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NEW MONSTERS

Three new creatures, the Anauroch Sand Fox, the Bitternai, and the Dark Starling.

Anauroch Sand Fox

Climate/Terrain: Desert Hit Dice: 2
Frequency: Rare THAC0: 19
Organization: Solitary No. of Attacks: 1
Activity Cycle: Any Damage/Attack: 1-2
Diet: Omnivore Special Attacks: Breath Weapon
Intelligence: Animal (1) Special Defenses: Nil
Treasure: Nil Magic Resistance: Nil
Alignment: Neutral Size: S (up to 4 feet long)
No. Appearing: 1-2 Morale: Average (8-10)
Armor Class: 6 XP Value: 50
Movement: 15"

The Anauroch Sand Fox is similar in many ways to the typical fox of sandy deserts (such as the fennec or kit fox), as it is leaner and smaller than its cousin that lives in moister areas. It has large ears to aid in dissipating of heat and find the desert rodents and insects that form the bulk of its diet. Further, it is generally the same color of the desert in which it lives, usually a tan, khaki-type color.

In a world of magic and dangerous predators, the Anauroch Sand Fox has adapted a peculiar defensive and offensive mechanism, a breath weapon, not unlike its distant cousin the hoar fox (from the Fiend Folio). Breathing out in a cloud up to twice a day, in an area just large enough to catch one man-sized creature, the Anauroch Sand Fox has a minor breath weapon attack. Any individual caught within the cloud must save vs. magic or go to sleep as per spell, regardless of experience level. Further, those individuals who remain within 40 to 50 feet of the breath weapon attack (for up to 4 rounds depending on wind conditions) must save again each round, or fall asleep as well.

Not a malicious creature, the fox generally uses its breath weapon as a last resort. If adventurers try to corner one, it will use it, and then vacate the area, humans generally much to large as prey items. However, those same humans will be quite vulnerable to larger predators of the deep desert.

Bitternai

Climate/Terrain: Marshes and swamps Hit Dice: 3
Frequency: Rare THAC0: 18
Organization: Flock No. of Attacks: 1
Activity Cycle: Day Damage/Attack: 1-6 or by weapon
Diet: Carnivore Special Attacks: Nil
Intelligence: Very (11-12) Special Defenses: Nil
Treasure: F Magic Resistance: Nil
Alignment: Neutral Size: Medium (5 feet tall)
No. Appearing: 1-4 Morale: Average (8-10)
Armor Class: 6 XP Value: 80
Movement: 6/16

The bitternai or the "hidden ones" are a very rarely seen race of secretive sentient marsh birds, found only well away from the works of humanity. In appearance, the bitteranai a long-necked, long-legged, brown and tan heron. Its wings, which resemble that of a typical heron when folded against the body, have three long fingers which allow it to grasp and use items. Not able to speak any human tongue, they have their own language of clacks, whistles, and calls.

The bitternai are generally peaceful creatures, shy and retiring and seeking to live peaceful lives in the tall grass swamps they love. Occasionally though marsh predators or evil humanoids races force them to do battle. Preferring to attack from ambush (the bitternai can freeze in natural terrain, becoming invisible to all those but who have infravision or the ability to see invisible objects). Attacking from concealment at a +2 on the initial attack role, the bitternai will either use its long, sharp beak or a spear, constructed from some swamp or marsh tree. Larger, heavier weapons are rarely used, those swords on rare occasions have been seen to be used by the hidden ones.

In addition to beak and weapons, as an extreme last resort the bitternai can use a buffeting attack with their wings for 1-2 additional points of damage. Risky to the creature as it requires extremely close contact, it can served to blind or stun an opponent. Any opponent successfully hit by a buffeting attack must save vs. spells or be stunned for 1 round.

The bitternai live in small flocks of about 30 to 40 individuals, generally not constructing any form of permanent shelter. About one forth to one half will be males, the rest a mixture of females and young (the young have no effective attack).

The bitternai live in harmony with their wetland environment, hunting and foraging for fishes, frogs, salamanders, and the like. In fact they are so in tune with their environment that one tribe in four will have a druid, of up to level 6. Such groups have a greater aptitude for magic; those in these more magical tribes will be able to cast entangle, pass without trace, and insect swarm once a day.

There is a great enmity between bitternai and the eblis, or "storkmen." The eblis, a larger, neutral evil race of intelligent heron-like creatures, will ruthless seek to exterminate any bitternai they encounter. The bitternai generally get along decently well with the lizard men, and stay out of the way of the bullywugs, which is not difficult to do.

Druids and rangers greatly respect the bitternai, and those that spend time in the swamps count them a useful ally. Though very difficult to find, they have been known to aid adventurers if approached properly.

Dark Starling

Climate/Terrain: Any Hit Dice: 1 to 2 hit points
Frequency: Rare THAC0: 20
Organization: Flock No. of Attacks: 1
Activity Cycle: Day Damage/Attack: 1
Diet: Omnivore Special Attacks: See below
Intelligence: Animal Special Defenses: Nil
Treasure: Nil Magic Resistance: Nil
Alignment: Neutral Size: S (a foot wingspan at most, usually much smaller)
No. Appearing: 20-200 (+) Morale: Average (8-10)
Armor Class: 7 XP Value: 15
Movement: 2/18

The dark starling is related to the standard or "European" starling, in the same way a winter wolf is related to the normal wolf; the magics of the world have twisted this creature, perhaps amplifying natural tendencies, or maybe adding new qualities.

In appearance, the dark starling looks much like the common starling, basically a stocky, medium-sized perching bird with a short tail. Generally about the size of a robin, the dark starling can be distinguished from its relatively harmless kin by its plumage, which is an iridescent black rather an black with purple and green, and its legs are of a black rather than a reddish color.

The chief claim to fame for the dark starling is that it is a flying bag of disease. Any wound caused by a dark starling has a 25% chance in resulting in a serious disease, generally of a cardiovascular nature, with a 50% chance for being terminal, otherwise lasting 1-12 days. Further, any individual within 200 feet of a flock of these birds (or 20 feet of an individual bird) stands a 30% chance for contracting a respiratory illness, which will cause the permanent loss of 1 point of strength and 1 point of constitution if it does not kill (20% chance for that), which will occur in 1-12 months. In both instances a successful saving throw versus poison will indicate the individual in question is safe from infection.

The arrival of a flock of dark starlings generally brings about a precipitous decline in local wildlife (if not local citizens), which is fine for them as they feed on the deaths they cause. The dark starlings are unable to stay in an area more than a few weeks, lest they wreck the local ecology beyond repair, or more to the point run out of things to eat.


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