beast. Very interesting idea I must say
![Okay :ok:](./images/smilies/bigok.gif)
Moderators: Immortals, Supreme Beings, Old Ones
Reagren Wright wrote:Interesting take as well Mephisto. An adventure that can entirely take place in the belly of the
beast. Very interesting idea I must say.
Mephisto wrote:Stone Gargoyle wrote:Reagren Wright wrote:Interesting take as well Mephisto. An adventure that can entirely take place in the belly of the
beast. Very interesting idea I must say.
Maybe you could write up a version based on Mephisto's take as well. I would be interested to see something like that.
In the write up I have for Behemoth, dimensional teleportation within the Behemoth is problematic as the great creature is aware of all attempts and can shut them down. The only real exits are through the mouth with the hippo-like creature attempting or deciding to eat, through expunging pores through the skin into absolute space or the least desirable but most frequented option, the bung hole. Exit through the final option is not just nasty visually but you are also in space so expect nothing pleasant without a really good plan.
Stone Gargoyle wrote:I've been meaning to write this up for a while:
Sheep-Elves
...snip
drewkitty ~..~ wrote:Stone Gargoyle wrote:I've been meaning to write this up for a while:
Sheep-Elves
...snip
Nice to see the product of the sheep topic from a while ago.
JuliusCreed wrote:Use the Harpy from Monsters and Animals pg 100 for the attributes and combat abilities. Use the Werebeast from Monsters and Animals pg 154 for HP, SDC, PPE, and Natural Abilities (ignore Harpy Natural Abilities). Languages is a natural understanding of Elven and 3 of choice
Yes, thanks to all who like what is written here and to those who post and keep the thread going.Reagren Wright wrote:I just happen to notice this post is now over 20,000. With it being Thanksgiving, I just want to
give thanks to everyone whose being reading all these monsters and animals that myself, Stone
Gargoyle, Mephisto, and everyone else whose posted any over the years. The idea is not to toot
your own horn , but to post something you feel like sharing with others. The luck I got this year
with Rifter #57 and #58, I hope gets spread around next year for others who wonder whether or
not to put their ideas here on the board or to write them down and send them in. Take a chance,
you just might be a future freelancer in the works![]()
.
On that note...JuliusCreed wrote:Over 20,000 views and, as of this moment, 500 posts! Glad to contribute and I love seeing the stuff here! It has been an honor to contribute and make use of the information found here and in numerous other threads. Keep them coming guys and girls! It's all great stuff!
Stone Gargoyle wrote:Spirit Centaur
Spirit Centaurs, also known as Ghost Centaurs, get their name from the eerie blue and white appearance they gain in their elder years, and many believe them to be angelic beings or gods. Spirit Centaurs are half-human, half-horse, with large feathered wings coming out of the horse body's shoulders. Extremely rare, they were occasionally sighted on the plains of Ophid's Grasslands or the Land of the Damned. Is spite of their ability to fly, Spirit Centaurs prefer to live on the plains, either solitary, in pairs, or in family groups of 3d6 members. Less than 300 are believed to exist.
Capturing a Spirit Centaur is close to impossible, as they avoid humans as dangerous. No records exist regarding their culture and Spirit Centaurs dislike the written language. They avoid speaking with humanoids and, being psychic, communicate between themselves using telepathy.
Alignment: Any, but usually Good
Attributes: I.Q. 3d6, M.E. 2d6+6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 5d6, P.B. 4d6, Spd 4d6X2 (X5 in flight)
Hit Points: P.E. +1d6 per level of experience
S.D.C.: 25 plus those gained by O.C.C. and physical skills
Natural A.R.: 8
Horror Factor/Awe: 12
P.P.E.: 4d6
O.C.C.s Available to Spirit Centaurs: Any, but prefer magic and psychic O.C.C.s.
Natural Abilities: In addition to great speed and prowess, the Spirit Centaur can prowl 60%, track 77%, and swim 60%. Leaps 10 feet high, 19 feet across +1 foot per level, or 100 feet on a gliding/soaring leap. Flying, exceptional hawk-like vision. Also see Psionics.
Attacks Per Melee: Three per round or by hand to hand combat, whichever is greater.
Damage: Kick with front legs does 2d6 points of damage, hind legs 4d6, or by weapon.
Bonuses: +1 initiative, +2 to parry, +3 to dodge on the ground, +5 to dodge in flight, +1 to save vs. poison and disease
Magic: By O.C.C. only
Psionics: I.S.P. is M.E.X3. ALL Spirit Centaurs have the following psionic abilities: Empathy, sense evil, sixth sense, mind block, bio-regeneration (healing not super) and limited telepathy. Note: These psionic abilities are in addition to any possible psionic abilities derived from a psychic O.C.C.
Average Life Span: 300 years, though some have lived to 500
Value: 100,000 gold
Habitat: Ophid's Grasslands, Land of the Damned
Language: Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: None per se
Physical Appearance: They look like horses with feathered wings coming off their shoulders, with a human torso coming out of the neck. The head, hands and belly are all human. They are colored like horses, with feather colors sometimes resembling hawks. As they reach their elder years, the skin and body hair turn blue and the head hair, tail hair and feathers bleach white.
Size: 7-8 feet tall, wingspan typically 20-30 feet
Weight: 1200-1500 pounds
Notes: Spirit Centaurs dislike weapons and armor, with spears and pole arms a couple of the types they like. They much prefer magic and psionic combat. They have no need or desire for gold or gems.
I actually had a recurring dream as a child where there was a creature like this.Gryphon Chick wrote:Stone Gargoyle wrote:Spirit Centaur
I like this one the best. Where did you get the idea for such a thing?
Yeah, kind of been stuck on Centaurs lately. I have another creature to post that isn't a Centaur, but did not want to overdo on posting today. Stressed myself out last time by posting four things, since it took me about an hour each to type them up.drewkitty ~..~ wrote:Looks like SG is on a theme.
Stone Gargoyle wrote:I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.
Nippers
Nippers are small, infant-sized semi-aquatic humanoid creatures which resemble human babies, but do not let their cuteness fool you. These vicious creatures are bloodthirsty monsters which will attack prey and rend its flesh in a matter of minutes. Most are deceptively attractive and cute, luring the unsuspecting into their trap. They are murderous predators who take pleasure in hunting and slaying the humans which they resemble. These creatures will generally be found alone, as any families will live under the water and only leave it when seeking prey. They will eat human babies and take their place, replacing them in their cribs, or be found on doorsteps or at the side of the water when luring humans into their trap. They are magical creatures, perhaps having some kinship to faerie folk, and possess some magic abilities.
Alignment: Considered diabolic evil
Attributes: I.Q. 1d6 (animal intelligence), M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 2d6, P.E. 3d6, P.B. 4d6, Spd 2d6 on land (X3 in water)
Hit Points: 2d6+2
S.D.C.: 2d6
Natural A.R.: Not applicable
Horror Factor/Awe: 8
P.P.E.: 4d6
O.C.C.: None; animal
Natural Abilities: Can breathe underwater as well as in air, swim 90%, prowl 85%
Attacks Per Melee: Two per round
Damage: Nip does 1d4 points of damage, full strength bite 3d6
Bonuses: +3 initiative, +3 to strike, +3 to dodge, +6 to save vs. poison and disease, +6 to save vs. Horror Factor
Magic: ALL Nippers have the following magic powers: Charm, sleep, mesmerism and repel animals
Psionics: None
Average Life Span: 10-20 years
Value: Unscrupulous traders will try to pass them off as normal human babies, selling them for between 200 and 1200 gold
Habitat: Inhabit streams and lakes in most areas.
Language: Its own system of coos and gurgles
Enemies: Large animal predators
Allies: None; animal
Physical Appearance: Appear to be human babies, though have hidden gills and rows of sharp teeth
Size: 1-2 feet tall
Weight: 20-40 pounds
Okay, did not check every area for the name thing. What might be a better name? Might just leave as is, though, since some creatures do wind up with similar names.JuliusCreed wrote:Stone Gargoyle wrote:I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.
Nippers
Not to be confused with the Worm of Taut of the same name (Monsters & Animals pg 158) Not to be too nitpicky stoney, but you may want to remedy that. Other than that, yet another nice addition to the beastiary here. As for a scorpion type centaur, don't step on too many toes there, either. Referring to the Scorpion People in Pantheons of the Megaverse if memory serves.
Stone Gargoyle wrote:Okay, did not check every area for the name thing. What might be a better name? Might just leave as is, though, since some creatures do wind up with similar names.JuliusCreed wrote:Stone Gargoyle wrote:I am still planning on doing more tauric creatures, including a half-dragon type and several kinds of Insectaurs, including an ant type, spider types and a scorpion type. I did, however, do a non-tauric creature recently at the suggestion of a friend of mine.
Nippers
Not to be confused with the Worm of Taut of the same name (Monsters & Animals pg 158) Not to be too nitpicky stoney, but you may want to remedy that. Other than that, yet another nice addition to the beastiary here. As for a scorpion type centaur, don't step on too many toes there, either. Referring to the Scorpion People in Pantheons of the Megaverse if memory serves.
As for the Scorpion people, are they tauric creatures? If so, might not bother with that one if it is already done.
Update: Changed it to "Nappers" for the least possible amount of editing.
I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.JuliusCreed wrote:Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
If they are dissimlar enough, I don't see a problem in creating an alternate race of scorpion people. In the Monsters and Animals book, there is a creature called a puck right next to the satyr. It shows you two ways of doing basically the same creature.Stone Gargoyle wrote:I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.JuliusCreed wrote:Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
I understand Mr. Creed's concerns, and there are a lot of redundancies in the game already.Gryphon Chick wrote:If they are dissimlar enough, I don't see a problem in creating an alternate race of scorpion people. In the Monsters and Animals book, there is a creature called a puck right next to the satyr. It shows you two ways of doing basically the same creature.Stone Gargoyle wrote:I don't have my copy of PotM handy, it is in my storage locker and don't plan on retrieving it any time soon. The race I had envisioned would have the legs and tail of the scorpion on the insect body with the pincers on the humanoid arms. I had planned on giving them animal intelligence, also, which might make mine differ quite a bit with what is already in the books.JuliusCreed wrote:Don't have that particular book anymore, but if memory serves, the Scorpion People are a race of creatures with giant scorpions comprising the lower body with the upper body, head and arms of a human attached at what would generally be the head of the scorpion. If I remember right, they are a mega-damage race of creatures created and/or enslaved by one of the true Babylonian gods as a minion race. Been a while since I've seen details on them so my info is sketchy and partial at best. I know for sure they're in Pantheons of the Megaverse though. A little help anyone?
Take your time. No need to rush to get it all done.Stone Gargoyle wrote:Depending on how I wind up writing up the Insectaur types, the scorpion type may wind up being like the Giant Centaur where there are numerous mutation deformities available, with some having hands, some with one hand and a pincer, and some having both hands being pincers. This is due to the fact that the ant type may have similar deformities, with some having wings and some not. It is either make some abilities available through deformities or end up writing up a whole bunch of different types, which is way more work than I am wanting to do.
Update: Getting a better handle on how I am going to write up the dragon type as well, but it might take longer than planned to get them all done as I was reminded that I still have stuff to write up for the Airship O.C.C.s and Skills thread.
It is not so much that I am trying to get it all done so much that I want to write it up as it comes to me. I am having a hard time wrapping my mind around the Sky Pirate O.C.C. at the moment, so I will be writing up the Dragon Centaur next since I have all the stuff for it figured out. Should have it up in a couple of days.Gryphon Chick wrote:Take your time. No need to rush to get it all done.
That is not the subject of this thread. This thread is for monsters and animals, as well as new playable races.gaby wrote:Any chance some one will make Villains or Evil Organizations?
I have actually been thinking a lot on that lately. Perhaps I will do some more mounts once I finish with the tauric creatures I am working on. Reagren Wright did some stuff for diminutive mounts for dwarves and gnomes, but did not give any love to the big boys. We shall have to remedy that.pblackcrow wrote:I have a bit of a question, actually more of hopefully an inspiring remark. What does a titan, ogres, etc ride into battle on or ride in general? Oh, add demons to that list.
Reagren Wright wrote:THUNDER HOOVES
According to some, they were created by Nut (the mother of Osiris, Set, Isis, and Nephthys)
as a gift to her husband/brother Geb (father of the gods). When one of the Old Ones kidnapped
Nut to prevent Geb from participating in the Chaos War, the ancient god released the herd
and allowed them to roam freely. After the war, Nut never returned, and Geb lost interest
For thousands of years, large herds of these gigantic wild horses roamed freely within
the New Kingdom and what would later be called the Eastern Territory. They held such majestic
sway over the elf empire that all considered it unthinkable to attempt to rides such animals.
Only a select few elves possessed the skill to tame one, much less ride it. However,
when the Elf/Dwarf War started, every elf knight, paladin, and noble wanted one. The sight of
these huge horses urged the dwarf empire to exterminate their numbers by the hundreds. By
the end of the war, only a single herd of 20-30 animals survived in the High Grass region of the
Forest of Enchantment protect by the entirety of the faerie folks living in the region. For the
next 1000 years, the herd slowly migrated out of the region and back into the Old Kingdom
Lowlands away from the mountains. Unfortunately, they became a food source for tribes of
orcs and goblins, as well as ogres and trolls. The horses remained in small herds but because of
their isolation, the fledgling human kingdoms knew nothing of their existence. They were though
of only as a creature of legend, wipeout during the Great War.
During the last century, explorers from the Western Empire and Land of the South Winds soon
brought word of gigantic horses roaming the desolated wastelands. Some ever told stories of
ogres and giants riding such animals. Using literacy pictorial and archeological sources, scholars
were able to confirm these animals were indeed the legendary Thunder Hooves of long ago.
Nobility from all over the world have sent trappers and hunters into the region in order to
acquire just one animal. To the horror of many, the Nimiro Kingdom instead of using these
animals as mounts has deemed the animals a food source. A single horse can feed two or three
giants. Fortunately, no one in the Giant Kingdom has been able to successfully domestic these
animals to put them into pens to be raised for slaughter. The animals are to wild and unruly for
such actions, no to mention, one of these horses is strong enough to kill a giant. Meanwhile,
the Wolfen Empire has sent experts in horsemanship into the region to investigate the
possibility of using the animals as mounts, already reports in the Disputed Lands have sightings
of a wolfen knight, paladin, or noble riding these giant steeds.
Thunder Hooves live in small herds (9-24) like those of wild horses. They are usually made up of
small bands led by a dominant mare, containing additional mares, their foals, and immature
horses of both sexes. There is usually one herd stallion, though occasionally a few less-
dominant males may remain with the group. The makeup of the herd shifts over time as young
animals are driven out of the herd they were born into and join other herds, or as young
stallions challenge older males for dominance.
Armor Rating: N.A.R.: 8
Hit Points: 1D6x10+10
S.D.C.: 2D4x10+10
Average P.P.E.: 6D6.
Appearance: A giant draft horse, with powerful and muscular build, a dense rounded
body, a broad back, strong loins, powerful hind-quarters, and long legs with dense bones. Their
coat is almost always a dark gray (color of thunderclouds), but there is the occassional black
stallion or white mare. Their legs often have white stockings with long hairs.
Natural Abilities: Supernatural Strength and endurance, a single horse can pull a 5 ton
boulder for nearly one hundred miles (160 km), nearly fearless, leap 10 feet (3 m) high or 20
feet (6 m) across, swim 55%, Sensitive to the Supernatural and Potential Psychic Energy
(P.P.E.), Range of Sensitivity: 1200 feet (365 m).
Speed: 40 (28 mph/45.08 km) , but maximum speed is 60 (42 mph/67.62 m). The
horses pulling speed is half its normal speed. A Thunder Hoof can maintain its average running
speed for 22 hours with minimal strain/exhaustion (needs only two-three hours of rest). It can
maintain its maximum speed for 1 hour and 1D6x10 minutes. A domesticated horse is extremely
loyal and will run until they collapse from exhaustion. Note: If the horse is made to travel its
maximum distance without stopping, after the animal rests it will spending 2-3 hours grazing or
needing to be feed, before it can take off again. If the horse is not allowed to eat, it will
become unruly and lash out (its hungery).
Attacks Per Melee: Three
Damage: Front kick does 3D6+6 points of damage, rear does 5D6+6 points of damage,
stomp 2D4, trample 6D6, and bite 1D6+2 damage. Unlike other horse, Thunder Hooves do not
instinctively leap over and run around humanoids and most other animals, they will fight by
kicking and trampling. It does take much for a rider to coax a domesticated horse into
attacking an opponent.
Bonuses: +1 on initiative, +5 to strike, +1 to dodge, +9 to save vs. Horror Factor, and
+3 to save vs. poison and disease.
Magic: None
Psionics: Natural Sensitivity but no actual powers.
Value: Untrained 10,000-18,000; trained 60,000-110,000 gold. Note: These horses are
not easily domesticated. In fact, because of their size and unruliness, they are considered
exotic animals, and have to be tamed as such. Any attempts quickly figure out how to ride
these animals using traditional horsemanship is done with a -20% and -25% penalty to breed
(raise, break, train, etc).
Average Life Span: 25 years.
Habitat: Grasslands and plains
Range: Old Kingdom Lowlands (west of the mountains).
Language: None.
Enemies: Giants races and large predators. They are cautious around humanoids but
with time and patience, they can be taught to trust
Allies: Benevolent faerie folk and trust worthy humanoids.
Size: 32-34 Hands (10.5 to 11.3 feet/3.2 to 3.4 m) high at the withers (shoulder).
Weight: 6000-6600 lbs (2700-2970 kg).
I appreciate the encouragement, and it would be nice to have someone else posting in here again.Reagren Wright wrote:Once again I take some time off and my man Stone Gargoyle has posted some very nice monsters.
Nice job my man. Soon as I finish working on another writing project I'm going to be back.
Can't let Stone have all the funBesides I need a moment to engage in my other habit,
listening to Christmas Music![]()
.
Thanks. I thought doing it that way would be easier than writing a dozen separate types of them.Gryphon Chick wrote:Excellent work on the Insectaurs, SG. Very nicely done.
Yes, probably both easier and less redundant.Stone Gargoyle wrote:Thanks. I thought doing it that way would be easier than writing a dozen separate types of them.Gryphon Chick wrote:Excellent work on the Insectaurs, SG. Very nicely done.
There are already quite a few creatures posted here which serve as mounts. I don't see why a specific creature needs its own mount. I do plan on writing some more in the coming days, but they won't be custom tailored for any given rider.pblackcrow wrote:Another thought...A mount for a gorgon. What would they ride?