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Fan-generated Oathbound stories, dungeons, art, content, etc.
3/19/2011 6:17:23 AM

Derek Holland
Derek Holland
Posts: 366
Here is an older one of my MF critters, one that can be easily expanded into several niches.

Name Pit Worm
No. Enc. 0 (6d8)
Movement 10' (3') burrow 10' (3')
AC 9
HD 1 hit point
Attacks 1 (bite)
Damage d2
Save L0
Morale 12
Hoard Class none

The pit worm is 10" long and has mandibles like a bristle worm. When exposed to certain biochemicals, it transforms into a much larger monster over a single round (and revert 4 hours later). They are used in gladitorial bouts, placed in the soil or sand the fighters duke it out on. It takes a certain amount of blood, brains, chlorophyll or other biological fluid to induce the change, so all the worms do not transform at the same time. Pit worms can smell these and will eventually burrow to them so it is just a matter of time before they change.

Mutations: metamorph

Name Pit Fiend
No. Enc. 0 (2d4)
Movement 90' (30') burrow 60' (20')
AC 6
HD 8
Attacks 1 or 1 (bite or slam)
Damage 4d6 or 4d6
Save L4
Morale 12
Hoard Class none

When a pit worm consumes blood, it becomes a pit fiend. At 20' long, it is tha largest morph of the pit worm. The mandibles gain serration and tiny leg like structures appear that allow the fiend to burrow faster. It almost always strikes from below the surface and tries to drag anything it has bitten down so that it can eat in peace. If it hits with a natural 20, the target must save versus stun attacks or be dragged 10' underground, taking d6 points of damage in the process. The fiend then slams the victim into the walls of the tunnel, using the exposed stones to cut into the victim's skin and bleed the target to death.

Mutations: aberrant form (natural weapon, xenomorphism), gigantism

Name Pit Spark
No. Enc. 0 (2d4)
Movement 90' (30') burrow 20' (6')
AC 5
HD 5
Attacks 1 or 1 (bite or lightning)
Damage d8 or 3d8
Save L3
Morale 12
Hoard Class none

When a pit worm eats grey matter, it becomes a pit spark. It is 12' long and has a visible electrical aura. In addition to biting, the spark can throw lightning to a range of 30' every round. It sticks its head out of the ground to through the lightning but in some arenas, metal spikes are placed through out the sand. The spark wraps itself around 2-3 spikes and if anything touches one, it can send the jolt up through the spike.

Mutations: energy ray, gigantism

Name Pit Vine
No. Enc. 0 (2d4)
Movement 90' (30') burrow 20' (6')
AC 4
HD 5
Attacks 1 (thorns)
Damage 2d6
Save L3
Morale 12
Hoard Class none

When a pit worm comsumes chlorophyll, it gains some plant traits and grows to 15' long. Covered with 4" razor sharp thorns, it targets plants to rend and consume. Unlike the fiend and spark, the pit vine stays on the surface. If there are no plants to eat, it tries to burrow and escape the arena. If anything ties to stop it, the vine will react very aggresively.

Mutations: gigantism, natural vegetal weapon

Other substances will have produce different monsters. Some poisons will kill the worm and others will cause it to become super toxic. Blood from gilled creatures may cause it to attempt to burrow into flesh while still small and swim through the bloodstream. The ML should be devious when designing new strains of pit worm monsters.
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3/24/2011 7:29:47 AM

Derek Holland
Derek Holland
Posts: 366
Name Lab Human
No. Enc. 0 (d100 X d6)
Alignment Neutral
Movement 120' (40')
AC 9
HD 1
Attacks 1 (weapon)
Damage by weapon
Save L0
Morale 4
Hoard Class none

Many creatures and races do not like the dominance of humans on their worlds. One solution for those wishing alchemical and magical experiments is the lab human. They differ from normal humans in two ways. Their INT and WIS are 2 as to prevent escapes, unnessary learning, questions, etc. The other is that they bud as well as sexually reproduce. With the buds, the lab humans have an annual population increase of 20% (standard humans would have trouble making 5%). The buds are what make the lab humans valuable. They are easily genetically engineered* and many thousands of subraces have been developed using the buds. Aboleths looking for better skum prefer using lab humans over wild strains because of the genetic flaws in the latter. Illithids use lab humans as emergency rations (they don't taste very good). Dragons use them to discover ways to keep the vermin down (many anti human spells have come from this work). Humans use lab humans in medicine and less savory works. Undead made from basic lab humans are significantly weaker than those made from normal humans but some of the subraces can make most vile and powerful zombies and ghouls. On the Forge, there are lab human populations in Eclipse (vampires find their blood acceptable), Penance, Arena and the Vault. A single lab human can bud itself an entire population within a matter of years. Fortunately those that escape rarely survive very long due to their mental handicaps.

*3rd and 4th level spells that can make permanent, heritable changes. 3rd level covers physical and 4th minor supernatural abilities.
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4/6/2011 3:43:08 AM

Derek Holland
Derek Holland
Posts: 366
Name Sewer Gremlin
No. Enc. 2d10 (0)
Alignment Chaotic
Movement 30' (10' )
swim 60' (20')
burrow 10' (3')
AC 7
HD 1/2
Attacks 2 (claws)
Damage d4/d4
Save L0
Morale 12
Hoard Class none

Living weapons, sewer gremlins were developed to destroy cities from beneath. The start as small spheres of stone that were alchemically treated. Once the stones are flushed in to the sewer, they shatter and react with the waste. Small blobs form, one for each stone, and they attach to the nearest surface. Two to three weeks later, each blob splits and a gremlin with huge claws emerges. These tiny humanoids are not meant to fight anything. Their claws (and programming) are used to destroy the infrastructure. They destroy the city in a manner similar to cutting down a tree. They find weak spots and avoid those until they are about to die of old age (3 months). Each can cause a chain reaction that can bring down a city block, though they aren't smart enough to spread out and so most work in small groups. In Penance, sinkings are all too common when sewer gremlins are involved.
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4/7/2011 3:46:38 AM

Derek Holland
Derek Holland
Posts: 366
Name Stone Slaver
No. Enc. d4 (2d6)
Alignment Lawful
Movement fly 240' (80')
AC 6
HD 7
Attacks 1 (special)
Damage special
Save L7
Morale 10
Hoard Class XIV

Stone slavers are giant, intelligent crows. They speak and typically try to avoid other races, especially violent ones. Stone slavers are called such because they magically animate stone (use elemental or animate object stats) to perform various tasks the birds can not (as they do not have hands). Each slaver can animate three seperate pieces of stone at one time, though they have less fine control with 2 (-2 to hit) or three (-4 to hit). If a living creature really annoys a stone slaver, the bird can turn it to stone (save versus spells). Unlike a medusa or basilisk, the result is not a statue, but rather a lesser stone golem (5 HD, no magical attack, otherwise identical). These golems can take direction and do not require any concentration from a slaver. On the Forge, they are found in Eclipse, Anvil and Penance. People who do interact with the birds tend to trade, or buy, the services of the birds as a enslaved stone can do much more bull work than a human.

Name Kissing Fish
No. Enc. 1 (0)
Alignment Neutral
Movement swim 360' (120')
AC -2
HD 1/2
Attacks 1 (touch)
Damage special
Save L1
Morale 2
Hoard Class none

Kissing fish are found in the Wellspring and the rivers it spawns. They are perch like fish 18-36 inches long. They are very difficult to catch as the fish are very fast and covered in a magical slime that provides a permanent freedom of movement spell. Anyone willingly touching a kissing fish automatically gains freedom of movement and grease (thus slips and slides for 2d4 hours). Only the pure of heart can avoid this and in fact the fish will come to them willingly. Anyone kissing this fish will gain a limited ability to see the future. Three times per day they can use an augry spell at 20th level.
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4/10/2011 4:33:49 AM

Derek Holland
Derek Holland
Posts: 366
Name Tunnel Rat
No. Enc. d4 (3d4)
Alignment Neutral
Movement 210' (70') burrow 60' (20')
AC 6
HD 3
Attacks 1 (bite)
Damage d8
Save L2
Morale 9
Hoard Class XII

Wall rats are a species similar to giant rats (ie same stats except they have burrow 30' [10']) are live inside trees, tunneling in the trunk and large branches. Woodsmen hate them for destroying timber and allowing potentially dangerous fungi to invade their stands. Occasionally wall rats are taken into cities via lumber and they learn they can burrow into stone. They can cause serious infrastructure damage, but that is not the most serious problem they pose. When tunnel rats and giant rats meet, they occasionally breed. The result are tunnel rats. Tunnel rats are the size of large dogs and dig huge tunnels into stone, ignoring wooden structures. Domestic cats and most ratting dogs are simply lunch for tunnel rats so people hire goblins and kobolds to deal with an infestation.

Other giant rat variants:

Armor rats have DR 3/-. Though it takes special tools to work their hides, the rats do provide tough leather armor (DR 1/-) as well as containers.
Burst rats were created by necromancers to feed their flesh flowers. When a burst rat dies, it releases 50 gallons of blood.
Cyclical protomater rats were developed by alchemists. When they die, they turn into protomatter (used as a raw material, this cuts creation costs by half). But the protomatter will revert to rodents sooner or later.
Dead rats drain levels (or hit points or CON points). When they die, the positive energy is released. People in the area gain levels and creatures are affected by animal or plant growth spells. The duration depends on how much energy was contained.
Flash rats combust upon death, resulting in a 1 die fireball. Assassins and terrorists use them.
Rubber rats can spider climb and compress their bodies into very small areas. This allows them to fit through very small holes and cracks and they can be stored in very large numbers in small containers. A typical tin can can hold a few scores of them.
Silver rats have metallic fur. They are immune to 100 points of electrical damage as long as they are in contact with a surface that will conduct the electricity away. Some high tech cultures raise them as their fur is much better than copper for power lines.
Sterility rats can not reproduce, nor can anything that consumes them. Evil clerics and wizards make batches of them to exterminate pests (monsters and people).
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4/12/2011 4:21:11 AM

Derek Holland
Derek Holland
Posts: 366
Name Green Raven
No. Enc. d4 (5d6)
Alignment Lawful
Movement fly 180' (60')
AC 5
HD 10
Attacks 1 (bite)
Damage d6
Save L10
Morale 11
Hoard Class special

A distant cousin of the stone slaver, the green raven is a master of plant life. It is immune to vegetable toxins and can tell all the traits of a plant (usually herbalism related) by taste. Communities of green ravens are seen as sources of wisdom as well as medicine. Though they will use poison to defend themselves, the ravens will never divulge this information to other races. Otherwise they are free with their knowledge and many master herbalists among the elves and other races learn from these experts.

Tree spirits are creatures that are tied to a plant in a manner similar to a dryad. They can not be slain permanently until their plant has died and will return after (24 - HD) hours. All can speak with plants at will and can enter their plant at will. Some have other magical abilities. Unless otherwise noted, all are restricted to 500 yards from their plant.

Name Barrel Cactus Serpent
No. Enc. 0 (1)
Alignment Neutral
Movement 120' (40')
AC 6
HD 6
Attacks 1 (bite)
Damage d4
Save L6
Morale 12
Hoard Class none

The spirit of the barrel cactus of badlands takes the shape of a large snake. It is venomous- those making the save take 10 points of damage and those failing take 50. The spirit preys on the birds that attempt to use their plants as nests by burrowing into them as well as water seekers.

Name Bloodthorn Imp
No. Enc. 0 (1)
Alignment Chaotic
Movement 90' (30')
AC 3
HD 4
Attacks 2 (claws)
Damage d3/d3
Save L4
Morale 12
Hoard Class none

Bloodthorns are massive shrubs native to evil planes. To touch one invites disaster as their thorns are covered in a lethal toxin (save at -4 or die). Their spirits are giant imps (4' tall) that destroy nearby plants, leaving a ring of death around the 'thorn. Creatures that draw the ire of the imp are clawed. Those failing a save versus spells gain some demonic traits. They have lightning speed in battle (+8 DEX), an evil alignment, an altered appearance and whatever else the GM desires. The new demons are also slaves to the imp and its plant. The only way to reverse this transformation is dispel evil or wish.

Name Choir Tree Bee
No. Enc. 0 (10d4)
Alignment Lawful
Movement fly 180' (60')
AC 6
HD 2
Attacks 1 (sting)
Damage d3
Save L2
Morale 12
Hoard Class special

Choir trees are made up of dozens of seedlings that fused into a single trunk. Their spirits are giant bees that pollinate the tree and protect it from woodmen and herbivores. Unlike normal giant bees, they do not die after stinging. Damage from their venom is 5 points on a successful save and 25 points on a failed save. The honey they produce is extremely valuable to herbalists and they trade it for additional defense of their tree. Any plant part stored in the honey will last forever, including any magical or herbal traits it may have.

Name Flame Maple Drake
No. Enc. 0 (1)
Alignment Neutral
Movement 240' (80')
AC 3
HD 8
Attacks 2 or 1 (bite and tail or sap spray)
Damage d8/d12 or special
Save L8
Morale 12
Hoard Class none

Flame maples are not named for their red leaves in the fall, but rather what their spirits can do. The small dragons are very fast on the ground and protect more than just their tree as the more crowded the forest, the healthier the maple will be (it has to do with sunlight). When defending their patch of forest, the drakes can spit sap to 25'. The target must save versus wands. Those who fail are encased in a red amber- it looks like the victim is burning in a solid flame.

Name Frog Kelp Eel
No. Enc. 0 (1)
Alignment Neutral
Movement swim 120' (40')
AC 5
HD 9
Attacks 1 (bite)
Damage 3d6
Save L9
Morale 12
Hoard Class none

Frog kelp is found in temperate waters and can grow up to 50'. It has frog shaped leaves and its spirit takes the form of a giant eel. The spirit preys on urchins threatening the plant as well as "herding" those creatures that come to live on or near the kelp bed. As long as they don't harm the plants or decimate the fauna, predators are allowed into the bed to hunt and nest. Frog kelp eels are large enough to bite a human in half and they will destroy boats that damage their plants.

Note that I know kelp aren't really plants and they don't have real leaves. It would be pointless to use the technical terms and confuse most of you.

Name River Cypress Hornet
No. Enc. 0 (1)
Alignment Neutral
Movement fly 300' (100')
AC 4
HD 5
Attacks 1 or 1 (bite or sting)
Damage d10 or d4
Save L5
Morale 12
Hoard Class none

The spirit of the river cypress is a giant hornet, one that is proactive in its defense of its tree. For normal creatures, it simply bites and hopes they are driven away. If a creature population appears to be threatening, the hornet will use its sting. Those failing a save versus poison become werehornets and have a drive to exterminate their own species. These werehornets live only a couple months and can not pass along the curse so extinction isn't possible except in rare cases. Cure disease will reverse the transformation. Occasionally druids will ally with cypress hornets to drive down the population of undesirable races and creatures (like orcs).

Name Treant Anybird
No. Enc. 1 (1)
Alignment Neutral
Movement fly 240' (80') or variable
AC 4
HD 6
Attacks 2 (claws)
Damage d4+1/d4+1
Save L6
Morale 12
Hoard Class none

Some treants have spirits that take the form of birds. Unlike most tree spirits, they can travel up to 10 miles from their tree and treants use them to spy on intruders as well as pass along information. Anybirds can take the form of any bird native to the treant's forest. Most have some sort of raptor or owl for combat purposes (the provided stat block).
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4/13/2011 3:54:37 AM

Derek Holland
Derek Holland
Posts: 366
A stat-less critter that could have some use in the Vault

Steam flies are active in the winter. Their maggots heat the carrion they feed on, so much so that some people use them as emergency heat by feeding the insects leather or other animal parts.
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4/19/2011 4:04:09 AM

Derek Holland
Derek Holland
Posts: 366
MF critter that could work on the Forge.

Name Brain Melter
No. Enc. 1 (1) [Unique]
Alignment Neutral
Movement 240' (80') swim 300' (100')
AC -2
HD 150
Attacks 1 or 1 (mental blast or stomp)
Damage special or 10d10
Save L21
Morale 12 (6 vs other kaiju)
Hoard Class none
Brain Melter is a kaiju toad. It feeds on mental energy and most of the time this is supplied by its worshippers. It can alter the area in which sapient minds are consumed, anything from a 10' diameter sphere to a 1 mile diameter sphere. When fed by its worshippers, it is fairly docile. When ignored for a month or more (like when its worshippers are driven away or slain) or is attacked with heavy weapons, Brain Melter goes crazy and eats everyone within miles. Those that it attacks must save versus stun. Those who fail die (their brains melt and ooze out their ears), those who save are reduced to INT 2 for the rest of their lives. Anything with an Intelligence of less than 2 is safe from this attack. Such creatures that attack Brain Melter are usually stepped on or, in the case of larger kaiju, the toad retreats to water and swims away. People worship Brain Melter because it provides them with the ability to sense animal life within 50'. Brain Melter can sense sapient minds within 10 miles.
Mutations: gigantism, unique sense (transfer), special
edited by Derek Holland on 4/19/2011
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5/6/2011 3:35:45 AM

Derek Holland
Derek Holland
Posts: 366
Name Scaly Salamander
No. Enc. 1 (0)
Alignment Neutral
Movement 90' (30')
swim 120' (40')
AC 6
HD 3+
Attacks 1 (bite)
Damage d8+
Save L2+
Morale 8
Hoard Class none

The tiny banded darter lives in streams and small rivers throughout Penance and Wildwood. They have a remarkable method of surviving flooding- they fuse into a lizard like form. The more fish, the larger the lizard. This form has a huge tail to assist with swimming and retains the fishes gills. But this doesn't mean the lizard is restricted to the water. In fact most of its hunting is on land. Once the streams lower and clear, the lizard breaks up into the tiny fishes.

Name Blood Stakes
No. Enc. swarm
Alignment Neutral
Movement 0'
AC 6
HD 12
Attacks contact
Damage 3d4
Save L0
Morale 12
Hoard Class incidental

When magical rain meets blood in the deserts of Arena there is a small possibility that blood stakes result (1% per spell level). These weird pseudoplants emerge from corpses, soil and sand and each stake is 2-6' tall. If someone or thing is within the patch of blood when the stalks emerge, they must save versus breath weapon. Failure results in 6d4 points of damage and success 3d4 points. This damage and that from wading through a patch of stakes only affects those who have an armor class worse than 0. The stakes survive for a week or so and this makes armies reluctant to use blood stakes as weapons but does make them popular with the losing side wishing to deny an opponent territory or passage.

Name Walking Beach Trash
No. Enc. 1 (0)
Alignment Neutral
Movement 60' (20')
swim 10' (3')
AC 2
HD 10
Attacks 2-5 (limbs)
Damage d4 to d12 each
Save L6
Morale 12
Hoard Class special

On the shores of the oceans of the Forge there is plenty of trash- driftwood, humanoid waste, the occasional carcass of a non-biological creature and even some minor magical trinkets. When a certain combination sits under the two suns for long enough without being disturbed, the pile animates. Each is unique in appearance but all have certain traits- limbs of varying sizes, poor swimming (but great floating), good armor (or at least resistance to damage) and no set lifespan. Some of the older beach trash piles have learned to collect more materials and are even larger than the one described in the stat block. They also can wander where they please and some end up in the oddest locations (a few are found in the undercity of Penance and some are stuck in currents in the Central Ocean).

Name Ash Ball
No. Enc. 3d6 (0)
Alignment Neutral
Movement 150' (50')
AC 7
HD 1/4
Attacks 1 (touch)
Damage 1 +d4 cold
Save L0
Morale 12
Hoard Class none

People who build fires in the undercity of Penance occasionally end up creating a creature that is infesting the place. The ashes of the fire can spontaneously generate tiny spherical creatures known as ash balls. As it takes 2-5 days for this to happen, few people even know of the origin of the balls. The little critters are covered in spines, looking sort of like an dusty urchin, that they use as legs and defense. As their population increases, the temperature of their surroundings drop. Eventually the ash balls die from the contest of heat within and cold in their environment but this can take years depending on topography and sources of heat. Some of the largest concentrations of ash balls have created areas slick with ice.
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5/10/2011 3:12:29 AM

Derek Holland
Derek Holland
Posts: 366
Name Giant Spoonbill
No. Enc. d6+1 (d8+1)
Alignment Neutral
Movement 180' (60')
fly 240' (80')
AC 5
HD 14
Attacks 1 (bite)
Damage 4d4+6
Save L7
Morale 6
Hoard Class none

Found on the plains of Penance, giant spoonbills are major predators of giant vermin. They are birds 18' tall with a 40' wingspan and an elongated and rounded bill that is quite effective in pulling creatures out of the short grasses. They nest every six months for two weeks, digging a depression that keeps most creatures from detecting the eggs and hatchlings. If that fails, the birds have a rather disgusting, yet effective, method of protection. Some of the insects they eat are toxic and this poison is altered and eliminated (i.e. defecated) around the nest. The eggs slowly become immune to the rising levels of poisonous gas and when the hatchlings emerge, they are completely immune to the dangers of their future meals. A family group has the adults and any subadult children of various sizes. It takes eight years for a giant spoonbill to grow to maturity. Some people tame the birds and use them to keep giant insects away from farms, though the toxic guano make them less desirable than other methods.
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5/21/2011 4:12:55 AM

Derek Holland
Derek Holland
Posts: 366
Another MF critter I think would work well on the Forge

Name Char Cow
No. Enc. 2d4 (3d6)
Alignment Chaotic
Movement 90' (30')
AC 7 (or armor)
HD 8
Attacks 2 (weapon and gore)
Damage weapon +4 and 3d4
Save L8
Morale 10
Hoard Class II, III

Char cattle are people who live on the edge of society. They are constantly hungry for more plant material to cook and consume (their gut flora can no longer digest cellulose). This causes them to strip the area bare of green (and yellow and blue and whatever). Even lumber and plant people are in danger when the green is gone. The only reason the cattle aren't slaughtered is their blood contains a hormone that mutates flies. Any true fly, such as mosquitos and horse flies, that bites a char cow mutates into a vomit fly (see MF corebook). The blood lasts 24 hours and the transformation only occurs if the flies are exposed to bright light. The transformation itself lasts a week. The vomit flies are fairly docile and only being strongly disturbed (shooed away or stepped on) will make them attack. Char cattle are not immune to the vomit flies but they have learned how to avoid bothering the insects. A typical char cow compound has 4d4 vomit flies and bright light can produce a few hundred more.

Mutations: aberrant form, fire slave, induce mutation (activated), increased caloric needs, loss of trait
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5/22/2011 4:17:53 AM

Derek Holland
Derek Holland
Posts: 366
Name Zip Blimp
No. Enc. d20 (0)
Alignment Neutral
Movement Float wind speed
Fly 360' (120')
AC 6
HD 4
Attacks 1 (cilia)
Damage d3
Save T2
Morale 4
Hoard Class none

Name Cage Thing
No. Enc. 1 (0)
Alignment Neutral
Movement 30' (10')
AC 4
HD 3
Attacks 1 (ribs)
Damage 2d4
Save F2
Morale 8
Hoard Class incidental

Zip blimps are fairly common low level predators found on the Forge. They are 25' long animals covered with short "hairs" that capture small prey. They need very little food and when hungry use odors to draw insects and other small fliers. To people blimps are harmless unless bumped into. They normally fly between 1/2 and 1 mile up. If attacked, a blimp can tear a small hole in its skin, causing it to jet away. Most can heal the tear before falling to the ground. Those who do fall and survive undergo a startling transformation. The skin around the bag rots away, exposing cage like ribs and spider like legs grow around a mass in the center of the lower body (where its mouth is). It also shrinks to about 8' long as most of its mass is reorganized into a ground dweller. They hide in thick vegetation or in the dark underground as their form is obvious elsewhere. Cage things are fragile and only attempt to capture prey under 20 pounds. Most of the time the ribs slam onto the prey's flesh, causing cuts and abrasions. On a 15+, the cage closes around the prey and the thing waits for it to dehydrate or starve to death. The prey's body is dropped out of the cage and the thing moves over it to feed. Cage things are very rare as blimps generally don't survive the fall. Those things that do breed produce baby blimps. Some hunters use cage things as living traps.
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5/26/2011 3:26:43 AM

Derek Holland
Derek Holland
Posts: 366
Name Bone Sniffer
No. Enc. 3d6 (10d10)
Alignment Neutral
Movement 150' (50')
AC 6
HD 1/2
Attacks 1 (bite)
Damage d2
Save T1
Morale 4 (12)
Hoard Class none

As kobolds have an abundance of sorcerers within their communities, they create magical items and creatures just like any race with spellcasters. Bone sniffers are rats meant to protect their masters from undead. As rats they reproduce in huge numbers and this is one of the reasons that kobolds survive in Eclipse. Though they are poor combtants versus most foes, bone sniffers have a suprise for undead. Any sniffer that touches an undead creature explodes with positive energy. This does 3d4 points of damage to most undead and 3d6 to those especially vulnerable to positive energy (such as vampires). In fact any vampire slain by bone sniffers is permanently slain. Obviously the vampires of Stygia are unhappy with this situation and use living slaves to root out kobold communities. Still kobolds and their creations do breed fast and can hide in the smallest places so their extinction is not remotely assured.
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5/27/2011 4:26:25 AM

Derek Holland
Derek Holland
Posts: 366
Name Ripplewood
No. Enc. 4d4 (0)
Alignment Neutral
Movement 60' (20')
AC 4
HD 15
Attacks d6 (branches)
Damage d12 each
Save F8
Morale 9
Hoard Class none

Name Carrion Nettle
No. Enc. 5d8 (0)
Alignment Neutral
Movement 90' (30')
AC 8
HD 2
Attacks 1 (stinging cells)
Damage 3d4
Save F1
Morale 12
Hoard Class none

Name Spiny
No. Enc. swarm
Alignment Neutral
Movement 90' (30')
AC 8
HD 12
Attacks contact or 1 (slams or special)
Damage 3d8 or special
Save M18
Morale 10
Hoard Class incidental

Name Long Legs
No. Enc. d8 (6d6)
Alignment Lawful
Movement 270' (90)
fly 150' (50')
AC 6 or armor
HD 5
Attacks 1 or 1 (weapon or kick)
Damage weapon or 3d4
Save F5
Morale 7
Hoard Class VII

Long legs are large, intelligent road runners found in Arena and Penance. They are nomads that follow herds of plants though some of their numbers hire themselves out as guards, trackers, pest control (they love most insects as food) and plant ranchers. They construct their tents out of light wood, leaves and moulted feathers. Each band has several plants they follow but in all cases they have spinies that live in and around their camps. Ripplewood are found in Penance and are trees that move horizontally. Their branches constantly grow and shrink at random spots along the trunk. Ripplewood regenerates 4 hit points per round, though they are obviously vulnerable to fire. Long legs somewhat control the movement of the trees with special fertilizer that acts like catnip to the plants. But most of the time, the birds simply follow. Ripplewood is dangerous and some bands have been decimated by unruly herds (usually at night as the birds are much faster than the plants). Long legs use their wood for fires and the land they tear up usually brings a lot of food to the surface (i.e insects and other small animals). Carrion nettle emits an odor that draws scavenger insects such as flies. Anything touching the plant suffers from its toxic stinging cells, though those immune to poison only take d2 points of damage. Long legs use these desert plants as guards for their herds as the nettles are intelligent enough to be trained. They are used as a source of water and snacks (the insects they draw). Spinies are cacti 4' tall. They protect long leg camps and in fact seem to be found no where else. There are several dozen more plants long legs follow in the wilds not described here.

The dark secret of the spinies is they are actually very powerful hiveminded psions. They control the other plants and dominate the long legs by manipulating their memories. Spinies eat long legs and anyone foolish enough to try to break their control. When psionically attacking, a herd of spinies forces all opponents within 500' to save versus spells. The fewer the targets, the more of a penalty there is (anywhere from none to -12 for a single target). Those failing are paralyzed for however long the plants want. Only the destruction of the spinies will free the victims of their mental power. When they want to modify memories, the hivemind can only affect one target at a time and those failing a save versus spells at -8 have up to a week of false memories. As long as they are left alone, spinies are willing to play their part of stupid herd plants and have no interest in adding other races to their food supply.
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5/30/2011 3:48:36 AM

Derek Holland
Derek Holland
Posts: 366
A couple more MF critters.

Name Bog Mole
No. Enc. 1 (d6)
Alignment Neutral
Movement 30' (10') burrow 10' (3')
AC 6
HD 3
Attacks special
Damage special
Save L2
Morale 5
Hoard Class incidental

These large moles feed in insects that live within the water table. Instead of burrowing down, they move clay within the soil and manipulate the soil water to bring it to near the surface, thus creating bogs. Fresh bogs are fairly stable and it takes about a week before they become a hazard. The soil is soft and this reduces movement over it by 1/2. As the moles use silk to make the lining of their tunnels, people and creatures may get caught in it and drown. Effectively the land is quicksand- those failing a Dex check every 500' of bog fall and start to sink. Those sinking must save versus death or be caught in some silk lining. Those who save can easily get out as long as they are lightly or non-encumbered. Those who fail and those with more gear are stuck until they are helped out or drown 3d4 minutes later. Certain kinds of mutations, such as teleport and flight, may make the save moot. The moles can use the webbing offensively and those hit again must save versus death or have the moles drag the victim down to drown (use normal drowning rules here). Mole hunters are people with the light step mutation as they do not have to worry about sinking and most use explosives when the moles are found.

Mutations: aberrant form (gills), gigantism, webbing, unique sense (clay)

Name Bridge Starling
No. Enc. d12 (10d20)
Alignment Neutral
Movement fly 180' (60')
AC 7
HD 1/2
Attacks none
Damage none
Save L0
Morale 2
Hoard Class incidental

Found in forests, bridge starlings use webbing to create nests and roosts between trees, forming bridges of silk. They also lay a lot of silk that reaches from the branches to the ground but at densities that are hard to detect for humans. Each line has a tiny amount of poison that slowly builds up in the body. For every 25' of silk passed through, a creature or person must save versus poison or be paralyzed for d4 hours. The initial save is at +6 and is reduced by -2 for every 25' of additional movement, to a minimum of -10. The birds eat animals (including humans) that have been paralyzed.

Mutations: toxic weapon, webbing
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6/3/2011 3:16:27 AM

Derek Holland
Derek Holland
Posts: 366
Yet another MF critter.

Name Tulpa
No. Enc. 0 (1)
Alignment various
Movement fly 360' (120')
AC -6
HD 1 per 5 creators
Attacks 2 (slams)
Damage 1d6 per 10 creators
Save L (HD +5)
Morale 12
Hoard Class none

Tulpas are the unconscious reaction of certain races with the metaconcert mutation. Each has a unique form, though it is apparent what kind of race spawned it. A tulpa appears in times of great stress and rampages, destroying not only the threat (if possible) but also other races and creatures as well. It has access to all the mental mutations of its creators and uses them freely. If slain, a tulpa reforms in 24 hours. The only way to weaken or kill a tulpa is to kill its creators. Races that produce tulpas are not very popular with others for obvious reasons but as no one can tell such races, they usually are not persecuted, at least until the first tulpa rampage.

Mutations: special
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6/9/2011 3:40:27 AM

Derek Holland
Derek Holland
Posts: 366
Name Clam Ripper
No. Enc. 5d12 (1)
Alignment Lawful
Movement 60' (20')
AC 6
HD 5
Attacks 2 or 2 or 1 (claws or blades or artifact weapon)
Damage d4/d4 or d8/d8 or weapon
Save L5
Morale 8
Hoard Class VII, XII

Clam rippers are intelligent crustaceans found in and along shores of shallow and warm marine waters. They are 6' long shrimp with sensitive mouth parts used as hands. Rippers capture mollusks of all kinds and either cause them to grow shells (squid, sea slugs) or modify their existing ones (snails, chitons, bivalves). The shells are the basis of their economy and technology. Almost all their tools, burrow linings, furniture, art, etc. are shell based. They also sell a lot of shell items to both landlubbers and sea dwellers both for coin and barter for artifacts. One thing that is popular with them is netting, used to cage their beasts, as it is difficult for them to weave with their primitive hands. Clam ripper communities can be huge and competition for customers can be intense but rippers only use the weapon of gossip (i.e. politics) against each other- the real dangers of monsters preclude them from killing each other.

Mutations: aberrant form, gigantism, induce mutation, modify mutation
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6/9/2011 4:29:12 AM

Derek Holland
Derek Holland
Posts: 366
If magic is the major source of power for critters and people, then anti-magic abilities (and spell resistance) are going to be very widespread. Everything from weeds to mountain giants are going to have some sort of defense against magic.
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6/10/2011 3:39:22 AM

Derek Holland
Derek Holland
Posts: 366
Name Air Gear
No. Enc. d8 (0)
Alignment Neutral
Movement fly 360' (120')
AC 2
HD 15
Attacks 1 (slam)
Damage 2d6+30
Save L21
Morale 12
Hoard Class none

Air gears are weird metal disks found travelling the canton (ley) lines of the Forge. They are restricted in their movement as the lines, though numerous, do not cover the entire planet. On the other hand, as the lines go from the planet's center to the stars, the gears can be found far beyond the Forge. No one knows the origins of these objects and they corrode to dust upon "death". Generally a gears are between two and five feet in diameter and they travel in packs, attempting to kill those who try to tap the canton lines. As they move and spin very fast, the gears can chew through just about any substance and will kill almost anything they touch.

Name Shifting Golem
No. Enc. 0 (1)
Alignment Neutral
Movement 60' (20')
AC 0
HD 12
Attacks 1 (slam)
Damage 3d6
Save L12
Morale 12
Hoard Class incidental (or protected hoard)

Shifting golems are very expensive guardians made up of many thousands of pieces of metal. They alter their form from moment to moment in ways that are disturbing to the human(oid) mind. This increases the power of the symbol of insanity used in the construction of the golem and anything viewing the golem can be driven insane. Humanoids are especially vulnerable and have a -6 to their save versus spells. As the creator is not immune to this effect, the golem is usually activated from a distance and then left to its duties forever.
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6/21/2011 4:16:30 AM

Derek Holland
Derek Holland
Posts: 366
Name Great Bee
No. Enc. d8 (6d6)
Alignment Neutral
Movement 30' (10') fly 180' (60')
AC 7
HD 3
Attacks 1 (stinger)
Damage d3
Save L2
Morale 8
Hoard Class special

Great bees are a very confusing species. Most people don't know that a hive can contain a dozen or more forms, each determined by the bees' diet. Each family of flowers causes the bees to shapeshift, gaining a variety of mutations (and possibly drawbacks). This new form lasts until the bee's next meal. The insects are usually 5' long and have the typical yellow and black markings and their stinger contains a class 6 venom. Some hives have started to pick up on the advantages and disadvantages of each form and they stockpile useful pollen for scouting and defense. Few predators survive encounters with such hives.

Mutations: gigantism, toxic weapon, + d4+2 specific mutations (environmental dependance)

Name Liana Oak
No. Enc. 0 (3d8)
Alignment Neutral
Movement 0'
AC 4
HD 45
Attacks 1 (radiation beam)
Damage class 6 radiation
Save L21
Morale 8
Hoard Class XII

This magnificient tree prefers dry, northern soils. It is usually harmless as all of its defensive needs are taken care of by the dangerous vines that are found in each and every crown. These vine populations are made up of many different species and strains. In some cases the vines germinate with the trees because their seeds are found encapsulated with acorns (the vegetal crab uses its silk like moss to do this). The tree is immune to the attacks of all of its symbiontic partners but the verse isn't true. If seriously harmed, the tree can emit a beam of radiation to a range of 250' once per round. Intelligent people avoid stands of liana oaks though some bands of bandits will use them as bases.

Mutations: radioactive emissions, special

Name Stellar Grape
No. Enc. d4 (d10)
Alignment Neutral
Movement 30' (10')
AC 7
HD 4
Attacks 1 or 1 (flash or poison dust)
Damage special or class 3 poison
Save L2
Morale 2
Hoard Class none

This vine is almost always found in the branches of a liana oak or cathedral tree. Its leaves glow day and night (and remind some of star patterns) but most herbivores avoid it because of the extremely nasty odor it emits (save versus poison at -4 to get within 10' of the vine). If attacked, it responds with a flash of light that can blind and retreats. If that fails, it can release a cloud of toxic dust (25' diameter, lasts 6 rounds). As it can produce only one cloud per day, the attack has to be sufficently threatening before the plant will react with one.

Mutations: bioluminescent leaves, dazzling display, free movement, rank, poisonous spores

Name Mist Viper
No. Enc. d6 (3d4)
Alignment Neutral
Movement 90' (30')
AC 7
HD 9
Attacks 1 (steam cloud)
Damage 3d8
Save L5
Morale 8
Hoard Class incidental

A large mutant kudzu, the mist viper is a predator that specializes in burrowing animals. It climbs down out of the trees and follows its prey into the depths. The vine kills with a blast of steam (on the surface it has a 10' diameter). After draining blood and consuming soft tissues, the vine retreats back into the sun to photosyntheze as well as digest. If one is near the surface, it can provide a very nasty suprise to those walking on the ground.

Mutations: carnivore, free movement, steam cloud

Name Vegetal Crab
No. Enc. 1 (d6)
Alignment Neutral
Movement 180' (60')
AC 5
HD 12
Attacks 10 (claws and legs)
Damage d12/d12/d8 X8
Save L8
Morale 11
Hoard Class incidental

This weird plant looks like a combination of centipede and crab made out of moss. It stakes out the tops of trees and creates webbing that looks like moss. It is an insectivore and keeps the trees pest free (at least those over 1/4 pounds). The moss collects the prey and the crab crushes or eviserates with its claws and sharpened legs. Anything touching the moss must make a strength versus strength check and the moss has an effective strength of 14. Every year the vegetal crabs found in liana oaks collect acorns and seeds from other vines, wraps them up in moss coccoons and drops them on the ground within a mile or two of their trees. The moss protects the seeds from granivores like squirrels and has done a lot for the expansion of the liana oak.

Mutations: arthropod deformity, bud sport (extra limbs), carnivore, free movement, natural armor, natural vegetal weapon, webbing

Name Tree Eel
No. Enc. d2 (2d8)
Alignment Neutral
Movement 60' (20') swim 90' (30')
AC 6
HD 8
Attacks 1 (bite)
Damage 2d6
Save L6
Morale 5
Hoard Class none

When a tree hollow fills with water small aquatic creatures find their way into it via spores, eggs on flyer legs or even teleportation. Tree eels are tiny predators that show up after several years of decay. They feed on the insects and other algae and bacterial feeders. When their breeding season arrives, they leave their hollow to find mates. To ensure the survival of their offspring, the eels grow to 15' long (using density alteration) and search for an animal over 50 pounds. The dead animals not only provide food for the hatchlings, but also protection. The adults convert the fats into the body into a super fuel that the hatchlings mature on in a matter of hours. If used in a vehicle, the altered fat will either double its speed or cause it to explode, depending on its condition. The hatchlings then find their own hollows, shrink down to their normal size and start the cycle over.

Mutations: aberrant form (natural weapon, xenomorphism), chemical gland, density alteration (self)
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