[1]
Featherbrain Chimera
(3 HD, +3 AC, 3 bite attacks at 1d6, random actions each turn)
Morale- 15
The Featherbrain
Chimera is a very unstable creature. Despite being very strong, each
head controls the body equally and it constantly changes what it is
doing. It cannot attack the same person twice in a row. If
bodyblocked by a character, it loses -1 morale and is forced to
attack them.
Every 6 damage
this creature takes; it loses one attack, -1 AC, and -5 morale from
having one of its head disabled, but it becomes more tactically aware
and seeks ways to escape combat. As long as it isn't killed it can
regain its strength.
[2]
Dunderhead Summoner
(1 HD, summons Dunderheads)
Morale- 12
The Dunderhead
summoner is a small demihuman shaman who can call upon a massive,
many headed hydra from deep under the earth. It takes 1 turn after
calling for a head to appear; creating a great rumbling under the
area it will appear.
The dunderhead
hydra is a herbivore and very stupid. Each head is strong, but not
very dangerous. Each head can also easily be distracted by anything
shiny or with fluttering movements. If you manage to learn the spell
this creature uses, you can only use it on the same landmass as you
encountered the summoner- the hydra's body is only under there.
Dunderhead (4
HD, 1d6 big bite, easily distracted)
Morale- 8
These are the heads the summoner calls from the Earth. Upon being
scared off or killed, the head slips back into the earth and the soil
closes the hole back up. If the summoner is killed, the head instead
looks towards the nearest vegetation to greedily scoop up and then
disappear back down.
[3]
Pangoo Denmother
(2 HD, 16 AC base, 19 AC when curled, 1d6+1 blades or 1d4 roll
attack)
Morale- 10, 14 if defending nest
This creature is a mother of a liter of Pangoo- squat pangolin like
demihumans. Like all Pangoo, she has extremely strong scales and can
curl into a ball to increase her AC to 19 and deal a 1d4 rolling
attack. If trapped in a small enough space that she can't uncurl from
the ball, she will surrender, but is otherwise dedicated to defending
her nest.
If the party does not appear as nest raiders; roll a reaction check.
On a good result, the Pangoo Denmother will grant the party a few of
her spent scales. Enough of these can be woven into a lightweight,
expensive suit of armor with 16 AC and a defensive curl minus the
rolling attack to bring the AC of the wearer to 19 as long as they
don't attack.
[4]
Zeebo's Armor
(5 HD, +2 AC, 1d4+1 smash attack, mesmerizing patterns make ranged
attacks miss, counts as magic attacks)
Morale- N/A
Zeebo's
Armor is the upper body armor of Zeebo's leggings. While the leggings
were obedient and functioned as they were told; the upper body became
too powerful and proud to be worn by humans. The patterns on the
armor give it a mesmerizing effect that make it impossible to hit
with ranged and thrown attacks. The hollow shell punches and strikes with
fury that counts as magic attacks, thus being able to hurt even
ghostly or elemental creatures.
Only a handful of these pieces of armor were produced. The tribal
patterns that give them their effect were always intended to be worn
as fabrics and as pants; as the human form makes metal arrogant and
lustful for power.
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