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Monday, March 23, 2009

[RPG] Creatures (Limited OGC)-

(c) Copyright 2009 Kyrinn S. Eis

Only the text marked within the ]OGC[ header and footer is Open Gaming Content, as governed by the Open Gaming License version 1.0a. The names and descriptive text are reserved as Product Identity.

Explanation of Headings-

Fight Dice: The number of d8 used to determine Dodge Points for the creature
Resolve: The bonus on d20 toward '20' to continue fighting under poor circumstance
Defence/Armour: Defence is added to the creature's d20 roll to determine difficulty 'to-hit', while Armour is the die-type subtracted from damage scored on a 'hit'
AB: The creature's Attack Bonus on d20
# Attacks: Number and Type listed
Damage: The amount of each listed attack
Move: This refers to the creature's Speed in feet per Round
Organisation: The numbers appearing and special circumstances for greater numbers
CT: The bonus to d20 versus the number '20' to make any given Critical Test (Save)
Loot: If any, this is the Loot Type to be found on the creature (rare) or in its lair
XP: The number of eXperience Points gained in reward for defeating or capturing/outwitting an individual creature

Aurubin (Cave Maulers)-
Fight Dice: 4+9* (1+5* FD cubs)
Resolve: +10
Defence/Armour: +3/1d6
AB: +3
# Attacks: 2 claws/1 bite/1 snare
Damage: 1d6/1d6/1d8/-*
Move: 60'
Organisation: 1 Adult female, 1 or 2 cubs
CT: +5
Loot: Random gear in Lair
XP: 555
Large (6-8' long) quadrupedal furred creatures with long tapered heads and almost beak-like bony snouts sporting long prehensile tongues. Their four paws are all equipped with large, sharp and tough claws, capable of digging through stone-choked compacted earth with relative ease. They will frequently lash with their prehensile tongues (3') once a victim is already drawn into their tunnel, and if it strikes, their bite is automatic.
Aurubin are exclusively subterranean dwellers, although a separate variety has been observed in dark forests dwelling beneath log lodges of their own construction.
These creatures are of above-average intelligence for animals, but show little interest in human artifice or activities, save when a human walks too near one of their many cave or warren entrances. There may be as many as 1-4+1 such tunnels leading to the same lair. If the young are disturbed, the Aurubin will likely (73%) emerge from its lair in a fury which effectively doubles its FD and adds +4 to its Resolve and CT until its young are recovered, or the attackers are slain.

Biinderhaas (Buzzing Lancers, Fire Snipers)-
Fight Dice: 1+5*
Resolve: +13
Defence/Armour: +5/1d8
AB: +1
# Attacks: 1 bite + special
Damage: 1d4 + special
Movement: Land 10' Fly 40'
Organisation: 1d4+1 'Pod'; 2d6 Pods during mating
CT: +5
Loot: None
XP: 100
These large insectoids measure roughly 18" in length and are capable of quick if ungainly flight (rarely higher than 30' elevation). They are one of several varieties of furred beetles, prized by hunters for their easily removed pelts. To guard themselves as well as to take prey, the Biinderhaas fires pellets of a secreted resin that combust upon contact with the air. These fiery pellets are capable of igniting clothing, hair, etc. This attack has an effective range of 30' and does 1d4 fire damage each Round for 1d4+1 Rounds. Each creature is capable of firing no more than 5d4 of such pellets before needing to feed.
The bite is normally reserved for a distracted or fallen victim, and is a repeated process as pieces of the victim are digested as it feeds. Even the bones of victims are consumed, and it is supposed that a variety of components of a victim are necessary to concoct the resin.

Donhax (Shore Shears)-
Fight Dice: 2+4
Resolve: +11
Defence/Armour: +7/1d6
AB: +2
# Attacks: 2 Pincers
Damage: 3d4/3d4
Move: Land 10' Swim 60'
Organisation: 1d4 or 4d12 during Spawning season
CT: +4
Loot: None
XP: 150
The Donhax are usually 20-36' in length, and are shaped like long tapered cylinders with two powerful pincers, and four foot-like fins. They possess a cluster of six independent eye-stalks which provide them with good movement-sense, but poor focus.
Aggressive hunters of small-prey, they have been known to attack humans who tread through their feeding and spawning grounds -- likely as a mere reflex action in response to the movement of feet.
Out of water these fish-like creatures are clumsy and slow, but in the water, they dart at their prey (sometimes even attacking and killing water birds) with startling speed and accuracy. They use the carcasses of their prey as spawning beds for their hundreds of eggs.