with him.
The ninth head of the Hydra is magic. It can cast any Death Powers spell at MEL6/EL3. This Hydra is immune to Death powers and Destruction. They are also incapable of making a sound (Nothing they do creates a sound).
Slaying this Hydra does not require the involved process described for the Kotothi hydra. It can be affected as for any other creature, if your attack is strong enough to breach the NAV.
NOTE - The blood of this hydra grants EL3 Immunity to Death Powers for one month and reduces the age of the drinker by 1D3 years. To be potent it must be taken from the ninth head while the creature is alive.
The imbiber must roll his W+C without partials twice. If the result of the first roll is success, he gains the benefits. If not he dies. For the second roll, failure means the person loses the power of speech for one month.
These creatures are pitch black beetles that average twelve inches in length. Their mandibles are bone white. They are native to Death's home and the desert.
Razana travel in swarms that seek and attack any animate being. If they are encountered, add an additional encounter chance of 30% for the next two days. If success is rolled, more are encountered. Any person wounded by a Razana can be affected by an MEL8/EL4 Decay spell.
Emcuda are six inch long insects. They are tan with brown speckles on their abdomen. They are only found in sand desert.
Male Emcuda, 1/3rd of those encounter (RU), have a storage sac on their abdomen. The concentrated sugars in the sac are equivalent to 2FP. If ingested by a Nar'morel, they erase all fatigue. If taken by a member of the Sidh, the affect is akin to high potency amphetamines.
Emcuda hide in the sand. Finding them requires a roll. It is (Desert Survival - 5) * 5. They are only found on success.
Lasnari are tan to yellow, six-legged lizards that average three feet in length. They are noted for their speed, rough skin and irascible nature. Lasnari are native to the desert and arid plains.
Lasnari operate in small hunting groups (2-4 individuals). They consider the area they are in to be theirs. Any food in it is theirs. Any thing that enters it is enemy. It leaves, on being threatened, or they attack.
These reptiles have acidic blood. Any iron weapon that damages one takes ONE hit point whether it is magic or not, unless it is immune to acid.
Lasnari often attack by brushing their enemy with their hide as they run by. Use their DCV as the OCV when they make this effort. If the person is not armored, or have an NAV of at least 1, the effort tears their garment and inflicts 1D3 hit points.
NOTE - Lasnari blood can be sold for 1CC per ounce. The hide on their back is used by Nar'morel as an abrasive.
|* 5 is a factor used in DCV only. While this NAV applies they are immune to normal damage and have a resistance of 30 to physical magic used against them. (If a lightning bolt scores 32 hits, the Harghola takes 2.)|
When first encountered Harghola appear to be shining Warmaidens in plate mail. To defeat them, they must be tricked or compelled into adopting their true form. If so, they are obese harridans wearing tattered, filthy robes who have worthless wings. They are encountered in Death's home. Somewhere in that area is a hidden portal to the hell ruled by their Queen.
A Harghola's damage resistance does not apply against supernatural attackers. A successful IC/2 roll is required to trick one into revealing her true form. Once she does, she fights until the person who saw her is dead. All Harghola are armed with either sword or spear and a shield. They are EL6 with these items.
NOTE - Harghola are the personal guard of Allatu. When their Queen betrayed her sister, they supported Allatu. They were ravaged as a result. The power of Inanna and Ashur insures that the stain remains permanent. They detest Mushrussu, as many of them fell before the god Mushru.
|* They heal 50% of the damage they have suffered (RU) every phase.|
The worm is a pure white nematode. Its greenish hardened head has hard spurs and long, sharp fangs. It has thirteen black spines running from the head to mid back. The average length of the worm is thirty feet. They are only found in sand desert.
The worm's spines can be ejected with the effect of thrown spears. The three closest to the head are MEL8/EL4 Fatal Spear when cast. The others are BL8 Paralytic poison. Beyond these, the worm's only attack weapon is its head. They are immune to Desert Powers and Storm Powers.
|* Like liches, Ne'nerga are not truly affected by physical damage. The AHP is the number of points that must be scored in order for them to be unable to do anything but heal.|
|** The first two hits of any damage scored are ignored.|
Ne'nerga assume the appearance they once had or that of any person they kill with the Black Lance. Their true appearance is a rotting cadaver. When they reach the point that there is no meat left, or are rendered to that point, they are truly dead.
These liches have the benefits of a normal lich without the liability of an apparatus. The tradeoff is that they are not eternal. They can be killed forever in the manner specified above. They also do not have the rebirth option specified for Liches.
All Ne'nerga are Chaos wizards. They are MEL10/EL5 with Chaos magic. With the Black Lance, their EL is 10. This spell is used to claim lifeforce. Any victim affected is killed. When he is, the Ne'nerga gets 50% of his EnL (RD). It is added to the creature's EnL and can increase it above the listed value. The lance's range, at EL10, is 11 hexes. The cost to cast would normally be 27. For a Ne'nerga it is NINE. It may only be cast at EL10.
Ne'nerga support their existence from the EnL. They do not regenerate mana. What they use is drawn from the EnL. It is up to them to replace it by taking life. All Ne'nerga pay 3 energy per day to live. They also pay for any magic they use. If the EnL reaches zero, they are truly dead.
NOTE - Creatures and animals with a good sense of smell, i.e. dogs, cats, Orchi, etc, smell the putrefaction of a Ne'nerga regardless of its appearance. Those with a normal sense of smell do not.
IMPORTANT - The Black Lance is a death power. As such, it cannot slay the Sidh. A member of the Sidh who is affected by it is stunned for 20 phases.
The dragon is composed of living sand and has eyes of smokeless flame. On average, it is six feet at the shoulder and twenty feet long. It only exists in sand desert.
The creature is viewed as the steed of Cassiel. 1D6 MEL8/EL4 whirlwinds swirl within 3 inches of it and follow when it runs. Additionally, it can use blasts of MEL8/EL4 Smokeless Flame to defend itself.
A Sand dragon can only be affected by magic or a magic weapon. Normal attacks do nothing. It can be influenced to allow someone to ride it. If so, the ride lasts for 1D6 hours during one day only. It attacks if more is asked. After being used, the steed falls back into the desert.
|* The parenthesized NAV applies against physical magic of any kind. It is immune to Balance magic.|
The Budai are silver hued felines that average two feet in length. They are capable of using their hands as manipulative organs and can run on two legs or four. The parenthesized MR applies when running on four. They are most commonly found in desert but can be anywhere.
Budai use Strange Powers at MEL6/EL6. They are exceptional when it comes to ambushing. All are dedicated to preserving life and promoting fertility. Anything that endangers either is their enemy.
Solitary Budai have been known to attach themselves to human travelers. This is most common when the traveler is a fertile young woman. In general, said woman is pregnant within 1D6 months after the Budai joins her. Once she is, there is an 80% chance the cat leaves.
These powers are the guardians of Poteh's tower. They are six armed warrior women who appear in platemail. All are voluptuous and beautiful. The armor erotically covers their torso only. Everything else is exposed. Vedae are twelve feet tall.
Vedae have EL8 Immunity to all magic. Each is armed with three heavy swords and may attack three times each phase. These attacks may go against one opponent or three opponents.
They are not adversely affected by battling multiple opponents or positional disadvantages and are always fully aware. Anyone in range of her strike, front or rear, can be attacked. In example, if you attack one from behind, you do NOT get a subtractor from your roll. If you ambush one, sorry, she knows you are there.
There is a ten percent chance the Vedae is a Princess of her race. If so, she is a size morph. She can alter her size from six feet tall to twenty four feet tall. When she does, her stats ARE increased or decreased, as appropriate, and her armor and weapons change in size.
Vedae princesses sometimes reward a human male. When they do, they shrink to six feet, remove their armor and take the man. A child of such a union is Vedae or Merkabah, depending on its sex. While out of the armor they are not immune to magic.
NOTE - The Vedae soul is linked to a sigil attached to the breastplate of the armor. Anyone who takes the sigil slaves its owner. He retains possession as long as she is without the sigil. While without it, the Vedae is not fully aware or immune to magic. She is also reduced to a height of six feet and must obey any command her owner gives.
Pantera are large black panthers with glowing green eyes. On encounter, 1 is found 75% of the time. Otherwise, a clan is found. It has 1D3 males, 1D6 females and 1D6 cubs. They are native to jungle and some forests.
Pantera move soundlessly in forest and jungle. Increase their chance of a successful ambush by 15. All wounds inflicted by them have a chance of septicemia. This counts as BL2 Slow death poison each time a hit is scored.
NOTE - Many tribes in the jungle worship Pantera. They ward humans who honor them, and Cernunnos, as possible.
Carnava are black vultures. All have pustules on their body. Their heads are bony and cadaverous. The talons and beak of the bird are blood red. They are encountered in desert, badlands, hills and arid plains.
These birds prefer to avoid the living and take bits of flesh from the dead. Any corpse they bite, whatever the species, has an MEL4/EL2 chance of being animated. MDV does not apply. Any corpse animated is the tool of Barbatos and, through him, the property of Murmur.
Carnava fight the living if they are given no option. Their preference is to concentrate, as possible, on the weakest enemy. The goal is to kill him, then move to the next. Their power has no affect on the living.
|Fire Falcon||Ben Nez|
These birds are brilliant red in color with tan belly feathers and white claws. Each has a small, flawless ruby in the center of its forehead. They are encountered in hills, desert and mountains.
Fire falcons can cast a fire lance when they dive. Their ability is MEL6/EL1. If it affects the target, he suffers 2D6+1 hits. The power may be used once in any combat. Few beings can withstand an attack by a large flock.
NOTE - These birds attack to defend what they must or to eat. They fixate on the area where they hatch. Anything within sight of the nest is theirs. They will defend it.
This fact makes unhatched eggs valuable. In most places they sell for a few silver. In Pasqul, they sell for up to five gold. If the ruby is taken, it can be sold for the gem that it is.
|* Balothen have EL5 immunity to all magic and mental invulnerability.|
|** When the damage they have taken exceeds their Constitution, the parenthesized MR applies. Their NWI reflects long, retractable claws. It is only -6 when they are enraged. At all other times it is zero.|
|Also, at these times, they heal 1D6 per phase until they are no longer damaged. They remain enraged until they are undamaged again.|
Balothen are weird creatures. They have an Ursoid (tree sloth) appearance with a furless hump between their shoulder blades (like a camel). They also have a trunk (like an elephant) that is a manipulative organ. Most are brown with gray streaks. They stand 15 feet tall when on their back legs. Balothen are native to desert and arid plains. They eat just about any plant matter.
Unless attacked their only interest is rest and food. When forced to fight, they withdraw fighting until damaged severely. Once that happens, they fight until they are whole or the enemy is dead.
NOTE - Balothen have an exceptional sense of smell and weak eyes. If they smell wine, they approach. They have been known to wreak havoc on a caravan to get wine.
Domash are tall, elegant canine bipeds with piercing white eyes. They are clad in ring mail. A plate at its center, on their chest, bears the mark of Domiel. They guard Domiel's realm and can be summoned. They can be encountered in any terrain except jungle and swamp.
Domash are MEL8/EL4. They use any elemental power. In addition, they are capable of using Cold Powers.
When Domash are encountered, each party member rolls Will. If the result is success, they meet the gaze of the Domash. If not, they must look away. Domash will deal with, and can be influenced by, anyone who meets their gaze. Others are unworthy. If the Domash is hungry (40% chance) it eats them. Should they speak to him, he will kill them for their effrontery.
NOTE - Domash speak the tongue of Domiel and all of the elemental tongues. If a person they encounter has harmed the elements within the last year, he is attacked.
Lokard are handsome "men" dressed in flawless fine silk. They are noted for charm. What happens to those who fall prey to them is also noteworthy. They can be found in badlands, hills, mountains and swamp.
Lokard have an illusion of vigorous youth, akin to the appearance of the people nearest to his abode. If it is negated in some manner, they appear to be a withered old man with glowing black eyes.
Millennia ago a cult found power. The blessing they received from Loki is their existence. The average Lokard is MEL10/EL5. They cast any elder or general magic. In addition, they have Innate Power with Fire Powers.
On encounter one Lokard is found. With him are up to four women who dote on him. Any who are present will fight to the death to protect him.
NOTE - Lokard maintain their power, and life, by seducing and impregnating women. The result of the union, in all cases, is a randomly generated monster and a 70-(CB*10)% chance the woman dies (if the woman has three children without dying she no longer takes the roll). Each woman seduced, or child born, buys the Lokard five years.
The least of the Lokard has lived for more than a thousand years. They die without the power of Loki's gift. At the Referee's option, the encounter can also include 1D3* randomly generated monsters (the Lokard's children).
IMPORTANT - Lokard live in solitary or rural environments. More populous areas are troublesome and create many chances that the seduction effort will be interfered with.
These creatures are immense lions with silver fur and gold manes. Their eyes burn yellow. They are found in hill or desert, as guardians and can be summoned.
Vahtor Dem are dedicated to the nature of Vahagn, their lord. They can sense a person or creature that serves their enemy (Ahriman or Allatu). They attack such beings until it is dead or they are.
All Vahtor are immune to fire, except astral fire, and lightning, except dark lightning. If a person is not their enemy, they battle him if he forces it to be so. Whenever they are called to battle, they fight to kill.
NOTE - Vahtor Dem understand all human languages. If someone is not their enemy, they can be influenced to aid them in accomplishing adventurous deeds. The most any will do is guide them and offer some combat assistance enroute. They will NEVER demean the hero by helping when he reaches the place of danger.
Sarame are baboon featured "men" in grey cloaks. They have long, four-jointed fingers with red nails. They can be found anywhere except cities and villages and are often found on deserted roads.
Sarame are native to another plane of existence. They reside in this realm for joy, and to serve Sarameya, in that order of importance. All Sarame are merchants, thieves (EL60 minimum) gamblers and assassins (EL6 minimum). They are also noted for their eloquent charm.
These beings protect shepherds, animals and those they consider to be heroes. If they consider a person to be a blight on existence, for some reason, they mislead them or slay in a blink.
Sarame are armed with two fighting daggers and six throwing daggers. All of the weapons are hidden. The fighting daggers are +2 for damage. The other daggers are +1. They are EL8 with fighting daggers and EL 15 with throwing daggers.
NOTE - Unless a person is truly vile, Sarame do not kill. They prefer to get their way through persuasion or a turn of the cards.
Their cloak allows them to use the power of the astral winds to speed their movement (the parenthesized MR). If it is taken, anyone wearing it can use it to double their MR. Doing so earns the disfavor of these creatures and balance.
|* All of the stats left blank are those normal for the animal the Tumari inhabits.|
|** Tumari have no titular god. They act as they choose. Who it aids or harms among the divine is irrelevant to them.|
Tumari are non-corporeal spirits who inhabit animals to achieve their ends. If seen in spirit form, they are a small flash of silver light that is gone in seconds (unless you are VERY GOOD with a spirit cage spell).
Tumari choose to aid of hinder man. They accomplish the goal by occupying an animal in association with that person and, as possible, influencing him or her to act in a manner that leads to the fate they want.
They can only do what that animal is capable of doing, making their effort a true challenge. If the animal cannot speak, neither can they.
If a party encounters this spirit, select one member of the party who has an animal and roll D100. On 1 - 25 the Tumari will aid the person. On 26 - 75 it leaves. On a 76 or higher, it wishes the person harm. Should it choose to act, it inhabits an animal and begins working to achieve its purpose.
NOTE - If a person has viable reason to believe his animal is inhabited, he is allowed an Em/5 (RU) roll at dusk each day. On success he notices a faint silver glimmer in the animal's eye. Should he ever miss this roll by more than 50 he cannot roll again. His low empathy, and the cleverness of the spirit, makes detection impossible.
Disori imps average 8 inches in height. All dress in fine silk and satin. Most (80%) have an animal head of some kind. The most common are bull, rat and bat. They can be summoned and are found in ruins, arid plains, hills and desert.
Disori feed on the blood of living creatures. They take 2D10 energy points in doing so. When possible for them, they steal the blood. If caught, they offer a minor wish. If the offer is accepted, any affect the referee believes costs 15 mana or less to cast is possible. Disori will evade combat. They can speak any tongue.
If the Disori encountered is NOT animal headed it is a noble and has the attributes specified below:
|Disori Imp Elite||Belial|
These Disori are a few inches taller. They have all the attributes above. In addition, if they are allowed to drain blood, they link to the person. They take 2D6+10 energy and may drain it every month.
Also, at the point of draining, they attempt an MEL2/EL1 Suggestion. If it works, the victim must perform the suggestion before anything else. The nature of it is always evil and sometimes humorous or humiliating. The referee will determine what is demanded.
Disori nobles give anything that costs 45 mana or less, in the referee's opinion. They function as familiars if doing so is in their interest or that of their god.
Anyone who kills an elite is subject to a MEL4/EL2 Curse. If he is affected, the referee determines what happens and what needs to be done to correct it.
These houris are perfect beauties, by mortal standards. When encountered they are in diaphanous harem costumes or nude. Most have black or brunette hair and green eyes. All have a medium emerald in their navel.
The Houri of Ty'ana offer themselves to men of value. If the offer is accepted:
- Any damage the man has heals.
- 2D10+5 energy points are gained if his EnL is depleted.
- The man suffers a geas. He is required to destroy evil in the desert until the anniversary of the night he laid with the houri. In any week he fails to kill a Chaos or Kotothi being in the desert, he loses 2D6+5 energy from his EnL and suffers trembling spasms for a number of hours equal to the points lost.
The houri's gem is the focus of her power and a link to her soul. Anyone who takes it owns her and eliminates her ability to place a geas. At anytime that they are more than 50 feet away from the gem, the houri loses 2D10+10 energy. The loss continues every day until they are back in range of their stone. If the EnL reaches zero, they die.
NOTE - Followers of the Court of Eblis, and the Jinn races, consider the slaving houri to be blasphemy. They react accordingly if they encounter someone who owns one.
|(*) These factors apply in its true form.|
He is a wild eyed man with a tangled flowing mane of hair who is dressed in tattered travel clothing or a dirty black robe. The true form of the Setani male is a large black lion whose mane is a mass of writhing adders. He is only found on the desert.
The male is immune to physical damage, normal or magical, when in human form. He must be struck with enchanted salt or affected by a revelation spell to be forced into his true form. Once he is he can be killed.
The adders of the mane spit poison (BL6 Immediate Death) at anyone in melee with the creature. The chance they will do so, roll for each person, is 30%. Roll each phase.
Setani males, in their true form only, are immune to Storm Powers, can command desert lions and scorpion life forms and can see in any darkness.
Females appear as exquisite beauties in risquè, black robes. In their true form, they are black lionesses whose eyes are roiling lightning.
Females cast Quarrels, Darkness Powers, Storm Powers, Earth Powers and the chaos form of Desert Powers in their human form. They are MEL10/EL5.
In either form, they are immune to these spells. If anyone attempts to cast them on her, the spell rebounds onto the caster. If they are compelled to adopt their true form, as for the male above, they cannot cast magic.
NOTE - Setani toy with humans and, thereby, lead them to destruction. If a chance for this exists they enjoy. If not, they kill. When Setani are encountered roll 1D2* for each. A 1 is a male and a 2 is a female.
Anu are tall, thin canine bipeds. They wear a bone breastplate and are armed with a spear (EL4). They also carry a buckler (EL4). They attack any living thing that is not aligned with Chaos. They are only encountered in desert.
Anu are only harmed by removing their head. This means a deadly hit slays them if it scores a number of hits greater than their HPV. If not, it has no affect. No hit less than a deadly has any affect regardless of the damage. They are immune to Storm powers.
NOTE - When an Anu dies it turns into a pile of black sand and falls to the desert. If magic is used on one, no mental power has an affect. For others, it is up to the referee to determine if the affect removed the Anu's head. If so, it dies. If not, the spell is ignored.
Yngvari are wingless serpent dragons. They average eighteen feet in length and are capable of flight. Most are green with fiery eyes and the tan head of a feral lion.
Yngvari are the lords of the rain and masters of weather. They can use any form of wind, weather powers, aerial powers or storm powers. The average creature is MEL12/EL6.
The creature is also capable of cursing an area (MEL12/EL6). Should it do so, no rain will fall and the winds cause more harm than good until it is appeased.
Yngvari dwell in caverns or cloud castles. They are capable of appearing as a warrior. When they do, they are muscular, seven foot tall elves. They are armed, armored in chainmail and will reflect the nature of their god at such times.
NOTE - Yngvari are more approachable for beautiful young women, especially virgins. The IC of a male who tries to influence one is reduced 75%. An influence effort of a woman is reduced 50% unless her Ap is greater than 70 and she is less than 25 years old. If she is also virgin, her IC is increased by 10. Yngvari can be extremely helpful when influenced. They are also risqu&; in their friendship for the woman they come to like.
The Pouven is an arboreal primate a bit more than a foot in length. It is noted for its immense eyes and plush fur. The learned are also aware of a special gland that is a part of them.
In the wars of Vulca a great mage was set upon by a host of metal wielding warriors. The damage they inflicted caused him immense pain and, in a few months, his life.
During those months, the mage created the Pouven as his vengeance against such thugs. Three hundred years ago, a Jard merchant dared Vulca. Part of the wealth he came away with was Pouven.
When he landed at Oltiera, one of the sailors entered the hold with an unsheathed knife. He was left with an iron sailor, a flesh dagger and an empty hold. They have bred explosively ever since.
Pouven are friendly, pleasant creatures. They also have a magical curse as part of their nature. Whenever they see anyone holding live steel, the curse activates their gland and they attack.
The animal spits a magical poison at a range of up to four hexes. Its target is always those holding live steel. (Any unsheathed metal weapon counts as live steel for this curse.) In all cases, they remain enraged until that person is dead or they are no longer in sight of him.
The poison is MEL18/EL9. If it makes contact with man or weapon, it takes affect. The power turns metal into flesh and flesh into metal. Unless negated (Negate Curse), it converts an adult into metal in ten tactical turns (10% of the person changes each turn).
The metal he changes into is the metal of his weapon. As he changes, whether he keeps a hold on it or not, the weapon changes into flesh. The change begins from his weapon hand and progresses up the arm.
Any part of him that changes is dead metal. Death occurs when his heart becomes metal. For most, this means he dies in three or four turns after being affected.
|Balong Ape (Male)||None|
These dark red males are fourteen feet tall on average. The brownish females average a height of nine feet. They are native to jungle, especially the jungle islands on the west coast. There is a 10% chance the encounter is a family. If so, it is the male, a female and the rest are children.
|Balong Ape (Female)||None|
These apes eat meat as a treat. Most of their diet is composed of fruit and plant matter. The male will warn an "invader" away if it enters his area. He only attacks if the small thing refuses to leave. There is no warning if the encounter is with a family unit. He and the female attack until the enemy is gone or the children are safe.
NOTE - Balong fur is valuable in Jard and Lemasa. The hide of a male sells for at least ten gold. A female can sometimes yield three gold. The larger the animal is the more valuable its fur.
The average Tracla is a bit more than four feet long. It is a tan spider whose thorax is marked with green streaks that look like darts. They are masters of concealment.
The first part of any Tracla encounter is the creature's trap. An Em roll must be made, with no partials, to detect the thin filaments of its trigger. If it is detected, a D*2 roll always it to be avoided. If not, it is activated.
When the trap activates each person in the party is attacked by 2D6+number of spiders present darts. Each dart uses the NWI above in an additive manner. If a person is attacked by seven, roll once with a -21 on the hit chance roll. If he is subject to 3, use -9. If a hit is scored, the dart does 1D6+SB damage. If that is sufficient to cause real damage, roll for the affect of poison.
Tracla poison is BL6 Paralytic. If it takes affect, the victim is paralyzed for twelve hours. He is also automatically infected and his flesh rots for an additional one hit per hour he is paralyzed.
The spiders in the warren attack once the trap is activated. Their bites do not carry poison. It is secreted by the thorax, not used through the mandibles. Should someone have the thorax rubbed on an open wound, he will have to roll to be affected.
The Slintor has green scales. Females have tan highlights. Males have dark brown highlights. All have six legs, double jaws with razor sharp teeth and powerful claws. They are noted for their exceptional sense of sight and sense of smell. They have poor hearing. They are found in the desert and badlands.
Slintor are rapacious predators with a communal nature. The progeny who hatch from each clutch of two to four eggs are linked to each other. What happens to one is known by all. They bond with each other at birth. If something else is there at that time, they class things of that nature as friends and do not hunt them (that does not mean they will not protect themselves if something like that attacks them or gets in the way).
NOTE - Viable Slintor eggs are prized in Pasqul and Jard. Those that hatch in the presence of a human can be trained for herding and guard duty.
The Kolip has a beaked flower surrounded by green fronds as its broad body. It also has 6+1D6 armored tentacles that are up to twenty feet in length. The body, on average, has a diameter of twenty feet. The beak in its center is capable of swallowing a man. Kolip are only found in sand desert.
Kolip lie below the sand with their tentacles spread out wide. When they feel the vibration of someone walking above, the plant explodes up and the tentacles strike any prey to be found. Unless the party rolls Desert Survival * 3, this will be an ambush attack.
Each tentacle does damage as for a whip. It has a +3 SB and carries an acidic poison (BL6). Any metal armor struck takes one damage point per tentacle that hits it. Any person affected by the poison stops resisting at once.
If a tentacle scores a severe or deadly hit it snares the target and begins pulling it to the beak. Roll D100+S for both the plant and its victim. Each phase that the plant rolls higher, his victim is pulled five feet closer to the beak. When he reaches the beak, he is pulled into it and bathed in toxic acid. Should more than one tentacle attach itself to someone, the S is additive.
The AHP is the damage required to kill the central flower or sever one tentacle. Missile fire cannot damage the center or a tentacle. The center is also immune to fire powers and storm powers. Until the flower is dead, the plant continues its attack.
NOTE - While attacking the flower emits a fragrance. Anyone close enough to strike it must roll against BL6 poison. If they are affected, they stand quietly and wait to be eaten.
A Kolip can sense Nar'morel. It attacks them in preference to any other target. Where multiple targets exist, all will be attacked. Any that are Nar'morel face the largest number of tentacles.
NOTE - This danger has been resident in the desert a bit more than twenty years. It is a creation of Kototh intended to slay the Nar'morel, the creation of the traitor Abnaric Elgar (Cernunnos).
Grala rats are five to six inches long with a split tail of equal length. The vast majority of them are black with white stripes. Five percent (RU) are pure white. Both are noted for plush fur. They are found in jungle and forest.
Grala breed incessantly. They are a seasonal plague. Once a year, population pressure drives them insane. They move west in a wave of thousands, eating anything they come across. During these times, a Grala rat encounter yields D100+20 not the number specified above.
NOTE - A common Grala pelt is worth 1BB (it is tiny). A white one can be sold for 3CC. The flesh of Grala is tasty and nutritious. Each rat is worth 2FP. Those who eat one roll a BL0 poison roll (it is a magical poison). If they are affected, they suffer the affect of an EL0 Decay spell.
The hide of this lizard is red speckled with green and gold. It is festooned with small spikes. The tail ends in a bony club with much larger spikes. The creature averages eight feet in length. They are found in hills, mountains and underground. Their common lair is a volcano. They are rarely found anywhere except Vulca.
The lizard can attack once normally and once with its tail each phase. The chance that it uses the tail is 50%. It will never attack more times in a phase than it has opponents, i.e. if it is only facing one enemy, it will only attack once.
The spikes on the tail are poison. Anyone damaged by it can be affected by an MEL10/EL5 Pain spell. It is also capable of surrounding itself with flame. This has the affect of MEL10/EL5 Fire Showers. It never uses that power until it has been damaged. These lizards are immune to Hell Powers and Fire Powers.
NOTE - Hell lizards tend to appear above ground once every three to four weeks. During those times, they gorge on whomever they can catch. When they are satisfied, they return to their lair and sleep.
A Hell lizard hide sells for at least 5GC. If the right buyer can be found, the club at the end of its tail sells for at least as much.
|* There is a 20% chance that a hive is found. If so, the initial encounter is 1D6. They will be reinforced by an additional 2D6 every tactical turn for 1D3+1 turns.|
This is a red wasp with a black banded thorax. The average size of those encountered outside the hive is eighteen inches long. They have a long thin beak that is harder than iron and a white stinger at the end of their thorax. The Shrike is found in desert and badlands.
The parenthesized NWI applies when they attack from the air. On all such attacks, they seek to drive the beak into the enemy, then sting it. The beak pierces armor. On any dive attack, the shrike ignores the first two points of the armor value, i.e. of the AV is four the shrike works against a value of two.
Unless it is pulled off, a shrike that hits with the beak attack AUTOMATICALLY hits on the next phase with its stinger. The poison used is BL4 Slow Death poison for human size targets. For each level greater than 2 for size, decrease the BL by 1. For each lower, increase it by 2.
Shrikes fight to the death when protecting the hive. Otherwise, they will withdraw if their losses are too high. There is always easier prey to be found.
NOTE - Shrikes masticate haunches of meat from their kills and take the resulting pulp back to the hive. Much of it is consumed by the queen and used in forming her royal jelly. Each hive will have D100 ounces of that material. It can be sold, especially in Jard, for a high price. (The current market price in Jadora is 6SC an ounce for raw jelly.) Each shrike hive has 4D10+20 members.
One hive member is a queen. They do not have a stinger, poison or a beak. They are eight feet long and are totally black. A queen does not see or hear. Her sense of smell and ability to feel the slightest vibration more than makes up for that. She eats anything that does not approach her in the proper manner (a series of ritual movements the wasps use to get near and serve her).
The marketable royal jelly in the hive is found in the Queen's thorax. The jelly in a comb is worthless, unless you have a buyer for contact poison. (Exposure to its scent for longer than one tactical turn, or any contact with it, requires a roll for BL2 Immediate Death poison.)
Certain tribes use shrike beaks as arrowheads. They retain their penetrating power in such cases but are not as durable as metal arrowheads. (The fatigue value of shrike areas is 2.)
IMPORTANT - If a shrike hits an armored target and does NOT pierce the armor, any damage scored is taken by it. I.E. the shrike scores 3 on an effective AV of 4. The armor is not penetrated. The shrike takes 3 hits and bounces off. (Having a shield is valuable in an area infested with shrike wasps.)
|* There is a 30% chance that the encounter is a Traola nest. If so, 2D10 are found. One is a Traola Queen.|
These creatures are otters that operate well in both salt and fresh water. They are two feet in length and have luxurious brown fur. They are sometimes found on the northern coast of the western lands. Beyond that, they are only found on the home islands of the Sea Elves.
Sea elves consider these creatures to be vermin. They are noted thieves of baubles and are destructive when given the chance. They are curious about anything. Taking what intrigues them, and breaking it, is common. They also like to taste new things. Many a tapestry and expensive rug has felt their bite. A Traola pelt is worth 5SC.
NOTE - Traola are friendly and playful. The only humanoids they don't approach openly are Kotothi, Chaos creatures and Sea elves. They don't speak a tongue but understand Faerry Sidh. If someone who is not on the feared list speaks it, there is a 60% chance every Traola in earshot follows him.
As for Traola except they are three feet long and the plushness of the fur is heaven.
Traola queens speak Faerry Sidh. All have one innate Sidh Power at MEL4/EL4. They are also capable of shape changing (they will know 1D3* shapes) at no mana cost. The first shape is always an elegant faerry woman, which is what they would be if they had not accepted the burden of "Oberon's lost children".
NOTE - There is a 30% chance that Titania curses anyone who kills a Queen. If so, it automatically works and can be anything the referee wishes.
Zeholamoa dragons have long, thin bodies with eight wings. They have nine eyes. All are bright as the sun. The scales making up their hide are multi-colored and iridescent. All are lion-headed and brilliant. On average they are 20 feet in length.
Zeholamoa use Astral Fire, as a breath weapon, at MEL9/EL9. Each effort affects one target. If the target is a horseman, it affects the rider and his mount. If he is a teamster, it affects him, the wagon and any creatures in contact with the wagon.
The dragon can use Oblivion as an Innate Power. Anything it touches, when the power is used, can be affected by MEL9/EL9 Oblivion.
Zeholamoa can cast any Balance magic. They rarely do so, in an encounter situation, unless they face a powerful wizard.
The dragons main scales, four per wing, can be sold for up to 2GC each. The aqueous humor of their eyes is also valuable to a wizard, if you have a container to hold it. The fluid melts any container less than fine iron. When full, it is too hot to handle without special precautions.
NOTE - These dragons make their lair on the surface of the sun. There is no limit to the treasure found in such places, assuming one can survive the sun. Zeholamoa are immune to all forms of fire and heat. Nothing in existence can burn them. They come to the middle world when summoned or in service to Ahura Mazda. In both cases, they return home as soon as possible.
|Vizra (The Black Man)||Vizranuh|
|* A Vizra can only be harmed by silver weapons or magic weapons dedicated to slaying soul daivas. Its NAV is zero against these.|
|** Vizra heal up to 19 points each midnight.|
|*** The first 15 mana points of any spell cast on a Vizra are absorbed by it. If the spell cost 15 or less to cast, it does nothing. If it cost more, it has a reduced affect working against an MDV of 18.|
Vizra are a carnal manifestation of the soul daiva. They are totally black men with red eyes. All wear a gold signet sacred to Vizranuh on their left hand. They have long, sharp claws on that hand.
Like Soul Daivas, Vizra consume souls. They do so by inflicting damage with the claws on their left hand. Once they do, they drain 2D10 energy from that person until his soul is consumed or they die.
Vizra may attack once with any weapon they have and once with their left hand. They can also command any thralls who are near enough to help them.
Once the Vizra slays an enemy, he owns the cadaver. He may use it however he wishes and, if attending the thrall, sees anything it does. To keep the cadaver from rotting, he must allocate one energy point a day. There is no limit to the range that he can do this.
Vizra thralls can be noticed. They have blank eyes, tend to be more lethargic than normal in movement, rarely go into the light and do not eat. They are often hesitant when speaking. When a Vizra thrall is killed, the Vizra loses 10 energy points.
NOTE - The EnL is the limit to how many points an average Vizra can safely drain in a 24 hour period. If it drains more, the amount drained - 100 is divided by ten (RU) to determine a BL.
If success is rolled at that BL, as for a poison roll, the Vizra disappears. (He blossoms into a full fledged soul daiva in the Upper World.) When this occurs, all of his thralls drop dead.
Martak are dense, slow-moving primates native to jungle, forest and hills. The average individual of the species is about five feet tall and weighs four hundred pounds. The NAV above reflects the fact that the density of their flesh makes it hard to penetrate. They are generally dark brown in color.
Their eyes glow with the radiance of the sun. Anyone within three tactical inches, which they are looking at, loses one energy point per five tactical turns (RU) from their gaze (radiation damage). This only affects animate life. Plants are excluded.
All Martak have infravision and MEL6/EL3 X-ray vision. Both powers operate when their eyes are open. Their vision up close is a bit murky. Exceptional senses of smell and hearing make up for it.
Martak consider those who serve Chaos to be enemies. If they catch scent of such a thing, they hunt it down. Being aligned with Chaos, or carrying anything oriented toward Chaos, marks you as a Chaos thing.
NOTE - If two Martak are encountered it is a mother and child. The mother responds violently to any threat. Martak ignore non-Chaos creatures unless they attack or damage the feeding grounds. (If you pick fruit a Martak considers to be his, you are damaging the area.) If they hunt a Chaos being, there is a 40% chance per day that 1D3 Martak join in the chase. If the number present reaches TEN, no more come.