Fantastical Monsters

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Fantastical Monsters include a number of beings of legend, not often seen by humans and related species. They tend to make their homes in inaccessible areas where few men go.


Basilisk

Natural Habitat 
Coastal, Waste, Wetlands
Frequency 
Uncommon
Number 
1-2 (1)
Description
The basilisk is a fat reptilian creature about 5 feet long and 2 feet in height. These are slow, heavily armoured lizards with limited intelligence. They have strong jaws with two-inch fangs. They are man-eaters, but infinitely prefer fish when they can get it. Basilisks are usually brownish in colour with lighter underbellies.
Comments
Basilisks are solitary creatures, but they are willing to serve others in exchange for lavish supplies of food (12 pounds or more per day).
Abilities
A basilisk has no skills or magical abilities except that it can turn a target to stone with a glance. If a basilisk's gaze is reflected back at itself, it is killed.
Movement Rates 
Running: 125
PS: 6-12 MD: None AG: 7-11 MA: None EN: 12-14 FT: 15-20
WP: 12-16 PC: 15-20 PB: 5-7 TMR: 2 NA: Skin absorbs 6 DP
Weapons
Basilisks may bite. They may gaze attack within 50 feet as a Throw action. They also breathe poison gas 5 feet long by 3 feet wide. They may use all three attacks without penalty. Armour provides no protection against the gas.
Bite: BC 40%, [D + 3], Close, Rank 0.
Gaze: BC 60%, [petrify], Ranged, Melee & Close, Rank 0.
Breath: BC auto, [D + 10] poison, Melee & Close.

Chimaera

Natural Habitat 
Caverns, Highlands, Ruins, Woods
Frequency 
Very Rare
Number 
1-3 (1)
Description
The chimaera has the head of a goat, the foreparts of a lion, and the rear section of a dragon. Chimaera are large (up to 12 feet long) and breathe fire. They are 3-hex monsters.
Comments
Chimaera thrive on ruin, and the area surrounding one of their lairs will be a burned wasteland. In the area surrounding the lair, or occasionally in the lair itself, there may be victims with some treasure, but otherwise chimaera do not hoard wealth as do dragons.

Abilities: The chimaera can breathe a cone of fire. Other than that, it has no special skills or magical ability.

Movement Rates 
Running: 500
PS: 28-32 MD: 25-28 AG: 15-20 MA: None EN: 20-22 FT: 30-34
WP: 14-19 PC: 13-20 PB: 3-7 TMR: 10 NA: Hide absorbs 8 DP
Weapons
Chimaera may bite. They may breathe a cone of fire 50 feet long by 20 feet wide as a Fire action. They may only make one attack.
Bite: BC 75%, [D + 8], Melee & Close, Rank 0.
Breath: BC auto, [D + 15], Ranged, Melee & Close.

Giant Amoeba

Natural Habitat 
Caverns, Ruins
Frequency 
Rare
Number 1-6 
(1)
Description
A giant amoeba is a shapeless, flowing creature between 6 inches and 6 feet in diameter.
Comments
If a giant amoeba is reduced to 0 endurance as a result of the attacks of normal (non-magical) weapons, the amoeba merely splits into two amoebas, each with half the size, endurance, and fatigue of the original amoeba. Magical weapons and magical attacks affect the amoeba normally.
Abilities
A giant amoeba can sense any organic material within 25 feet, and will move toward the closest such material that it can sense. Giant amoeba are able to eat anything they come in contact with. They can slip under doors and through very small cracks.
Movement Rates 
Crawling: 50
PS: None MD: None AG: 3-4 MA: None EN: 10-12 FT: 20-24
WP: 6-8 PC: 6-8 PB: 3-5 TMR: 1 NA: None
Weapons
Giant amoeba may consume. If a creature is fully consumed, only non-organic materials will be left behind. This happens several minutes after death.
Consume: BC auto, [2 DP], Close.

Gorgon

Natural Habitat 
Highlands, Jungle (lairs in Caverns)
Frequency 
Very rare
Number 
1-3 (1)
Description
Gorgons are physically humanoid, but boast a headful of writhing green snakes of a venomous nature. They also have hypnotic, burning red eyes. Gorgons like to appear as comely maidens and often wear the attire of human females. They have large brazen claws and hog-like teeth. They specialise in enticing males who they then turn to stone.
Comments
The gorgon's eyes only become clearly visible at a range of 100 feet and she cannot turn a character to stone beyond that range. The attempt to turn a character to stone is automatic whenever a character faces the gorgon's front and requires no action
Abilities
Gorgons possess no special skills or magic as a rule, but may learn human skills and magic. They have the special talent of turning those that look directly into their eyes to stone. Any character facing a gorgon must roll 4 × Willpower each pulse that they face the beast or they succumb to her blandishments, look into her eyes and are turned to stone.
Movement Rates 
Running: 250
PS: 10-13 MD: 10-14 AG: 12-15 MA: 15-18 EN: 10-14 FT: 15-19
WP: 16-20 PC: 16-18 PB: 0 TMR: 5 NA: None
Weapons
A gorgon may claw, bite and attack with her hair without penalty. Poison occurs after effective damage by her hair. In addition, a gorgon may gaze attack at any time.
Claw: BC 50%, [D + 4], Melee & Close, Rank 1-5.
Bite: BC 30%, [D], Close, Rank 0.
Hair: BC 30%, [D – 3] armour penetration only, Close, Rank 0.
Poison: 2 DP per pulse.
Gaze: BC auto, [petrify], Ranged, Melee & Close, Rank 0.

Hydra

Natural Habitat 
Marsh, Caverns
Frequency 
Very Rare
Number 
1-3 (1)
Description
A hydra is a nine-headed snake. They are 12 to 15 feet long, and have thick green scales. Hydras also have a foul smell and venomous breath. Hydras are four-hex creatures.
Comments
Hydras are vicious, but they are not overly intelligent. They will attack anything that approaches their lair. A hydra's poison lasts even after the creature dies, and can be absorbed through the skin without a puncture
Abilities
If a hydra is hit in combat for four or more points of effective damage there is a 70% chance that one of the hydra's heads has been destroyed. Two pulses after a head is destroyed, two more grow back, and on the beginning of the next pulse after that they can attack in combat. One of the hydra's original nine heads will be immortal. This head cannot be killed, and does not regenerate like the others. Instead, if a hydra has no Endurance remaining, the head is assumed to have been cut off. If the head is cut off, it can no longer move or attack except in Close Combat. The only way to kill one of the hydra's mortal heads is to burn it while it is regenerating (a successful strike with a torch will do this). Each time a head regenerates, the Hydra gains three points of Endurance. (Note that this will occasionally mean that a hydra will have more Endurance points at the end of a battle than before). In any event, if a hydra's Endurance is ever reduced to zero or below, every head dies except the immortal one mentioned above.
Movement Rates 
Crawling: 200
PS: 18-22 MD: 19-24 AG: 14-16 MA: None EN: 30-35 FT: 40-45
WP: 18-23 PC: 14-17 PB: 4-6 TMR: 4 NA: Scales absorb 7 DP
Weapons
A hydra may bite with up to 6 heads without penalty. Poison occurs after effective damage. Only magic and antidotes specifically designed for hydra poison will be effective against their venom.
Bite: BC 55%, [D + 2], Melee & Close, Rank 0.
Poison: 5 DP per pulse for D10 pulses.

Manticore

Natural Habitat 
Caverns, Highlands, Waste
Frequency 
Rare
Number 
1-6 (1)
Description
Manticores have the body of a lion, bat-like wings, and the head of a human, although larger to fit their bodies. At the tip of their tail they have up to 12 spikes, which they can launch as weapons. The spikes regenerate in about a day.
Comments
Manticores like to hunt, and their favourite prey is man. They will lie in wait for a party, and then send their spikes whirling into it. If the Manticore’s lair is found, there is a chance that it will have dragged bodies with treasure on them into its cave.
Abilities
Manticores have no magical properties, and no special abilities other than the ability to launch their tail spikes.
Movement Rates 
Flying: 500; Running: 350
PS: 28-32 MD: 20-25 AG: 26-30 MA: None EN: 12-14 FT: 20-25
WP: 12-18 PC: 12-18 PB: 3-6 TMR: 10/7 NA: Fur absorbs 8 DP
Weapons
Manticores may claw twice, and prefer do so in Close. At range, they may launch up to 6 tail spikes without penalty, as long as the targets are within 6 feet of each other. They have at most 12 spikes.
Claw: BC 60%, [D + 5], Melee & Close, Rank 0.
Spike: BC 60%, [D + 4], Ranged, Rank 0.

Minotaur

Natural Habitat 
Caverns, Coastal, Woods
Frequency 
Very Rare
Number 
1-6 (1)
Description 
Minotaurs are humanoid, with the head of a bull and a very hairy hide. They have a tail, just like that of a bull.
Comments
Minotaurs are particularly vicious, and will attack virtually anything that their dim intelligence tells them they have even a mediocre chance of beating. These beasts generally like the dark, and will only rarely be found in the open after sun-up.
Abilities
The minotaur has no special magical abilities or talents. They are tool users and will sometimes use simple weapons.
Movement Rates 
Running: 300
PS: 22-26 MD: 18-20 AG: 14-17 MA: None EN: 14-16 FT: 22-25
WP: 14-16 PC: 18-20 PB: 4-7 TMR: 6 NA: Hide absorbs 6 DP
Weapons
A minotaur can attack by butting with their horns, biting, or attacking with a weapon, or any two of these attacks without penalty. It will have Rank 1-5 with its weapons. It uses its Bite in Melee at -20%.
Butt: BC 40%, [D + 3], Melee, Rank 0.
Bite: BC 50%, [D – 1], Melee & Close, Rank 0.

Naga

Natural Habitat 
Coastal, Wetlands
Frequency 
Very Rare
Number 
1-6 (1)
Description
Nagas are humanoid above the waist, and have the body of a serpent below. Male nagas have the upper half of a man, while female nagas have the upper half of a woman. Both types will usually be 10-12 feet long.
Comments
Nagas are often the guardians and keepers of knowledge. They seek to preserve powerful knowledge from the use of those who would not use it properly, and at the same time they try to deliver it to those who could best use it for the cause of good. This knowledge might be magical in nature, or of some other type. Nagas will use force to defend the knowledge that they guard (which will usually be in the form of a written tome) but will warn intruders beforehand, and allow them a chance to get away.
Abilities
Nagas are frequently (85%) members of one of the Colleges of Thaumaturgies. If a naga is a magic-user, it will have Rank 2-8 with each of the General Knowledge spells, talents, and rituals, and will have Rank 1-5 with those Special Knowledge spells and rituals that they know (usually 5-10 will be known). Nagas can also read the minds of any that they can see, understanding both the thoughts and intentions of the subject. This talent cannot be resisted.
Movement Rates 
Swimming: 400; Crawling: 300
PS: 20-25 MD: 17-21 AG: 12-16 MA: 16-20 EN: 25-32 FT: 20-25
WP: 20-24 PC: 19-23 PB: 13-17 TMR: 8/6 NA: Scales absorb 5 DP
Weapons
Naga may use edged weapons at Rank 4-6, their poisonous bite, constrict, or spit poison. The constriction attack has the same special ability as a garotte. The spit attack is a Throw action. Poison occurs after effective damage from the bite attack. Only an antidote specifically designed for naga venom will neutralise the poison.
Constrict: BC 40%, [D + 8], Close, Rank 0.
Bite: BC 55%, [D + 4], Melee & Close, Rank 0.
Poison: 2 DP per pulse for D10 pulses.
Spit: BC 30%, [D + 4], Ranged, Rank 0.

Salamander

Natural Habitat
Other Planes, Waste
Frequency
Rare
Number
1-2 (1)
Description
A salamander is a three foot long lizard, reddish brown in colour, with fiery red eyes.
Comments
Salamanders love to set things on fire in a seemingly random fashion.
Abilities
Salamanders have the ability to set things on fire by concentrating their gaze. The action is deliberate, in that something will not be burnt unless the salamander wishes to burn it. Only flammable items can be ignited.
Movement Rates
Running: 350
PS: 14-17 MD: 8-10 AG: 17-20 MA: None EN: 12-14 FT: 15-20
WP: 21-24 PC: 18-21 PB: 5-7 TMR: 7 NA: Scales absorb 4 DP
Weapons
A salamander may bite, or gaze as a Fire action. The gaze is effective on one target to 200 feet, but may be resisted for no effect.
Bite: BC 40%, [D + 2], Close, Rank 0.
Gaze: BC auto, [D + 12], Ranged, Melee & Close.

Sphinx

Natural Habitat 
Waste
Frequency 
Very Rare
Number 
1
Description
A sphinx has the body of a winged lion, with the head and breasts of a woman. A sphinx is usually about 12 feet tong. A sphinx has large, sharp teeth, and is a two-hex monster.
Comments
Sphinxes are proverbial riddle-lovers. They love to learn new riddles, and will sometimes let a passer-by live in exchange for a good one. They also like to ask riddles, however. When a sphinx asks a riddle, it will state what will happen to a character who does not answer the riddle successfully, and what reward (usually just free passage) will be given to those who do. A sphinx will always try to keep its word as to what it will do if the riddle is answered, although there is a small chance that it will simply kill itself if the riddle is answered correctly.
Abilities
Most sphinxes are accomplished members of a College of Magic, usually one of the Thaumaturgies. They will know all General Knowledge spells at Rank 6-9, and will know all Special Knowledge spells at Rank 3-6. In addition, a sphinx will know D10 counterspells from other Colleges. Sphinxes also have excellent senses of smell. They will be able track as if they had Rank 8 in the Ranger ability, and they will be able to detect the presence of hidden or invisible characters 75% of the time.
Movement Rates 
Running: 500; Flying: 600
PS: 30-35 MD: 22-24 AG: 17-19 MA: 12-22 EN: 40-50 FT: 60-75
WP: 20-23 PC: 17-19 PB: 4-6 TMR: 10/12 NA: Hide absorbs 6 DP
Weapons
A sphinx can bite and claw twice without penalty.
Bite: BC 75%, [D + 8], Melee & Close, Rank 0.
Claw: BC 60%, [D + 4], Melee & Close, Rank 0.

Unicorn

Natural Habitat 
Plains, Woods
Frequency 
Rare
Number 
1-8 (2)
Description
Unicorns are white equines with a single, long horn coming out of their forehead. They have a single black, 2 foot long horn set in a deer's head, very thick feet, and the tail of a boar.
Comments
Unicorns are virtually untameable by ordinary men, but a virgin can occasionally tame a unicorn, as unicorns love purity and innocence.
Abilities
Unicorns are immune to poison, and a character that possesses one of their horns is also immune. They are also almost impossible to trap, as they are very intelligent and wary. They are unable to cast spells in the usual sense.
Movement Rates 
Running: 600
PS: 55-60 MD: None AG: 16-19 MA: None EN: 25-30 FT: 50-60
WP: 20-25 PC: 25-30 PB: 18-20 TMR: 12 NA: Hide absorbs 4 DP
Weapons
Unicorns may either gore with their horn, bite or kick into their rear hex. Unicorns will willingly enter Close Combat and trample.
Horn: BC 60%, [D + 7], Melee, Rank 0.
Bite: BC 25%, [D + 2], Melee & Close, Rank 0.
Kick: BC 45%, [D + 7], Melee Rear, Rank 0.
Trample: BC 25%, [D + 8], Close, Rank 0.

Wyvern

Natural Habitat 
Highlands, Jungle, Waste, Wetlands
Frequency 
Uncommon
Number 
1-5 (2)
Description
Wyverns are distant cousins of dragons, but are smaller and not blessed with the intelligence of dragons. Usually, 6 to 10 feet tall, the wyvern is portrayed as a one-hex character with its tail extending into its rear hex a short distance (just enough so that it can knock a character standing in that hex off their feet). Wyverns are slate grey in colour and have tough armoured hides.
Comments
Wyverns do not know magic, but crave magical items and will often be found to be hoarding or wearing them. Dragons despise wyverns and wyverns fear dragons and the two will never be found in each other's company. Wyverns are, by nature, somewhat cowardly.
Abilities
Wyverns, unlike their larger cousins, are non-magical. Their shrivelled front limbs are not suitable for grasping much except already subdued prey. The wyvern's tail contains a scorpion-like sting, which may be used to infect a target in the hex the wyvern is facing with poison (the sting is used in an over-the-head-attack). It may not be used to attack characters behind it.
Movement Rates 
Running: 75; Flying: 150
PS: 20-30 MD: 10-12 AG: 12-16 MA: 8-10 EN: 25-35 FT: 30-40
WP: 10-16 PC: 18-25 PB: 3-5 TMR: 1/3 NA: Hide absorbs 8 DP
Weapons
Wyverns may either bite, sting, or trip with their tail.
Bite: BC 40%, [D + 4], Melee & Close, Rank 0.
Sting: BC 45%, [D] armour penetration only, Melee, Rank 0.
Poison: 4 DP per pulse for D5 pulses.
Trip: BC 40%, [D – 2], Melee Rear, Rank 0.

Walvo Beast

Walvo Beast (Mustal-Reptillious)

Walvo Beast Colour.jpg
Natural Habitat 
Dessert, Tropical Fringe
Frequency 
Rare
Number 
1-25 (6)
Description
The Walvo is said to be another product of meddling wizards. To be accurate – the Walvo is an evolution of a long lost wizards creation and some very improbable mating. They sport the iridescent scales of a dessert lizard and the fur of the weasel that they resemble. These creatures are ferocious omnivores – preferring fresh food over carrion but will eat anything if they are hungry enough.
The breeding patterns of the Walvo are erratic in frequency and form. Some females will produce live kits and others clutches of eggs. There does not seem to be any difference in the physical form of the young by the time they reach adulthood. The live born tend to be more precocious than the egg laid.
Abilities
The Walvo is generally an animal of superior intelligence. Approximately 3% of the Walvo population can be considered sentient.
It is possible to use the Walvo as a hunting beast. If they are raised in captivity they may bond to their trainers – becoming extremely faithful servants. A few wizards have taken them for familiars.
While the Walvo can not cast magic they can develop quasi-magic talents <<Treat as rank 4>> They can not backfire but their ‘cast chance’ is limited.…
  1. (10%) Blending : One of the prized talents of the Walvo is that they can ‘Blend’ (qv Earthmage)
  2. (2%) Shadow Walk : (qv Celestial)
  3. (5%) ESP – they use this for locating prey/predators
  4. (1%) Mind Speech – These extremely rare specimens can be taught to convey concepts and accept instructions. They can be trained to initiate the link with their masters. In the wild these will generally be the head of their tribe or hunt co-ordinators.
Movement Rates 
Running: 300
PS: PS 4-6 MD: MD 3- 8 AG: AG 20-26 MA: MA - EN: EN 6-12 FT: FT 8-16
WP: WP 10-25 PC: PC 10-20 PB: PB 6-12 TMR: TMR 8 NA: NA 3
Weapons
Tooth and Claw
Describe types of attack, then list (examples below).
Bite: BC 50%, [D + 2], Close, Rank 2.
Claw: BC 65%, [D - 2], Melee & Close, Rank 2.
Poison
(15%) Some of the Walvo carry a paralysis poison. This will affect most small animals almost immediately – causing their muscles to seize. The Walvo will never eat an animal paralysed by their own bite – making these specimens ‘soldiers’ of sorts (vs. hunters). Any entity with more that 10 EN must make an endurance check or suffer numbness in the affected area of their body. There can be further ramifications (e.g. losing TMR or the ability to hold anything). The poison will dissipate after 1 – 3 days.