What Lies Beyond an Extended Bestiary for Beyond the Wall and Other Adventures by Colin Chapman

What Lies Beyond an Extended Bestiary for Beyond the Wall and Other Adventures by Colin Chapman

WHAT LIES BEYOND AN EXTENDED BESTIARY FOR BEYOND THE WAll AND OTHER ADVENTURES BY COLIN CHAPMAN Amphisbaena for cruelty and a curious nature. Though not physically A venomous desert-dwelling reptile, the amphisbaena strong, their bites are paralyzing, and small bands of is a large serpent with a head at each end of its sinuous these beings delight in observing and tormenting all body, allowing it to swiftly move in either direction or they encounter. attack with a pair of bites. Its lambent green eyes attract insects to it during the hours of darkness, these being Hit Dice: 1d6 (4 HP) its preferred prey, though it will aggressively protect AC: 15 itself from anything it deems a threat. Attack: +1 to hit, 1d4 damage + poison (bite) Alignment: Chaotic Hit Dice: 2d4 (5 HP) XP: 15 AC: 13 Notes: Poisonous (anyone bitten by a attorcroppe Attack: +2 to hit, 1d6 damage + poison (bite) must make a saving throw versus poison or be para- Alignment: Neutral lyzed for 1d4 hours), True Name (attorcroppes have XP: 60 true names which give their foes power over them), Notes: Poisonous (anyone bitten by an amphisbaena Vulnerable to Iron (attorcroppes take double damage must make a saving throw versus poison or suffer an from iron) immediate extra 2 damage), Two-Headed (the amphis- baena may make two bite attacks per round) Black Dog Large faerie hounds with coats the color of coal and Animated Statue eyes that glimmer red, black dogs silently prowl the Animated via sorcerous means, statues serve as the night, haunting old roads and pathways, running with ideal guardians, ever-vigilant, unmoving, and unrecog- the Wild Hunt, and howling at stormy skies. Many are nizable as anything more than mundane craftsmanship malevolent, delighting in terrorizing and devouring until disturbed. This entry represents statues of around those they come across, while a rare few are of kindlier human-to-lion size, be they elegant female forms of aspect, protecting and guiding the lost. All are consid- polished marble, granite knights carved into the lids of ered harbingers of death. sarcophagi, or attentive bronze statues of bull-headed gods. Hit Dice: 4d8 ( 18 HP) AC: 14 Hit Dice: 5d8 ( 23 HP) Attack: +3 to hit, 1d8 damage (bite) AC: 13 Alignment: Chaotic Attack: +4 to hit, 1d10 damage (bash) XP: 165 Alignment: Neutral Notes: Fear (opponents must make a saving throw vs. XP: 200 spells or suffer a –3 penalty to all actions against the Notes: Hidden (animated statues may appear as black dog), True Name (black dogs have true names perfectly ordinary statues) which give their foes power over them), Uncanny Trackers (black dogs never lose their prey under any Attorcroppe natural circumstances), Vulnerable to Iron (black dogs Malicious subterranean fae, attorcroppes are short take double damage from iron) humanoid snakes, pallid and sinuous, with a penchant an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 1 Blemmye and in caves behind waterfalls. They particularly revile Fierce nomads of arid grasslands and deserts, blem- those who offend or harm other faeries, and may be myes resemble humans save that they have no heads, sent to exact vengeance on those who do so. their faces placed afront their chests. Riding horse and camel, they attack human travelers with spear, club, Hit Dice: 4d10 (22 HP) and bow, and are known to devour those they vanquish. AC: 14 Attack: +5 to hit, 1d6+2 damage (claw or tusks) Hit Dice: 1d8 (5 HP) Alignment: Chaotic AC: 12 XP: 280 Attack: +1 to hit, 1d6 damage (spear or bow) Notes: Swift (if there are enough foes in its immediate Alignment: Neutral range, the buggane may claw twice and bite once per XP: 15 round), True Name (bugganes have true names which give their foes power over them), Tunnel (bugganes can Brownie/Boggart tunnel through soil as swiftly as they can walk), Vulner- Few fae are as helpful or easily offended as the house- able to Iron (bugganes take double damage from iron) hold faerie known as the brownie. Resembling nothing so much as tiny, deformed, hair-covered old men, Camel brownies dwell within homes, performing chores when Enduring, surprisingly swift and strong, and a valuable the household is asleep in exchange for gifts such as source of meat, milk, and hair in some areas, camels small bowls of fresh cream, porridge, honey or beer. are foul-tempered and lack the status of horses, but are Attempting to capture or harm a brownie, naming it, superior mounts and beasts of burden in arid climes. referring to its aid as work, gifting it too generously or forgetting to leave it its customary fare, however, Hit Dice: 2d8 (9 HP) are disastrous, for such a brownie becomes spiteful AC: 12 and wicked. Such brownies are called boggarts, and Attack: +1 to hit, 1d4 damage (bite) can rarely be appeased, following their families from Alignment: Neutral home to home tormenting and freeing animals and XP: 35 livestock, breaking household goods, causing a mess in the kitchen, and pulling the ears and hair of sleepers. Cat Valued for its prowess in keeping rodents in check, the Hit Dice: 1d4 (3 HP) cat is more often a useful beast than a pet, though some AC: 16 enjoyed that more pampered existence. Unfortunately, Attack: +0 to hit, 1hp damage (pummel) cats may find themselves the subject of suspicion, for Alignment: Chaotic they are not entirely trusted, and those with black coats XP: 35 are feared to bring bad luck and may even serve witches Notes: Invisibility (the brownie or boggart may as familiars. become visible or invisible at will), True Name (brownies and boggarts have true names which give Hit Dice: 1d4 (2 HP) their foes power over them), Vulnerable to Iron AC: 14 (brownies and boggarts take double damage from iron) Attack: +1 to hit, 1 damage (claw or bite) Alignment: Neutral Buggane XP: 5 The buggane is a mighty fae ogre, a hulking brute covered in shaggy black hair with curving claws and Catoblepas tusks. Despite its bestial appearance, it is a cunning, The catoblepas is a perilous beast the size of a bull. intelligent creature, well able to converse and match Justly feared, its bloodshot gaze invites death, though wits with men. Bugganes can tunnel beneath the fortunately it cannot cast its eyes about it with ease ground with ease and live within old forests, ruins, for it cannot lift its huge misshapen head. Its breath 2 What Lies Beyond is a poison fume that brings sickness to animals and Hit Dice: 3d8 (14 HP) withers and pollutes plants and water alike, bringing AC: 14 ruin to the area in which it dwells, though the beast Attack: +3 to hit, 1d10 damage (bite) itself thrives on the toxic water and withered plants Alignment: Neutral around it. XP: 80 Hit Dice: 5d10 (28 HP) Cynocephaly AC: 12 The cynocephaly are a warlike species of men with the Attack: +4 to hit, 1d8 damage (headbutt) heads of dogs, jackals, or hyenas, considered in their Alignment: Neutral dealings with each other, utterly vicious and ruthless XP: 525 in their dealings with man. Their tribes are nomadic Notes: Deadly Gaze (roll 1d20 every round: a result and they know the secrets of iron, wielding swords of 1 indicates that a randomly determined character and spears in their raids on human settlements. Their has accidentally met the catoblepas’ gaze. Anyone culture dictates that they drink their own blood and unfortunate enough to make eye contact with a cato- that of their kin before battle, and the blood of their blepas must make a saving throw versus poison or vanquished foes after. suffer the immediate loss of all hit points), Poisonous Breath (anyone in close proximity to a catoblepas when Hit Dice: 1d8 (5 HP) it breathes must make a saving throw versus breath AC: 13 weapon or suffer 1d4+4 damage. A catoblepas can only Attack: +1 to hit, 1d6 damage (spear), 1d4 damage (bite) breathe poison once every 5 rounds) Alignment: Neutral XP: 15 Centaur Wild and raucous beings of faerie, centaurs have the Demon, Imp bodies of horses but with a muscular human torso, Imps are the lowliest of demons, so low they do not head, and arms attached where the horse’s neck and even rank in the hierarchy of demonkind, and are head would normally be. Most centaurs, male and by far the easiest for sorcerers to summon and bind. female alike, are belligerent and boorish; emotional, They are also the only demons who will willingly serve drunken, and oft-times violent. A very rare few, such arcane masters as familiars, though even then however, are intelligent enough to rise above such they delight in mischief or maliciousness if not tightly bestial behavior, to gain wisdom and learning. These controlled. Like all demons, each imp is unique, and cultured centaurs shun their savage kin and may even in incarnate form is rarely larger than a cat or crow. become the tutors of future human heroes. Hit Dice: 1d6 (4 HP) Hit Dice: 3d6 (11 HP) AC: 12 AC: 13 Attack: +0 to hit, special Attack: +3 to hit, 1d6 damage (spear or kick) Alignment: Chaotic Alignment: Chaotic XP: 45 +35 per special power XP: 75 Notes: Demon (Imps follow all the normal rules for demons; unlike other demons, incorporeal imps cannot Crocodile attempt to possess sapient victims, and must instead These ancient carnivorous reptiles can be found in content themselves by possessing small animals such rivers, lakes, and marshes, some even dwelling in as toads, rats, cats, or crows.

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