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Chapter 10: Threats
Animals
Dangerous Beasts
Eldlandria is, unfortunately, home to many animals and creatures that have become mutated, either from exposure to magical pollution or from a barrier spirit’s possession. The common result is a larger, more deadly, rabid creature that poses a threat to all humans and animals in the area.
Concept: Physical fights against non-humans; lots of teeth and claws.
Blood Wolf (Level 3)
- AC: 17
- DR: 1d6 (Supernatural)
- EX-HP: 0
- HP: 39
- FORT: +6
- REF: +5
- WILL: +3
Common Attacks
- Monstrous Bite
- Attack Bonus: +9
- Damage: 2d8 + 6(Str)
- (or) Claw Attack x 2
- Attack Bonus: +9
- Damage: 2d6 + 6(Str)
- Initiative Bonus: +3
- Base movement: 40 feet (8 squares)
- Can instinctively cast Fire Blast (Stage 1)
- (Erupts from the throat)
- 3 MP
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 22 | +6 |
| Dexterity | 16 | +3 |
| Constitution | 18 | +4 |
| Intelligence | 10 | +0 |
| Wisdom | 12 | +1 |
| Charisma | 13 | +1 |
Blood wolves are most often created when a barrier spirit first crosses over and uses a wolf as a temporary host while it gathers strength. Typically, the barrier spirit will move on after a week or so, but will leave the wolf changed, rabid and deadly.
Most blood wolves act on their own, although there have been reports of entire packs being turned who continue to hunt together, killing far more than they need.
Some tales speak of barrier spirits remaining within particularly powerful wolves, granting the wolf even more destructive power and guided, cunning intelligence.
Eldlandrian Wolf (Level 2)
- AC: 14
- DR: 0
- EX-HP: 0
- HP: 18
- FORT: +3
- REF: +2
- WILL: +1
Common Attacks
- Bite
- Attack Bonus: +5
- Damage: 1d8 + 3(Str)
- (or) Claw Attack x 2
- Attack Bonus: +5
- Damage: 1d6 + 3(Str)
- Initiative Bonus: +3
- Base movement: 40 feet (8 squares)
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 17 | +3 |
| Dexterity | 16 | +3 |
| Constitution | 16 | +3 |
| Intelligence | 10 | +0 |
| Wisdom | 12 | +1 |
| Charisma | 13 | +1 |
The Eldlandrian Wolf is common in lightly wooded areas, plains and mountainous regions. Their diet consists of deer, mice and kelver-hares. They are related to dogs. Most Eldlandrian wolves are part of a pack that hunt together in a large family unit.
Generally, the the Eldlandrian Wolf is not dangerous, unless provoked.
Eldlandrian Monkey Snake (Level 4)
- AC: 17
- DR: 0
- EX-HP: 0
- HP: 28
- FORT: +3
- REF: +8
- WILL: +1
Common Attacks
- Poison Bite
- Attack Bonus: +7
- Damage: 1d6 + 3(Str)
- Can naturally cast Conjure Poison, affecting its fangs.
- 5 MP
- (or) Claw Attack x 2
- Attack Bonus: +11
- Damage: 1d4 + 3(Str)
- Initiative Bonus: +6
- Base movement: 40 feet (8 squares), Climb: 40 feet
Feats
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 16 | +3 |
| Dexterity | 22 | +6 |
| Constitution | 16 | +3 |
| Intelligence | 11 | +4 |
| Wisdom | 10 | +1 |
| Charisma | 15 | +1 |
No one quite knows how the Monkey Snakes came to exist, but they seem to be some form of magically mutated primate. Most have the body of a small monkey and the head and spine of a viper. The Monkey Snake is a very agile and quick mover.
Most Eldlandrian Monkey Snakes tend to be very aggressive and combative. They have been known to work in unison with each other to tackle larger prey or numerous foes. Foolishly, many people have brought Monkey Snakes from their native jungles to other parts of the world, spreading the poisonous threat.
Some Monkey Snake have been known to have poisonous claw attacks and bites that are exceptionally strong, sometimes capable of piercing thick armour.
Player Knowledge
A good Knowledge: Common or Popular check reveals what the animal basically looks like and what it is called. The PC knows whether the animal is normally dangerous or not.
A good Knowledge: Academic, Specific or Obscure check reveals the animal’s habits and territory, diet and attack methods.
Up Next: The Lumbering Dead




