 HOME |
CONTACT | BESTIARY | ACADEMY | LINKS | LIBRARY | OTHER
WORLD
| GAZETTER|
A Dalvashian Bestiary:
New Monsters for a New World (continued)
Dog, Wild
Similar to coyotes in appearance, the
Dalvashian Wild Dog, while no doubt brought by same mysterious
agency that brought in the other mammals (and the solitary bird
species of this world), has apparently completely gone native.
The wild dog found here is of species found only here, though
this is largely of interest only to researchers, rangers, and
druids. Generally similar to the wild dog statistics given in
the books, they are more scavengers than anything else, though
they can and do hunt.
Though not quite representing the threat
that lions do, the wild dog is still a nuisance to settlers,
blaming for stealing chickens, geese, ducks, and calves. They
are however not generally threatening to people, though they
have been blamed on the deaths of unattended children and wounded
men that were alone.
Dragonfly, Giant Dalvashian
| Climate/Terrain: |
Temperate to Tropical Forest,
Jungle, Swamp, Marsh, and Sandy Seacoast |
Hit Dice: |
7 |
| Frequency: |
Rare (Very Rare in civilized
areas) |
THAC0: |
14 |
| Organization: |
Solitary |
No. of Attacks: |
1 |
| Activity Cycle: |
Day |
Damage/Attack: |
3-12 |
| Diet: |
Carnivore |
Special Attacks: |
+2 on initiative |
| Intelligence: |
Animal |
Special Defenses: |
See below |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
M |
| No. Appearing: |
1 |
Morale: |
Fanatic |
| Armor Class: |
3 |
XP Value: |
800 |
| Movement: |
1"/36 " (MC: B) |
|
|
Giant Dalvashian Dragonflies are very
similar in most respects to the giant dragonflies found on other
worlds. Fearless and voracious insect predators, these often
quite beautiful insects feed on a variety of prey, all caught
while on the wing. Because of their great speed, hovering abilities,
and darting flight, they gain a +2 on initiative checks. If they
have the initiative they cannot be effectively combated by hand-held
weapons, and all missile attacks are made at a +4 on to hit.
Without initiative, giant dragonflies can be hit normally by
hand-held weapons, but missile attacks are still at a +2 to hit.
The variety found on Dalvashia (ranging
from the temperate eastern woodlands south through the jungle,
including the Jade Peninsula and the islands of the Azure Sea)
has several noticeable differences. First, owing to a lack of
familiarity with humans and ground based prey (and a common abundance
of winged prey) these dragonflies rarely attack prey on the ground.
Indeed, they are not noted for the ability to distinguish a motionless
human from the background about 75% of the time (if one can be
a motionless with an 8 hit die giant dragonfly hovering in your
face). The locals know this, and have tremendously cut down on
fatalities caused by giant dragonflies as a result. As the insects
become more used to human prey (and with a decline in natural
prey thanks to habitat destruction, hunting, and what have you),
it is thought they will increasingly adapt to taking human prey.
Unfortunately, several varieties of
Giant Dalvashian Dragonfly are also poisonous. It takes pretty
much a ranger, druid, or an academician to distinguish these
varieties, but most seem to lair in the largely unexplored jungles
of the Jade Peninsula. Such creatures get their normal bite,
but also anyone bit must save versus poison or die (those succeeding
taking 2d20 points of damage). Many locals have tried to distinguish
these varieties from the others, but it is a difficult task.
Any giant dragonfly encountered in the region is 40% likely to
be of the poisonous variety.
Giant dragonfly hide is actually quite
beautiful; brilliant, glittering, with every color of the rainbow
depending on how the light catches it. If properly preserved
by magic, the skin easily brings in 800 gold pieces per square
foot. Used for apparel and decoration, over six square feet can
be taken from a normal specimen. Collection of such skin is highly
specialized and quite rare, though there a few mage-archer teams
who make a living off of it (sometimes angering local officials
and druids).
Dragonfly, Hawkwing
| Climate/Terrain: |
Temperate to Tropical, all
terrain types |
Hit Dice: |
1-2 |
| Frequency: |
Uncommon-Rare |
THAC0: |
17 |
| Organization: |
Solitary |
No. of Attacks: |
1 |
| Activity Cycle: |
Day |
Damage/Attack: |
1 or 1-2 |
| Diet: |
Carnivore |
Special Attacks: |
Nil |
| Intelligence: |
Animal |
Special Defenses: |
See below |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
S (2 foot wingspan) |
| No. Appearing: |
1-6 |
Morale: |
Average |
| Armor Class: |
1 |
XP Value: |
50 |
| Movement: |
1"/36" - 48" |
|
|
The Hawkwing is a fairly common insect,
seeming to fulfill the role of hawks and birds of prey on this
world. Basically a really large dragonfly, they are harmless
to humans, though much folklore exists about them sewing up the
eyes of children or eating pets (untrue). Also seen as harmful
to livestock (untrue as well, they eat only other winged insects),
they are often hunted in many areas. At first this was pretty
much tolerated - they are just insects after all - but corresponding
rises in the insect population to nearly plague proportions (a
possible factor in the vampiric moth outbreak of 1390), have
lead many to now try and protect these often gorgeous multi-hued
insects.
Still, there are individuals who seek
to hunt the insect. Hand held weapon users face a +4 penalty,
as do those who use missile weapons. If the dragonfly wins initiative,
handheld weapons are useless, and missile attacks are a +6.
Hawkwings form the main prey of the
Giant Dalvashian Dragonfly. Unlike their larger relatives, their
skins are not especially valuable., though sometimes offworld
collectors and academicians will pay for a specimen.
Lion
Fairly unremarkable, the lion is the
dominant predator of the central plains, where it chiefly feeds
on bison and only rarely on mastodons (generally the calves).
Lions had no trouble switching their prey to cattle, and they
have represented a threat to settlers themselves. Campaigns were
enacted to thin lion numbers if not eliminate them, and many
private individuals and some government officials have offered
bounties on them. Even today though they can still be a threat
in some areas, though they are becoming more scarce around the
towns and along the trade roads. The most reliable way to find
a lion pride or a lioness on the hunt is to find one of the great
herds still making their way across the open range.
Like the wild dog, bison, and mastodon,
the lion is not native to this world, though has adapted well
to this planet. Unlike the other mammals of the plains, they
has spread into other areas, such as the mountains and the forest,
though largely after settlers arrived providing proper food (lions
are not terribly fond of eating giant insects or amphibians).
Mastodon
Very rare or extinct on most worlds,
the mastodon has seemed to survive here, though it is well known
that the creatures simply cannot be native to this world and
were brought in by some outside agency, likely well before Caladan
colonization. Most likely, their introduction was several thousand
years ago, though there is quite a debate on this subject.
Large herds of these herbivores range
across the central plains, though nowhere near as large as the
herds of bison. As little farming still exists on the plains,
for the most part they represent little trouble to the locals.
The mastodons seem to avoid the towns except during droughts,
when they sometimes raid villages and even cities for water and
forage.
Attempts have been made to ranch the
mastodon, and even use them for beasts of war, but this has been
met with mixed success. Still, with the formidable power these
beasts represent, the capital continues to work at this.
Confined to the central plains, small
groups are known to exist in the more open fringes of the eastern
woodlands (where the plains meet the forest). None are known
to exist in the arctic regions, as perhaps they are not adapted
to a diet of tundra plants and/or unable to endure the colder
clime.
Merg
| Climate/Terrain: |
Swamps, marshes, lakes, and
rivers |
Hit Dice: |
2 |
| Frequency: |
Uncommon |
THAC0: |
20 |
| Organization: |
Herd |
No. of Attacks: |
1 |
| Activity Cycle: |
Night |
Damage/Attack: |
1-6 |
| Diet: |
Herbivore |
Special Attacks: |
Nil |
| Intelligence: |
Animal |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
M (4 to 5 feet long) |
| No. Appearing: |
2-20 |
Morale: |
Unsteady |
| Armor Class: |
7 |
XP Value: |
50 |
| Movement: |
4//4 |
|
|
Mergs, named after their grunting cries
they make when alarmed, are simply very large salamanders. These
amphibians lair in rivers and lakes, and emerge largely at night
or during periods of rain to graze on vegetation. Generally harmless,
these creatures will wallow back into the water and avoid confrontation.
If cornered, they will bite for 1-6 points of damage.
They are still a fairly common site
along rivers and lakes in the east and are quite common in the
delta region and in swamps. The lizardmen have experimented with
herding mergs as a form of livestock. Human and demihuman settlers
generally prefer not to eat them however, though their flesh
is palatable. Generally "eating merg" is a phrase that
means either living off the land, or being very poor.
Mountain Creeper
| Climate/Terrain: |
Mountains |
Hit Dice: |
5 |
| Frequency: |
Rare |
THAC0: |
16 |
| Organization: |
Solitary |
No. of Attacks: |
1 |
| Activity Cycle: |
Day |
Damage/Attack: |
See below |
| Diet: |
Carnivore |
Special Attacks: |
See below |
| Intelligence: |
Non- |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
M (4 to 10 feet in length) |
| No. Appearing: |
1-4 |
Morale: |
Fanatic |
| Armor Class: |
5 |
XP Value: |
200 |
| Movement: |
4" |
|
|
Another strange discovery of the high
mountains (as well as some areas of tundra) of Dalvashia is the
mountain creeper, distantly related to such creatures as black
pudding and gray ooze. A thin, sheet-like red-blooded creature,
it looks something like a rhododendron leaf, only with the underside
covered with a forest of tiny legs. It slithers along the ground,
during the day, fond of crawling on top of rocks where its large
surface area warms it quickly. At night it rolls into a ball
in a crack to minimize its surface area and thus its heat loss.
The small ones are the size of playing
cards and as thin as _ inch in thickness. Essentially shrew-like
in their habits, they are not dangerous, feeding on still smaller
mountain creepers, insects, and the like. Larger varieties are
as big as plates and tables. The variety most dangerous to the
adventurer are the table sized ones, who normally hunt and eat
corkbugs via a trapper-like enveloping attack. They do not distinguish
between food sources, and will gladly eat a human or a halfling.
Their attack form is the much the same
as a trapper; they wait until the prey is near the center, and
then suddenly close themselves upon the unsuspecting victim.
The mountain creeper then crushes them by doing a base damage
of 2 plus the armor class of the victim per turn of crushing.
Those entrapped (only two people at most in most mountain creepers)
are unable to use weapons. Prey will be smothered in 6 melee
rounds regardless of the damage sustained. It must be killed
to make it release its prey.
Oilcrab
| Climate/Terrain: |
Mountains |
Hit Dice: |
4 |
| Frequency: |
Rare |
THAC0: |
16 |
| Organization: |
Solitary |
No. of Attacks: |
1 |
| Activity Cycle: |
Day |
Damage/Attack: |
3-12 |
| Diet: |
Carnivore |
Special Attacks: |
Nil |
| Intelligence: |
Animal |
Special Defenses: |
Blunt weapons do half damage |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
M (4 to 7 feet in length) |
| No. Appearing: |
1-4 |
Morale: |
Fanatic |
| Armor Class: |
3 |
XP Value: |
100 |
| Movement: |
12" |
|
|
Related to the corkbug, the oilcrab
is basically the predatory version of this insect or crustacean
group of creatures. Faster and more aggressive than the corkbug,
it eagerly hunts them for prey. Though it does not have pincers,
it does have a sideways movement like crabs (when needed), thus
the name.
Oilcrabs have a very nasty bite, originally
evolved to pierce the tough exoskeletons of the corkbugs. Such
a bite is devastating on humans, doing 3-12 points of damage.
Like corkbugs, oilcrabs are hunted for
their "cork" and oil, (though more so for their oil),
though much less owing to the danger of the enterprise.
Prowler
| Climate/Terrain: |
Swamps, marshes, rivers, and
lakes |
Hit Dice: |
7 |
| Frequency: |
Uncommon-Rare |
THAC0: |
17 |
| Organization: |
Solitary |
No. of Attacks: |
1 |
| Activity Cycle: |
Any |
Damage/Attack: |
2-12 |
| Diet: |
Carnivore |
Special Attacks: |
Surprise bonus and gripping
attack |
| Intelligence: |
Animal |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
L (15 feet long) |
| No. Appearing: |
2-12 |
Morale: |
Steady |
| Armor Class: |
8 |
XP Value: |
150 |
| Movement: |
2//6" |
|
|
The largest amphibian yet discovered
in Dalvashia (though it is rumored there larger ones in the mysterious
Jade Peninsula), the prowler is a predator, and chiefly feeds
on mergs, though will accept fish and other foodstuffs as well.
They have been known to occasionally take individuals along riverbanks
and lakes shores, and are a threat to small boaters.
The prowler primarily lives in swamps
and marshes. A lengthy creature, it has a long, slender body
with short legs and a crocodile like skull. It will attack anything
that comes in front of it, concealed as it is in the murky water
and vegetation. Preferring to ambush its prey thus rather than
hunting, it gains a +1 bonus to surprise on opponents. The teeth
and jaws of the prowler are well adapted to hold struggling and
slippery prey (as they often prey on fish or other amphibians).
Any successful bite attack that scores on a 20 grapples the prowler's
opponent; in addition to doing normal bite damage, this attack
prevents any further actions by the opponent that round. From
then on the opponent is held by the jaws of the beast and +2
to his or her attacks, and +2 to be hit by others. Further, the
prowler does automatic damage on the victim.
The grapple is broken by one of several
ways. First, he or she can make a successful "bend bars"
roll. Second, if the opponent is a thief-acrobat, the thief-acrobat
may tumble out of the hold, using his or her Evasion percentage
as the chance to escape. Third, the prowler suffers the loss
of more than half of its hit points (at which point it chooses
to let go). And of course, the death of the creature in question.
Prowlers are despised by the settlers,
but as they are fairly common for such a large predator and there
are so many areas of wetland, there is little that can be done
about them. They aren't hunted for any useful product they can
provide, though cities and towns near lakes and rivers do occasionally
conduct massive drives to eliminate them in a region. Generally
this is only temporarily successful.
Seastar (taken from Dragon Magazine)
| Climate/Terrain: |
Tropical and subtropical ocean |
Hit Dice: |
1 (eyes hp are extra) |
| Frequency: |
Uncommon |
THAC0: |
16 |
| Organization: |
Solitary |
No. of Attacks: |
1 bite |
| Activity Cycle: |
Day |
Damage/Attack: |
2-8 |
| Diet: |
Carnivore |
Special Attacks: |
Nil |
| Intelligence: |
Low |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
S (up to 4 foot armspan) |
| No. Appearing: |
1-12 |
Morale: |
Unsteady |
| Armor Class: |
9 (7 for eyes) |
XP Value: |
80 |
| Movement: |
//10" |
|
|
Seastars are small marine creatures
the drift near the surface, feeding on fish, carrion, and creatures
that fall into or float upon the water. Occasionally, a seastar
will swim to the bottom to take refuge, breed, or feed on mollusks
(which it can pry open with is powerful arms). Seastars often
ride on the undersides of ships and smaller craft, and will drag
down someone who dangles a limb close to the water or who falls
overboard. Seastars usually fight by fastening themselves to
a victim with their arms and eating away with their powerful
triple-beaked jaws.
Seastars have slimy, mottled green and
brown bodies, three arms, and nine globular eyes set in rows
of three between each arm, on the edges of the jaws. The eyes
(AC 7) are easily destroyed, having only 1 hp each. The seastar
can regenerate all parts of its body (1 hp/day), and will flee
combat upon loss of an arm or all three of any row of eyes.
It did not take seastars long to start
preying on ships, leading some to believe that either they are
more intelligent than they appear or were brought in from off
world.
By and large they are found in tropical
waters, mainly in the Coral Island chain and waters to the south.
Some do occur in the Azure Sea, and they have been encountered
as far north as the mouth of the Mystra River.
Tree Growler
| Climate/Terrain: |
Tropical and Temperate Forest
and Jungle |
Hit Dice: |
1-8 hit points (northern varieties
1-4 hit points) |
| Frequency: |
Uncommon |
THAC0: |
20 |
| Organization: |
Band |
No. of Attacks: |
2 (0) |
| Activity Cycle: |
Any |
Damage/Attack: |
1/1 (0) |
| Diet: |
Omnivore |
Special Attacks: |
Nil |
| Intelligence: |
Animal |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
S (up to 4 feet in length,
most 2 to 3 feet) |
| No. Appearing: |
2-40 |
Morale: |
Average |
| Armor Class: |
5 |
XP Value: |
35 |
| Movement: |
8"//20" (leap up
to 50 feet) |
|
|
A virtual symbol of the sometimes alien
and bizarre fauna of this world, the tree frog is strange indeed.
Representing a highly specialized branch of amphibians, it has
been described as cross between a tree frog and a monkey. In
truth, they seem to have fulfilled the same ecological role as
the monkey, living in the forest canopy feeding on flowers, fruits,
and insects.
They are highly mobile for cold-blooded
creatures, being able to not only swing between trees like a
monkey but hop considerable distances between trees. Fairly slow
on the ground, they can usually though easily hop to a nearby
tree branch and scamper out of view.
The eerie calling and croaking - often
growling - of these creatures is a hallmark sound of this colony
world, a haunting one that many remember for the rest of their
lives.
Generally harmless to humans, they are
unpopular among fruit farmers, and can make considerable nuisances
when they enter an area, often remaining for weeks. During mating
season, the cacophony of their mating calls defies description.
Fortunately unlike monkeys they generally don't become beggars
and thieves in marketplaces. Unfortunately, they are either unafraid
or unintelligent enough to not be easily frightened from an area,
and it can take considerable effort to drive a troop of them
away from an orchard.
If forced to attack they can claw for
1/1. Some varieties are believed to have toxins in their skins,
those species are thought mainly to exist in the Jade Peninsula.
It is possible that there is a relationship
between tree growlers and the Buforians, though scholars aren't
sure. Like the Buforians, they do not tolerate cold well and
are generally found in warm temperate and tropical areas, though
smaller hibernating varieties are found farther north. These
will have no effective attack.
They are of no relation to the imported
gator monkey population of Tropicana. No one quite knows what
gator monkeys are.
Wasp, Giant
The Giant Wasp that is found on Dalvashia
is similar in nearly all respects to those found on other worlds
such as Toril or Oerth. Rare to Very Rare in frequency, they
create huge hanging nests in the gigantic sequoia and redwood
trees of the eastern portion of the continent. Often hanging
one hundred feet or more off the ground, they may contain upwards
of 40 adult wasps. They are also noted in the tropical forests
of the mainland, though not the islands.
These four hit die creatures range far
and wide through the forests for prey. Traditionally, they prey
on giant ants, hawkwings, giant dragonflies, and occasionally
native amphibians. Increasingly, they have begun to turn to imported
livestock and colonists. In many ways more dangerous than the
Giant Dalvashian Dragonfly, any settler finding a nest (or sighting
a giant wasp) generally quickly calls the authorities so that
it may eliminated. This is generally no mean feat.
Though fairly free of major monsters
that plague other worlds, such as ogres, hostile dragons, evil
giants, and the like, the giant wasps is one of the reminders
to the careless that Dalvashia is still a wild and dangerous
place.
HOME | CONTACT | BESTIARY | ACADEMY | LINKS | LIBRARY | OTHER
WORLD
| GAZETTER|
|