Saturday, July 31, 2021

Mantis (Giant, Deadly)

I started writing this intro thinking about what other giant bugs there are in fantasy, and came to the realization that there aren't that many. Then I came to a second, more world-altering, conclusion that crustaceans are ALSO arthropods (alongside today's Mantis) and really had a minor crisis. From Shelob of Lord of the Rings fame to the common chull of The Stormlight Archives, big bugs are ever present—even more so in tabletop RPGs.

There are probably over a million ways to use a big bug in your game, so this one is pretty simple, but there are a few suggestions for these buggers (ha). Consider how both the Giant Mantis and the Deadly Mantis have great stealth capabilities for their perspective levels—make sure to incorporate that into their particular setting. A forest can feel much more dangerous when a bug the size of a cow appears as a simple log on the ground, only for it to leap up and try to rip your head off. Both Sudden Strike and Lunging Strike are great go-tos for such a thing.

Also consider that, while the statblocks for both are good for a lot of things out the gate, it may be appropriate to adapt your mantis to other kinds of environments, such as burrowing in a desert or swimming in a swamp. Having a deadly mantis fling a level-seven player thirty feet in the air can also teach a valuable lesson that in your world, there's always something bigger than the player!

However you slice it, use these whenever you feel like you need something a little more grounded to make the world feel dangerous. Just—uh—make sure you ask if any of your players are scared of giant bugs (or arthropods).

- Reece

Hook 1 (Max) - Pest Control

"The experiment might have... gotten out of hand, my lord." Magrus cowers before the scowling, well-dressed young man.

"How come? I thought you said everything was in perfect order. Was it not going as planned? Weren't you getting outstanding results, witch?"

Magus gulps. "Yes, that is most true, my lord. However, the bugs have... gotten bigger than expected. Started multiplying way too fast. We sent several squads in to cull the population, but all were wiped out."

"Sounds like a resounding success to me."

"Well, yes."

"So, what's the problem?"

"The bugs, sir, they've... escaped."

Silence befalls the room, uninterrupted. It lasts for a long moment before a distant scream can be heard through the walls.

"Fuck."

Hook 2 (Nemanja) - A Giant Mistake

The newest fad in court intrigue among the cloud giants of Flyholme Keep is assassination via giant mantises hidden in flower bouquets. It has almost become a ritual among the competing families to camouflage the giant insects among ever-increasingly elaborate exotic and exotic arrangements—some even lace their mandibles with poison for extra efficacy. Of course, as cliche as this method has become, the attempts on giant noble lives almost always fail. Instead, the true victims are the giants' human servants who are tasked with retrieving the insects in the first place.

Hook 3 - Using Your Degree

Vincent winced as Lillania applied the tourniquet to his leg. The wound was bound well, but would still need further attention.

"Oh, don't be a baby. It's better than bleeding out."

"I don't remember complaining."

"Just be lucky she didn't find you attractive. They eat the heads-"

"Yes, yes, they eat the heads of their partner after mating, very funny. I do have a degree in ecology, if you recall. Now help me up."

Vincent winced again as he shifted to a standing position. The mantis they'd been sent to handle was now a normal size again, no bigger than his fist. It rapped its scythe-like forelimb against the walls of its glass container. He was tempted to squash it, mostly out of malice. He sighed and picked up the container instead.

"Any progress on the other spell?"

"To talk to them?" Vincent asked, tapping his thumb on the container. "No, not yet. Every time I find a hint as to someone who knew it, they've either recently disappeared or are deceased. It doesn't seem to me like 'making animals bigger and angrier' is a great plan overall. There has to be more to it. I'm trying to recreate the spell from pieces I've been able to find, but whoever's behind this is thorough. The only leads we have are trapped inside the minds of our growing menagerie. As soon as I figure the spell out, I'll be a target too, though."

Lillania looked thoughtful for a moment. That was never a good sign. "We could just. Pretend you know it."

Vincent gave her a flat look. "And draw them out, with me acting as bait."

"You just said you'll be a target as soon as you can talk to the animals we've already captured anyway."

Vincent grimaced. "Yes, I suppose I did."

Thursday, July 29, 2021

Manticore

The Manticore makes the leap from "beast" to "monster" pretty easily (yes, it does have the beast trait, but stay with me). It's an iconic creature as far as fantasy creatures are concerned, and was a shoe-in for Bestiary 1 as a must-have.

While this prickly parishioner has a very simple statblock, it is quite elegant in its design. There are a few things to note beyond its signature spike attacks. First, this thing can speak and is intelligent. When the thing that is trying to eat you can also talk to you, it's definitely more unsettling. The bestiary also notes that it likes trophies. Minor, but a good thing to note when placing rewards for the players.

Consider that when you decide you want to use a manticore, you may want to customize it to better fit the theme of your setting. Perhaps some strange subspecies of manticore exists in the desert, and it has a scorpion's tail with the ability to use something akin to Giant Scorpion poison. Perhaps it has a dragon's breath attack, or the ability to gore its foes with horns. With a small core suite of abilities, you can really make it your own.

- Reece 

Hook 1 (Max) - The Price of Chivalry

Manticore Knights are renowned for their skill and ferocity in battle. Clad in jet black armor, they fly atop mighty beasts that strike fear into to hearts of their opponents. They will take anyone in unless their resolve proves frail.

Not much is known about the training of the initiates, but what little records there are available give some interesting points. It lasts anywhere from three to six years, depending on the skill of the adept. Recruits always train in pairs through the entirety of their time there. When they are deemed worthy, they are elected by a young manticore. In the end, a challenge is undertaken by the two of them.

Weirdly enough, you never see two knights on a single manticore—they don't have an infantry division either. Rumors say that the beasts appear to be far smarter than others of their kind, though what that means is hard to discern...

Hook 2 (Nemanja) - Subtleties of the Spire

The spire-city of Kal'Karaz is ruled by dragons, though these scaled rulers rarely come down from their rich gardens in the highest levels of the city into the dirty, poor, Groundlands. Instead, they have several castes of enforcers, each with highly specialized roles. Among the most feared of these are the manticores—big, bestial brutes in contrast to the many shapeshifters of the city. The problem with manticores isn't their (well-earned) reputation for aggression, rather, it is that sending them means the Dragons have abandoned all of their usual subtlety and subterfuge in favour of escalation and raw violence.

Unfortunately, a rowdy, loud group of these enforcers seem to be blocking the door of the exact bar where you're supposed to meet your contact...

Hook 3 (Reece) - The Beasts of the Shadowkeep

The call of the manticore is the worst nightmare of every Sunbringer Acolyte. For as long as the Sunbringer tribes can remember, their people have been preyed upon by a host of undead nightmares, chief among them the Sangir Vampire lords of the mountains. Tucked into the shadowy peaks of the Canus mountains are the Sangir Shadowkeeps—castles shrouded in dark mists, hidden forever from the sun. Within these harrowing halls, the Sangir conduct horrible magical and alchemical experiments in search of a way to fortify themselves against the burning power of the sun. The manticores, alongside the skeletal servants that ride upon them, hunt in the foothills each evening in search of hapless herders or unaware travelers that may be captured and carried away to fuel those horrid experiments.

While the manticore is greatly feared, the Sunbringers have made it their tradition to hunt both the flying beasts and their undead masters in the hope that one day they might free their people from the bloody rule of the Sangir.

Wednesday, July 28, 2021

Lyrakien (Wanderer Azata)

Another azata—one similar both in name and presentation to the Lillend—the Lyrakien, AKA the Wanderer Azata. We've previously lamented about outsiders, as sometimes it can feel like they are boxed into a particular story archetype that can make them somewhat uninteresting. Max once noted that, to your average medieval peasant, anything that isn't human would probably just be called some variation of demon, devil, or angel, that sort of thing. There's probably some design space there to play with, perhaps someone who is or is not educated in the nuances of planar creatures and the misunderstandings that can result from that understanding.

For our purposes, the wandering themed celestial can be used a few different ways. Consider how prevalent celestials are in your setting and game, and try to determine what circumstances may draw the attention of one such as a Lyrakien. The chaotic meddling of a celestial can shake things up, particularly when that celestial is themed around traveling and could be encountered anywhere.

As a low-level creature, the lyrakien can be a help or a hindrance to players as well as a powerful ally. A burst damage ability alongside some celestial-themed spells (most importantly heal!) can be used a number of different ways when needed. Should you use one (or modify one for an encounter), consider pairing with larger, hitpoint-heavy creatures that can protect the lyrakien while it heals them.

And that's the wanderer azata, patron of the open road. Perhaps when your players decide they need to restrict someone's freedom of movement, you'll know just what creature to present as a foil.

- Reece

Hook 1 (Max) - Gods Save the Queen

Mercenaries needed! A group known as the Free Spirits roam the realm and incite rebellion against its ruler, singing about revolution and bringing the tyranny down. The aforementioned tyranny does not take kindly to it.

Several towns are in a state of open revolt, refusing taxes, arming themselves in preparation for battle, and withholding information on the whereabouts of the musician troupe. The situation is starting to look somewhat dire.

The job is simple. Bring the queen the heads of all of the Free Spirits, and get your weight in gold, in addition to land, titles, and privileges.

Hook 2 (Nemanja) - The Spice of Life

A dwarven mining town seems to have gone dark—neither messenger nor traveler has come back from it in almost two weeks.

If anyone dares the treacherous mountain pass separating the town from civilization, they will not find it overrun with the forces of evil, but rather, under a spell by misguided though well-meaning azata. Indeed, to break the town's bleak, industrial and everyday reality, the wily outsiders put the workers of the city under a mass sleep charm. They are refusing to lift it up until a loud, cheerful, and colorful feast is thrown to cheer up the many laborers of the city. Of course, not they won't allow anyone who offers to headline the event, those who would take such an honor upon themselves must be tested against the finest of the lyrakiens' own musicians, dancers, and other performers.

Hook 3 (Reece) - Wanderer's Lament

From town to town my horse does ride
With water and food the world provides
There's one thing though, I cannot find
Dear Lyra, dear Lyra, that voice divine

While riding south, that winter cold
They called me fool, 'You're too old!'
And they were right, they told me true
Though I'd lost my wits, I did find you

When fallen from old Swiftstep's seat
I heard your voice, so kind, so sweet
You'd given me warmth and saved my life
Dear Lyra, Dear Lyra, don't cause me strife

From the grave, you brought my heart
There you sat, your smile? Art
In the morn', the cold did wane
I wish to see you once again

When the storm had settled down
and you'd brought my life around
You gave me help and asked for none
and now I wish to call ya hun

Dear Lyra, my Lyra, you've caught my soul
when you left, my gut did roll
though my passion burns like coal
in my heart, you left a hole

So I search these lonely trails
for that smile, this old heart ails
Now in this storm, I will take rest
and in its passing, I'll surely be blessed 

Tuesday, July 27, 2021

Lizardfolk (Defender, Scout, Stargazer)

Non-human humanoids are a staple of fantasy RPGs. They take many, many forms, though the Lizardfolk are among my favorite. I think it's important to consider how these non-humans affect the world you run in. Even published settings can benefit from considering what it means to have lizard-people living alongside others.

Are lizardfolk less common than humans, or are they the primary people of the world you run in? Do they favor climates that the humans do? Are they similarly xenophobic as we often expect humans to be or are they far more accepting of other ancestries? Consider how these kinds of things may affect your NPCs or the players you have that decide to play as lizardfolk.

The Bestiary presents us with three different lizardfolk variants that are quite versatile: the Defender, the Scout, and the Stargazer. Similar to the other stock-standard ancestries such as the goblins or gnolls, its expected that you would use all three in tandem at relatively low levels to introduce new characters to the world. Each is essentially self-explanatory in its name, a dextrous scout, a tankier defender, and a spellcaster.

Despite the simple presentation, the simple statblocks can allow for you to customize them a bit or shift their numbers pretty easily to adapt for other levels. Consider what other abilities your lizardfolk might have given their favored environment and, by extension, what that means for the society they have built there.

Lastly, remember that the lizardfolk are intelligent and that you should consider this when they aren't strict antagonists to the players. A neutral party that the players interact with can help set the tone for the players in that not every encounter has to be solved with a pointy stick, even if the peoples you're interacting with are a bit... Different.

- Reece

Hook 1 (Max) - The Heart of Darkness

The Hidden City long stood deep within the jungles of the south, its denizens many and all dedicated to a single cause—keeping the dark forces that lie beneath it at bay. For something just as ancient as the lizardfolk dwells below, a malice of old that is still trying to spew forth, something that wishes to be freed from its shackles set in place long ago by reptilian priests—priests who have been laying down their ever-living souls since the dawn of time.

The binds held for millennia, being reinforced and perfected through generations. Alas, the jungles have been invaded, burned and cut down by the younger species who do not understand the importance of the grand canopy. With this, the strength of the lizardmen has waned, as did the restraints holding the evil at bay. It is now only a matter of time before they become undone.

The priests sent out emissaries to all mortal realms in search of aid in this great moment of need, to no avail. Hence, the reptilian warriors prepare for their last stand, as soon hordes of unspeakable horrors shall wash over the world.

Hook 2 (Nemanja) - Offering Offspring

A Paladin of the Silver Light saved a lizardfolk shaman's life almost 20 years ago. The two have formed a close, brotherly bond since.

When the Paladin's wife gives birth to twin daughters—one of whom has a minor birth defect—the shaman unexpectedly appears.

"It will be a great honour for me to consume your weakling spawn so your bloodline remains untainted and uncompromised" he proclaims.

As disgusted as he is, the paladin wishes to try and refuse his old friend diplomatically, knowing full well just how different the lizardfolk customs are from his own...

Hook 3 (Reece) - The Sin of Kin

In the Burning Sea far to the west, the Kulkarnin live a harsh life in one of the harshest places in the world. Each Kulkarmu—a lizardfolk clan as the humans call them—struggles to pay their war reparations back to the Republic. The bloody war their people waged against the humans still carries many rippling effects over two hundred years later, namely steep dues required of each clan as determined by the amount of destruction their clan caused during the war.

While many take to working the coal mines in the eastern part of the isle, others find more dangerous employment in the massive metropolis of Oasis. The sick fascination humans have for the "warrior's prowess" of the Kulkarnin has led to gladiator pits becoming quite popular in the desert gem. Pitted against one another, the strongest warriors of the once-proud people struggle to win the once yearly championship so that they might pay off their family's debts.

When a knight from the Royal Navy shirks tradition and prejudice by recruiting these warriors instead of allowing their bloodsport to continue in perpetuity, it causes something of a crisis in the underworld. Crimelords, gambling den owners, and other ne'er do wells of all stripes are now looking to deal with the problem quickly so that they may continue to benefit from the status quo.

The knight, on the other hand, could use some help recruiting, as well as dealing with the various problems that come with upsetting the power balance.

Monday, July 26, 2021

Lizard (Giant Frilled, Giant Gecko & Giant Monitor)

So... the Lizard. In our everyday world, it's one of the closest things we can get to a dragon, but in the realm of fantasy where dragons are (often) commonplace, the good old reptile seems to be of little interest to anyone.

As is the case with all (okay, most) normal animals present in the Bestiary, one might find it somewhat challenging to use a lizard as an interesting plot point. That is when it's time to stretch your worldbuilding muscles. The Bestiary gives some good pointers on that front; a great example, Giant Geckos might be used as mounts by societies that would value their impeccable climbing skills over the sturdiness of the Horse™. Some folk might see the Frilled Lizard as a sacred beast of their ancestors, while others may find the Monitor a delicacy. So, open your herpetology textbook and spice your world up with some scaly critters.

- Max

Hook 1 (Max) - The Lizard Wizard

The wizard in ornate robes paces around the room, visibly annoyed.

"Lost his mind, he has!" he murmurs to a cloaked figure sitting at a nearby table. "This is preposterous!"

"Calm down, old man, it's just a lizard."

"That's the thing!" the mage shouts, fury evident in his voice. "A stupid lizard! And he listens to it as if it speaks gospel, only it doesn't even speak! I fear for the kingdom, it will not take long for the news to spread. Ridicule is sure to follow, but that we can manage... But it won't take long for some of our neighbors to seize the opportunity. Can you imagine what will happen if a mindless reptile is put in charge of all defenses?"

The hooded man scowls. "A massacre, surely." He sits upright, pressing his chin against folded hands. "I assume you have a solution in mind?"

A wolfish grin sets about the old man's features. "That I do, my old friend. It is quite obvious, honestly. We need to get rid of that gods-damned lizard before the king does something truly foolish; fortunately, it just so happens that a band of famed mercenaries is in the capital. I think they might be up to the challenge..."

Hook 2 (Nemanja) - The Greatscale Hunters

The archipelago of Zablaii is home to no mammals other than halflings.

Nevertheless, when contact was made with the Nordlands and their knightly traditions, the island kings fell in love with the concept of Grand Hunts.

To that end, over the years they have domesticated the massive dragon-lizards that make the archipelago their home. Now, these majestic creatures follow them in their campaigns over land, sea, and air.

Hook 3 (TJ) - A Giant Headache

"You ev-" smack "you ever notice how-" Lillania said, before being cut off as the large reptilian beast slammed into her. She grunted, shoving it back a few paces before turning back to her companion again.

"I just think it's funny how every time-" She danced to the side as it charged by her, grabbing it by the tail as it lunged for Vincent. "-every time we're called to take care of an animal, it's always GIANT. Have you noticed that?" With all of her strength, she pulled on the enormous lizard. The beast attempted to scramble toward Vincent again, its tail popping free into Lillania's arms.

A bead of sweat dripped down his face as Vincent attempted to finish the spell, backing up and circling as the lizard charged him. The arcane drawing following his finger flashed as he connected the last line. As the spell came to completion, the lizard decreased in size rapidly. After a moment, it came to rest on the dirt between them, a normal-sized gecko once more. He picked it up and placed it in a small enclosure. Lillania gestured at him with the still-enormous tail. He shrugged as she slung it over her shoulder.

"I have noticed. I think it's time we start asking some more pointed questions. There has to be a connection."

"Really?" She asked, giving the tail a few test swings. "Usually you think I'm being paranoid."

"Yes, well. That was a close one." The mage gestured to the large claw still stuck in his outer robe. "Also, I'm running out of cages."

Friday, July 23, 2021

Lillend (Muse Azata)

When we camp too long on celestials, non-evil outsiders, and planar creatures, I tend to get... sort of bored with them? You may find, as I do, that it's harder to use a creature that's inherently good-aligned for something interesting. I can't think of the last time I used a statblock for a good-aligned creature when it hadn't been summoned by a PC. That's entirely on me, I need to get more creative. Thankfully, my good friends here at Beastfinder push me to do so.

When we talk about the lillend, we finally have an example of a creature that uses music for good, rather than using it to debilitate your party. A lillend has a lot of great spells for aiding allies, so it's probably not the best to deploy as a solitary creature. A lillend supporting a large number of other planar creatures serving as the "bard" of an encounter alongside its kin is probably the ideal way to use it. Additionally, as previously mentioned, it makes a good candidate for a summon given its access to the bard's inspire competence and inspire courage.

The lillend definitely has potential! If one were to be following your party for an extended period of time, helping them out in a pinch, you've just given a story reason to use some GM fiat now and again. Give it a try! While you may not use them against the party—unless you run for evil-aligned PCs, in which case, godspeed—they do make for good narrative creatures, not to mention that having a lillend ally would turn any battle a bit more in the players' favor.

- TJ

Hook 1 (Nemanja) - Virtue Vandal

In the city of Virtue, known for the Church's firm hold on the culture, there's a new breed of vandal. For several weeks now, at the grandest and most frequented of social gatherings, people's clothes have begun disappearing right off their backs and buttocks, leaving them stark naked.

Indeed, a Lilend with a peculiar definition of art has recently made the city their home—one who considers bodies a work of art, thereby making clothes offensive.

The Church's elders fume and froth at their mouths, offering obscene amounts of money if this vandal is caught, though more anarchistically inclined individuals might also be able to use the scandals to shake up the city's power structures...

Hook 2 (TJ) - The Harmonics of the Soul

The Planar Armistice over the souls of the Tharodrosi people causes all manners of strife for the aligned creatures. The lillends in particular have voiced their displeasure at the inability to visit and record the chronicles of those on the Impure Plane. Other than the stagnation of their existing tales, the lillends argue that their influence could change the public opinion of bards and troubadors, which is largely untrusting.

As it stands, the two major groups that provide inspiration for the lyricists and balladeers that call Tharodros home are the sirens and the harpies. The ability for music and magic to merge and influence the harmonics of the soul, one's own natural resonance, is viewed with suspicion, even without the influence of these monsters. The manipulation of the natural harmonics of the soul can be more beautiful, the lillends argue, if only the Tharodrosi peoples could be shown. The sirens and harpies are a perversion of what it means for music to be captivating. The lillends are chafing at the restrictions of the armistice. Given their aptitude to remain hidden, they may begin breaking the terms of the armistice. That is, of course, if they haven't already.

Hook 3 - I Hate Moondays

"The circumstances that brought you here are quite strange. You must understand that." This was the start of Poli's second week in the Mirrorguard. Last week, the docks were bombarded. She thought the cleanup from that mess was the worst it could get, but this! This was somehow both more confusing and more frustrating!

"I do." The woman—if that was indeed what she could be called, as she was definitely not human—was coiled about the stool she had been given to "sit" on. The half-woman-half-snake laughed quite heartily when Poli had asked for something to make her comfortable, only for one of the new recruits to bring a stool.

"And you know why you're in there." Poli gestured broadly at the cell in which the woman, who called herself Yaranaya, was resting.

"Of course."

"So," Poli began, hoping she could get something more from her obstinant "prisoner", if she could even be called that. "You came here because you lost your cat, a being of pure, distilled chaos."

"Dram is technically a Dweomercat, but yes, that is correct."

Poli sighed, it had been a long first week. "That doesn't explain why you attempted to destroy the market in the eastern district."

"I didn't destroy anything—" Poli attempted to interrupt, but Yaranaya was having none of it. "I played Dram's favorite song. It just so happens that that song... Enflames the passions of mortal kind."

"You started at least four brawls, at least fifteen citizens began to bathe in the drinking water, and we arrested twenty-five others for..." Poli blushed and cleared her throat, "Acts of public indecency."

"It's not my fault you all are so pent up with your feelings." Yaranaya smiled and winked at Poli, whose blush continued to deepen.

Before she could properly respond, one of the other guards opened the door to the holding room with a panicked look on his face. Outside there was a terrible racket; people screaming and what sounded like carts crashing into one another.

"Problem," said Stool Guy.

The idiot could've brought literally anything else. Poli scowled. "What?"

Just then, a purple blur rushed by the door outside the guardhouse. The food cart down the street smashed into the shop opposite of the door. One of the cart wheels smashed against the doorframe. Something was yowling outside.

Poli put her face into her hands and proceeded to groan. Loudly. It was going to be another long week.

Thursday, July 22, 2021

Lich

The Lich is an iconic monster, for good reason. It has a great narrative built into it—cheating death through (most often) dubious means for (most often) dubious reasons. So, you have an undead that is extremely hard to kill, is in all likelihood ancient, and possesses knowledge on an unimaginable scale. Not only that, but even if you manage to kill them, they come back as long as their phylactery stays intact.

This is where my gripe with liches comes into play; they have unlimited learning time for all intents and purposes, but for some reason, they are only ever used as pure spellcasters. That doesn't make a lot of sense if you think about it. If you contemplate your setting and a party that goes from level one to level twenty, it doesn't take more than a lifetime to master a specific set of abilities. Like, for instance, spellcasting. Lich has at least several lifetimes to spare. So why wouldn't this undead baddie use it to their advantage and master as many abilities as possible? Yeah, the baseline lich has some neat spells and whatnot, but imagine what would happen if your party charged the bugger expecting to stomp him, only to find that he is even scarier in melee. That's how you get a memorable encounter.

Moving on from their battle prowess, let us think of a good reason for becoming a vile undead. The obvious quest for power or fear of death is low-hanging fruit and doesn't make for too complicated a villain, does it? Maybe they didn't want to become a lich? Perhaps they did it to protect the ones they love? Thought that the dark ritual was the only way to save the world? Liches are always interesting, but there are ways to make them even more so and to make them feel unique. Remember, they are not mindless monsters, they are characters—ones that possess great intellect and knowledge. Make sure they use both.

- Max

Hook 1 (Max) - Do You Doubt Me, Traitor?

There is something foul in the air that permeates the ashen waste that was once called The Blackgrove. A few unfortunate travelers that had to make their way through that wicked place tell stories of two specters locked in eternal combat that brought the land to ruin. Not much is known about them, outside of a few tales passed down amongst the locals. Shrike, the smaller of the two, is so fast that the naked eye can barely register its movements, darting around its adversary. Behemoth on the other hand is a towering warrior who could probably bring down an entire building with a single swing of his blade.

They weren't always like this, although few know the real story. Once upon a time, they were friends, maybe even something more, but they would never admit it to each other's faces. They both were disciples of a powerful magus that had his study there and believed that their work was to better the world. This was not, unfortunately, the case, as their master was looking for a way to make himself immortal. Worse even, he found the secret and decided to test it on one of his students—the one known now as Behemoth—turning him into a vile undead. Mad with rage, he killed his old master, after which Shrike found them. Before any explanation could take place, Shrike struck Behemoth down, not knowing he could no longer be killed and would return soon after.

Once Shrike learned this, they dedicated their entire life to stopping him, not knowing the only thing he wants is to reconcile. They too, much to Behemoth's dismay, discovered the dark ritual needed to become as he has. So now, they are locked in an eternal struggle, filled with heartbreak and bitterness, sure it is the other that's to blame for all this.

It's quite possible that there's no path to rest or solace for them, but hope dies last, doesn't it?

Hook 2 (Nemanja) - The Powderheart Pioneer

Ol' Cragalag was a pioneer in so many ways that listing them all would take more than a night's worth of storytelling. He was among the first to go westward from the Colonies, into the Widelands. He was among the first to carry gunpowder weapons with him, and the first one to discover gunpowder's magical qualities. He was nearly the first one to find a way to use gunpowder to treat diseases were it not for the fact that, by then, his health and strength were already failing him. So, he became the first powder mage to use gunpowder to achieve unholy eternal life.

Now, this boomstick carrying lich controls a piece of territory in the Envadan plains. Those who pass through his territory bearing weapons of old are usually left alone, but anyone with the scent of sulfur to them is hunted, to be captured and interrogated, as the once-great frontiersman unlocks even more secrets of black powder...

Hook 3 (TJ) - The Heart and Soul of the Dwarven Guilds

Tharrum Platefury, head of the Armorsmith's Guild in Uthen, has been around for centuries. Given that dwarves are long-lived in general, seeing little in the way of leadership shakeups doesn't come as a surprise. Tharrum's unique longevity, and the manner in which he hides it, however, aren't common knowledge, even within the Platefury clan.

The Forge of the Steel Kings—the seat of power for Uthenni guilds—has also been around for centuries. The anvil at its center, the Heart of Firststeel, holds a secret key to Tharrum's long life. He often jokes that maintaining his guild and running a country takes his very heart and soul. This is more true than anyone knows.

Tharrum was present when the Heart was cast from Firststeel. He was there the day the comet fell, bringing that alien metal to Tharodros. And there he will remain, so long as his soul remains within the anvil as it has, undisturbed for centuries.

Wednesday, July 21, 2021

Leukodaemon

The name Leukodaemon might be considered a little on the nose, given that the Greek "leukos" means "white," or "clean". Even more interesting, it appears to share the word root with leukocytes, the human body cells responsible for protecting it against diseases. As you'll find, the Pestilence Daemon is the exact inverse.

With a skull for its head and wings of a vulture, the leukodaemon is a manifestation of evil, a being who previously succumbed to sickness. As such, it works relentlessly to spread any plague wherever it can, being much more inclined towards working with others of its kind than most daemons.

Its abilities fit the creature thematically quite well. It can sense any diseased creature and know what kind of sickness ails it. It has an aura that makes everyone within it more susceptible to contract an illness. Most of its attacks inflict the Daemonic Pestilence on the target and, better yet, the daemon can speed up the progression of any malady currently affecting a creature.

All things considered, the leukodaemon is a good choice for when you need a plague-themed monster to center your game around.

- Max

Hook 1 (Max) - The Plague Within

Something was afoul in the air for a long time. No one was willing to admit it, but everyone felt it. Now, it is too late.

It started with the animals. They fell silent and catatonic in unison, all overnight. They refused food, didn't move, and not long after, they started dying by the hundreds. There were far too many carcasses to manage, so soon they started rotting. Then the crops failed. And reserves began to spoil.

The buzzing of flies became constant, as their fat little bodies clouded the skies. Starvation followed. Now bodies of men, children, and women littered the streets, as fights for what meager food anyone might have left ensued.

Scavengers are circling the cities, towns, and villages, feasting on the cadavers. Prime among them are pale vulture-like monsters, putrid flesh peeling off their bones, the stench of death and decay following where they go, carried by the winds as they beat their dark wings.

More and more of them appear by the day. With each new arrival, they seemingly grow hungrier, eager to make sport of the remaining survivors. For things are about to get much worse. In five days, the black moon will rise, and they shall bring forth their greatest gift.

A plague unlike any seen before.

Hook 2 (Nemanja) - A Benevolent Nightmare

A thousand and one years ago, several spirits of the forest, young demigods, and other such powerful entities, decided to do an experiment: could a society guided by extreme fears prosper? Thus was Isla Dittatora born in the secluded archipelago of San Ovejas. The "gods" took on horrible forms and started haunting a town that had just begun to grow, as the advent of new irrigation technologies promised an Age of prosperity. The deities would appear before the locals when they were about to drink infected water, dye their clothes with toxic compounds, tame beasts that can not be tamed...

And the locals learned to respect their gods' guidance as wise and infallible. Over time, the mighty polis of Tonta grew into an advanced society, that traded with faraway lands and was well respected.

Tonta's golden age would abruptly end in one fell swoop, however. A barbarian from the Northlands was on his way to the city-state when he saw a dark, twisted creature with the skull of a horse in place of a head appear before him and speak to him in a raspy voice, telling him something about his method of curing meat. The barbarian did as any man worth his salt would do and split the fiend's head in two without blinking.

Unfortunately, said fiend was an entity known as The Lord of The Flies, a spirit of the earth that fought against the advent of plagues and diseases within the city. Soon enough, the ships from Tonta started bearing plague rats and the stench of deaths, and a certain barbarian was said to be on a quest to revive a god...

Hook 3 (Reece) - The Plaguesingers

As the Yellow Plague strikes down one in every four that catches it, the food crisis grows ever more urgent. Without farmers to collect the crops in the outskirts, the capital is struck with both plague and starvation. Those that are able to gather their meager crops are devastated to find much of the grain spoiled and ridden with weevils. The Church no longer attempts to send its clergy to treat the sick and dying, preferring instead to sequester themselves within their monasteries, away from the disease.

There is a story or a herald of this new end times. A bird-headed creature is seen out in the fog of the early mornings each time before the plague strikes a new city or town. Hearing tales of the creature, some have begun to craft masks after the creature's likeness. These fanatics have begun to worship the creature, hoping to find salvation in appeasing it.

Just as the plague worsens, a tide of people wearing these masks roves from city to city, singing The Plaguesong and turning the people against The Church, killing the clergy in retribution for abandoning them.

Little do the Plaguesingers as they are called know, the creature they seek salvation from is the cause of these nightmarish times. A demon hunter and a rogue priest of The Church wishes to stop further destruction, though they must face off against both the Plaguesingers, the angry commoners, and lesser fiends in service of the creature that is the cause of all the strife.

They could use some help.

Tuesday, July 20, 2021

Leshy

Editors Note: For the first time since our team went from Nemanja on his lonesome to the four of us, we have a guest! Orfane AKA @TTRPGHomebrew AKA Matt has lent his leshy expertise to Beastfider. Thanks to his design (and Sita's wonderful illustrations!) we depart from the usual Beastfinder approach and discuss the leshy as a whole. If you haven't had enough leshy from the bestiaries that are already out, make sure to check out The Botanical Bestiary pre-order here!



Monday, July 19, 2021

Lemure

Lemures are weird creatures. Made up of the literal essence of Hell, their sole purpose is to be molded and reshaped into greater devils. They are pathetic, sniveling, and inherently subservient. As such, they are also the perfect representation of the souls of the mortals that sell their souls for diabolic powers.

The Lemure's stat block confirms their status as the quintessential underlings - their charisma and intelligence scores are pretty low, and their only ability gives other devils a way to command them.

If you don't give much heed to the official cosmology, the Lemure still fits the role of magician's servant, alchemical creation, and others pretty well—though it might still harbour diabolic ambitions...

- Nemanja 

Hook 1 (Nemanja) - Diabolical Design

Lemure-sculpting is treated as one of the most prestigious crafts a student at the University of Diabolic Arts can be taught. Existing at a crossroads between high art and high magic, 'tis not a skill one can easily take up.

The university lies over a very large deposit of raw evillium, the substance from which all the fiends of the world are made up. The most gifted apprentices are given access to this resource and taught how to shape it into subservient, yet powerful, creatures known as Lemures. Giving them aesthetically pleasing—even if twisted—forms is treated as a sign of control.

The Diablerie Inquisition is called in to investigate several murders and a chase after wild and esoteric clues reveals a shocking truth: One of the teachers, the conjurers' elite, has been replaced with a Lemure molded in his perfect likeness. As it turns out, one of the ambitious, powerful young students is commanding him. The problem is, there's still no clue as to which student is the perpetrator and which teacher is the victim...

Hook 2 (Reece) - Digging Too Deep

"It is terribly unfortunate, what happened in Tegriden. Terribly unfortunate," Lord Degarring gestured at the map in front of him, shaking his head. "But the truth of the matter is that there is no help to spare. The town is inconsequential to the war effort, I'm afraid."

"But, my lord, the people of the area are being overrun!" Lykander, the chaptermaster for the Sailor's Guild on the small isle that held Tegriden, was quite distraught. Degarring was the fifth landed lord he'd approached. Some prospectors, hoping to strike up another iron mine given the high demand from the war, had unearthed something just outside of Tegriden. Though he hadn't been there for the inciting incident, he'd heard haunted tales from some of the miners who had managed to escape.

A dark temple. Caged and twisted creatures long-forgotten but somehow still alive. A portal to some other place. To some hellish nightmare long buried. Fleshy creatures that mindlessly lashed out,

"The isle is isolated. I suggest you do your best to evacuate your people and abandon it. The Royal Navy will contain the creatures when the war is won."

People were dying now. The town was being consumed. Lykander would have to go... Elsewhere for help.

Hook 3 (TJ) - First Siege with a New Liege

"My liege, time is of the essence." The tyrant devil turned to his subordinate and gave it a flat look. "Ah, I've forgotten. This is your first siege, isn't it?"

The tyrant devil turned back to the city walls. "We do not have the resources to have an extended siege, is that your concern? You worry we overstay our welcome outside of Hell?"

"Yes, my liege, that's part of it."

"Then you have yet to see why we gather these tormented formless ones. This will not take nearly the time you think."

The tyrant outstretched his hand and all of the lemures gathered at the base of the walls began to shiver and converge, a central mass of roiling flesh beginning to take shape into some greater terror.

"I would not leave us exposed for so long. You should have more... faith in me than that. You'll learn. Or you'll die, just like the rest."

Friday, July 16, 2021

Legion Archon

Legion Archons are said to be of a diplomatic disposition, their preferred way of enacting justice being talks and compromise. This is interesting given they wield flaming swords and bear heavy armor, giving them the look of a military force. Even the name "legion" implies that they would operate in large groups, so why would you need a large group of heavily armed celestials to mediate?

Their abilities, again, hint at Legion Archons having a slightly different approach to problem-solving than the one provided in their description. For one, Menacing Guardian aura has a solid potential of impairing the attacks of its enemies. It has both melee and ranged attacks that both deal quite a lot of damage, paired with Flame of Justice they become alarming. Also, Legion Archons have access to several spells that are useful both in and out of combat, true strike being especially notable, as it greatly increases the chance of the archon hitting you with its giant sword.

Even though they are listed as LG, it is important to keep in mind that archons are alien beings at the end of the day. Their ideas of good and evil may notably vary from our own!

- Max

Hook 1 (Max) - The Purging Flame

As the fabric of reality tears in two, the shining lights coalesce into humanoid shapes with bird-like wings. More similarly striking figures begin pouring in, their dispositions grim and stern, their blades aflame. The Day of Judgement has come.

The skies rain down sulfur and fire, mighty beasts of old wake from their slumber to wreak havoc, the dead walk again, the earth runs with blood as brother turns against brother.

Only those of pure heart and free of sin can join in the purification of this wretched world, lest they wish to be smote with their forlorn kin into dust.

Hook 2 (Nemanja) - Ending in the Inn at the End

The Inn At The World's End is a famous meeting place for interplanar travelers of all kinds. The unassuming building, larger on the inside than it is on the outside, has a single signpost next to its bronze-framed door: 

NO FIGHTING

Indeed, djinn, devils, and fey drink the Inn's famous IPA (Inter-Planar Ale, made from ingredients gathered from at least seven different worlds and three different timelines) in peace. Said ale is rumored to be the source of the air of unnatural tranquillity present among the patrons, but that isn't exactly the truth. Instead, the innkeeper—an odd fellow forever hidden behind a heavy, beige, deep-hooded robe—is an archon who has long ago abandoned his post, though he still abhors violence and uses his innate magic to pacify the crowd.

It is to this very place that the witches' patron has invited her, to calmly give her the news he has bargained for the soul of her unborn sister, and no longer needs a mortal emissary. Should the witch—quite reasonably—respond with violence, the innkeeper is sure to draw his rusty flaming sword and banish her from planar travel forever, stopping any chance she might have of saving her kin dead in its tracks.

Hook 3 (TJ) - The Final Price

They say that the paragon of virtue that blocked the fallen ones out of paradise still lingers on our plane. They say that the flaming sword that enforced the decisions of the First still calls their hands its home. They say that if you find this legionnaire of the Great Beyond, if your heart is pure enough, you can borrow its strength—but not without cost. 

History is replete with stories of people slaying their oppressors in a pivotal battle with a flaming pactblade, always of the same description. Inexorably, these heroes collapse dead from its use after their mission is complete. The growing legend of this pactblade suggests that the archon entrusted with its use continues to find new missions, so that it does not need to feel the empty embrace of the blade's final price. The longer it resists, however...

Thursday, July 15, 2021

Lantern Archon

Lantern Archons may be the simplest of their kind, but they come with some interesting and thematic abilities attached; my personal favourite among them is its ability to pull off a power-rangers combiner transformation.

Thematically, they are supposed to represent a glimmer of hope, so throwing one as a guide in your characters' darkest moment might not be a bad idea either.

- Nemanja

Hook 1 (Max) - The Purging Sky

Weird lights started appearing all over the world. Shining geometric shapes, flying at ludicrous speed, until they stop and hang in place. Attempts at touching them resulted in severe injuries, and several had been since shot from afar.

They are not some magical anomalies, as many speculate, but emissaries, taking up their spots, growing more numerous by the day. It will not take long before they blanket the sky. The nights are already as bright as day.

They wait until all of their brethren arrive. Once this happens, they shall shine with blinding light and give their message, a unified, thundering voice roars throughout all of the world.

"This world has become unpure and full of sin. We are the harbingers of its cleansing. Prepare for the healing flames to envelop you."

And with that, both skies and earth shall part.

Hook 2 (Nemanja) - Shadow of the Lantern's Light

All is not orderly in the archon city of Everlight.

A flock of lantern archons have refused to split again after bonding, and are now stuck in their combined state. What is more, they are accepting more and more archons into the mix, growing considerably more powerful. However, they are still acting as simple lanterns, traveling to the mortal plane to help out wherever they can. As power draws power, and the entity keeps growing, nasty things have started following in its wake...

Hook 3 (Reece) - Beacon in the Night

The great city of Reylar's Rest is anything but restful these days. For the last few months, pressure has been building in the city. A bad crop, widespread disease, and the rumor of demons at work within the city have all caused outbursts of violence against the general situation, and against the noble and merchant classes that much of the common folk blame for the situation.

You are a member of this underclass, though you have yet to participate in any of the demonstrations. One night, you and a few others are greeted by a small mote of light. It does not speak, but it flashes and bobs about, seemingly beckoning you away from your home and out into the city.

As best as you can tell, this strange being—unlike any you've seen before—wants your help. Do you answer the call? 

Wednesday, July 14, 2021

Lamia

Lamias are an interesting monster. Half-beast they may be, they still retain a humanoid intellect and have a nice little mystery baked into them. What cursed them? Why do they despise gods so much? Why the lion of all animals? Why the matriarchs? Just by asking those questions, you lay solid groundwork for a narrative centered around them, small or big.

They don't have that much going for them in terms of unique abilities, save for their Caress, but possess a good range of spells that makes them viable for social encounters, where the party might be completely unaware they are talking with a Lamia at all.

Or, you know, they could use their magic to wreck everyone's day. That's an option too, given how they are usually pretty angry at... everything.

- Max

Hook 1 (Max) - The Promise

The Gilded Spire was once regarded as the most stunning city in the world, ruled over by a wise queen and overflowing with riches. The tales of its grandeur spread far and wide, inevitably drawing the attention of those that would take it for themselves. Once The Spire was known 'cross the world, it did not take long for it to become a place of constant war and death.

As the queen grew desperate, she pleaded with the gods to aid her and save her people. They promised her the power to defeat her enemies and that they did. Alas, gods are capricious beings and envy is not beyond them, The Gilded Spire threatened their majesty, at least in their own eyes.

So both the queen and all of her loyal subjects were turned into bestial monstrosities. This indeed granted them the power needed to defeat the attackers, but in turn, also made them feared and rejected by all of their former allies. Soon after, the Spire fell into ruin.

Now the Consort of Beasts—the queen's new title—is leading her people into a new age, one where she promises to be free of the gods and their schemes. Amassing wealth, knowledge, and armies, she bides her time atop the ashes of her city, preparing for the right time to strike and eradicate any sign of the deities from the face of the earth, lest they decide to right the wrongs done to her and her people.

This is the queen's sole goal and motivation—the Promise made the day she was betrayed.

Hook 2 (Nemanja) - Order and Change

On the Twice Forgotten, Thrice Forsaken continent, two peoples are locked in an eternal war.

On one side, the centaurian Archivists, all of them male, all with the lower bodies of herbivores, consider themselves the guardians of order and keepers of ancient knowledge. On the other, the all-female Speakers, consider themselves both the voices and instruments of radical change and unfettered progress.

One unforeseen event will bring this endless struggle to its first ceasefire in a hundred years, though; a group of strangers has landed on the shores, and within a day, their bodies have morphed into bodies of Minotaurs and Satyrs, which both groups worship as progenitor gods...

Hook 3 (TJ) - The Price of Freedom

The Sisterhood of True Freedom offers an escape; a life with no responsibilities and no rules. This cult, lead by a lamia matriarch, selectively pursues and recruits from the disillusioned, overworked masses of the booming textile industry. Those that take the Sisterhood up on this offer are never seen again, but rather find themselves reduced to bestial instincts and baser ideas, "free" in the ignorance of an animal-level intelligence, subject only to the lamia matriarch.

Tuesday, July 13, 2021

Krooth

Any monster that has baked-in hooks makes our job way easier here at Beastfinder. The Krooth is such a beast. A strange amphibious/reptilian creature resembling a cross between a chameleon and some manner of dinosaur, the krooth is an ambush predator with some terrifying mating habits. Given that the male krooth is a bit of a, uh—"Hot commodity" in more ways than one, this fantasy animal lends itself very well to medium-level hunts or fetch quests.

This monster serves as a great reminder that the wider world is still dangerous, even for a higher-level party. How do the societies that inhabit the areas in or around your bogs and wetlands deal with the krooth population? Perhaps there are vanguards of around 8th level that already deal with them. Do local(ish) alchemists have established trade relationships with people in these locales? However your societies deal with these bloodthirsty monsters, fighting a krooth in an already alligator or dinosaur-infested bog is not something I envy your players for having to do.

- TJ

Hook 1 (Max) - The Hunt of Desires

The room is dark, the person who invited you obscured. They pour wine into ornate chalices set on the table. Their voice is raspy and tired.

"It is quite a delicate matter. You'd do wise to not talk about it in the open. The duke has been trying to produce an heir for the better part of the last five or so years, to no avail. Doctors said that there are no evident issues with either him or the duchess, so they've been trying various methods, again with little success. However, one of them suggested using a potent aphrodisiac produced by a curious reptile—known commonly as a krooth. It needs to be harvested in the mating season for it to prove effective, mind you. Fortunately, it just so happens that we have a male stalking the nearby swampland. There is a slight issue. Namely, a pack of females has already caught his scent and is on its way there—you'd better hurry before they get to him."

Hook 2 (Nemanja) - The Scaleslicer's Test

To enter the inner circle of Scaleslicers—a group of sacred warriors committed to battling reptilian threats, be they dragons, naga, or just very big lizards—a prospective member needs to pass a grueling, night-long ritual of battle.

In the midst of the krooth mating season, they are to tasked to slay a large male, cut out his scent glands, and mark themselves with the musk that then throws females into a murderous frenzy.

Be it through battling them, avoiding them, or even sheer luck, those who live to see the dawn become the Scaleslicers' elite.

Hook 3 (TJ) - Poaching, Over Easy

Hobgoblin krooth catchers don't take kindly to poachers. The krooth breeding grounds have long been sectioned off into approved hunting areas, split between the various companies that profit off of their alchemical properties. Any unaffiliated individual found battling a krooth may quickly find themselves surrounded by disapproving goblinoids who, more often than not, attempt to tip the battle in the krooth's favor. Accidents are easier to account for, they've found.

The fact that there is a poacher that continuously evades their patrols infuriates the hobgoblin catching crews to no end. A large monetary reward has been placed on the head of the "Krooth Shadow," along with a lesser reward on any information of their whereabouts.

Monday, July 12, 2021

Kraken

What's the one area of our planet that we have not managed to fully map, and survey? The ocean. What is commonly one of the greatest fears that humans harbor? The unknown. Bearing that in mind, it is of no surprise that the good old Kraken has managed to remain in our collective imagination for as long as it has.

Commonly depicted as a giant—no, enormous—cephalopod (it is an interesting sidenote that early portrayals of the beast likened it to a crab or a whale, rather than an octopus or squid). It is said to lurk beneath dark waters, and prey upon ships of all sizes, being the undisputed apex predator of the oceans. And yes, we now know that most likely the legend of the Kraken stems from sightings of normal animals, but isn't it exciting frightening to think that there might be a monster of this caliber somewhere out there, deep down, under the waves?

Of course, we're in the business of fantasy, so we naturally assume the Kraken is real. And this is one scary thought. Were I to live in such a world, there would be no force in the world that could convince me to set foot aboard a maritime vessel. Alas, the sea is a good way of transporting people and goods, even more so than land. But every ship is an investment, so it would make sense for them to be well-armed against any such beast. A ship armed and defended in such a way is far harder to sack by non-Kraken threats. Just one example of this monster affecting the culture of your world.

Traditionally, there were only two specimens of the creature, said to be unable to reproduce. That does make them unique, doesn't it? However, think of the alternative. A whole species of enormous monsters capable of demolishing entire fleets. How come they don't devastate the ecosystem? Maybe they hibernate for most of the time? Breed only at a very specific place during a certain phase of the moon? Possibilities, much like the horrors of the Kraken, are endless.

- Max

Hook 1 (Max) - Save Our Squid

The royal family is looking for seasoned mercenaries—a lot of them. "A delicate matter," the secret emissaries say. Alas, the issue at hand is far from delicate.

Turns out that deep beneath the capital, in vast and spacious caverns filled with brine, an ancient horror laid in slumber, put there by the kings of old "as a last line of defense." Or so they said.

It would all be fine if not for the fact that the aforementioned hollows were connected to the ocean and, once the beast awoke from its centuries-long sleep, it made its way into open waters. So far no one yet knows, but it is only a matter of time.

Disposing of the beast would be no easy matter, but the king is adamant that it is not to be slain. He offers a handsome reward in gold, titles, magical artifacts, land, and favors to those who manage to bring it back alive and well, and vengeance upon those that would harm the ancestral beast of his house.

Hook 2 (Nemanja) - Forbidden Frontier

The year is 2121.

After several attempts at colonizing Mars and the Moon fail, mankind has turned its eye back to Earth's last frontier—the deep sea.

The greatest minds of the species, funded by the endless riches of the megacorps, worked to find a way to solve the "overpopulation issues", as humans would not survive a fourth world war. A massive deep-sea station was conceived as the prototype for entire cities that would follow.

Alas, just when the first expedition was about to dock their submarine and officially become the first residents of Neo-Atlantis, massive tentacles appeared from the Marianna Trench and crushed the sub in a matter of seconds. The massive, squidlike creature proceeded to swim up to the surface where dozens of vessels carrying journalists were located, where it proceeded to speak in clear mandarin (the lingua franca of the 22nd century).

It explained that the sea isn't for the humans to claim, and threatened an even more violent response next time.

That wasn't the end of the oddities, though—several hours later, another similar creature, albeit significantly smaller and radiating an eerie pink glow, appeared. This one offered to "take care of the Monarch, and leave you sapiens the sea to rule as you see fit" if arrangements could be made for it to be shipped to Venus.

Hook 3 (TJ) - Tentacled Tariffs

The kraken that patrols the Incidental Sea sinks any and every Zethi ship during Ambersun. Aldunnian and Utheni ships have had no issue. Consistently, year after year, Zethi ships meet the bottom of the ocean as the kraken tears them apart. No one knows what the kraken does or where it goes during the other months of the year. Zethi sailors have grown accustomed to taking trips and vacations in Ambersun, given no one is eager to die at the tentacles of this squid-like beast.

The researchers at the University of An'Zar have their theories about why the kraken only attacks their ships, but all of them are far from the truth. If they knew that the kraken was systematically sinking the ships of the most magically apt nation on the continent looking for a scroll of air breathing, they might be a little more afraid.

Friday, July 9, 2021

Kolyarut

I don't often indulge myself in the use of outsiders in my games, but there is a certain appeal to the Kolyarut. The first time I read the bestiary through, this brooding inevitable stood out in both theme and mechanics—not to mention the art!

Now the kolyarut's stats are pretty standard for something with martial capabilities at level 12, but it also comes with some powerful options for both roleplay and mystery. This Inevitable can find things, command them easily, and disguise itself all the while. With truespeech, the kolyarut is rife with potential roleplay options.

When considering the use of the kolyarut, assuming your players are not perpetual bargain breakers, a kolyarut on some other unknowable mission could be an interesting ally of convenience or source of information. Reframing the lore for yourself, the kolyarut of your own setting could be a harbinger of some greater tragedy or a kind of corrupted angel with a singular purpose.

What is considered a bargain worth punishing is ultimately up to you, and that can make for some interesting encounters (and plots!) in your game.

-Reece

Hook 1 (Max) - I Am The Law

A deal is sacred, even more so in the town of King's Crossing, as it lies in a place where several prominent mercantile routes meet. At the crossing, countless transactions are made daily; it is no surprise, then, that it needs someone to make sure they are upheld.

That is where The Judge comes in. Whenever a disagreement arises, he steps in to adjudicate and smites those who have tried to wrong their associates. He cannot be bribed and so far has proven to be incredibly hard to kill. Hence, at least for now, it appears he shall keep his vigil over the King's Crossing, as he has done for the last two centuries of its existence.

Hook 2 (TJ) - The Bondkeeper

Copriticani youth are taught with utmost gravity about the purpose of deals and promises. At the Copriticani coming-of-age ceremonies, those that would transition to adulthood swear by a "social bargain." This bargain-contract is made with the community at large and concerns their purpose within society, as well as their general commitment to uphold their word. The ceremony always takes place under the watchful eye of the Bondkeeper.

Should anyone break the social bargain they created, rest assured, the Bondkeeper will find out and exact retribution, regardless of how legitimate the transgression or how misguided the social bargain at its inception.

Hook 3 (Nemanja) - The Family You Choose

A group of investigators are on a deep-undercover mission to bring down the biggest mafia boss in all of Braha city. While they've seen some horrible things in their pursuit of the top dog, their hands have remained relatively clean, despite earning Carmine Hawkone's trust.

When Carmine invites them to a formal bonding dinner to accept them into the inner circle, things appear to be moving away from the bleakness of their situation. That was the case, at least until he asks them to make an oath to be forever faithful to The Family, just as a Kolyarut comes into the room...

Thursday, July 8, 2021

Kobold

Perhaps the most controversial thing not related to the mechanics of the game I've seen discussed on the topic of Pathfinder 2nd edition is the art direction of the Kobold. I will forever be a defender of these big-headed, skink-lookin' things. If you disagree? Please @ me on Twitter and I will tell you you're wrong *to your face*. Now that I'm done being needlessly aggressive, let's talk kobolds.

The kobold is the draconic counterpart to the goblin in a lot of fantasy media. Oftentimes you will find them close to one another in proximity or goals—they may even serve the same evil overlord (should they choose to serve someone other than themselves).

While I am personally opposed to the traditional stereotyping of a particular ancestry as wholly evil—evidently Paizo is too given both kobolds and Goblins are playable ancestries in Pathfinder Society—the kobolds present in the bestiary make great adversaries for a new upstart group of players.

Their favored tactics include, but are not limited to, the following: sneaking, swarming, trapping, and of course, running away.

The dragon mage, scout, and warrior all have Sneak Attack which allows for a surprising amount of additional damage at low levels. They are particularly dangerous in packs when they greatly outweigh a foe in the action economy of a particular fight.

As the kobolds are starting creatures, they are designed to be extremely versatile and can be used in most fantasy settings. Deploy them as vicious and tricky adversaries or as misunderstood scamps that cause a bit of mischief here and there.

It helps that they're cute—wherever you use them, they can be a great learning experience for new players that not all the "bad guys" look the part.

- Reece // @Cobalt_Crusader -- come at me -- 

Hook 1 (Max) - Locker, Kobold Thief Extraordinaire 

Do you need a master thief? Someone that can bypass any trap? Someone who can find their way into every possible place? Well, look no further, Locker has got you covered!

Truly an artist in his field, he knows everything there is to know about locks, traps, safes, and anything in between, putting to good use the knowledge of his people in this regard. He elevates the natural predilection towards trapmaking—a hallmark of all kobolds—to a whole new level. There are many stories of Locker's exploits, at least some of which are bound to be true.

It is not easy to find him, harder yet to get him on a job. But once he commits to a task, there is no stopping him. Despite the difficulties in hiring him, he can never resist a good challenge, for Locker believes that no lock or contraption can best him.

And, to be completely honest? There might be some truth to it.

Hook 2 (Nemanja) - Beyond The Trench

In the ages past, when battles were fought with glorious charges on open battlefields, kobolds were rarely seen as an important player in global geopolitics.

But the Great War came, and with it, trench warfare became the norm. In the past fifteen years of slaughter, the Kobold nation of Wingsreach has risen to become a major force. In the age of shifting borders and contested territories, their frontier, littered with endless trenches and countless traps, has never moved a single inch. No one even seems to know what their endgame is, either.

Despite all this, when Captain Khazad is sent to retrieve a prisoner of war taken behind their lines, he does not back down.

Hook 3 (TJ) - From Many Rise One

The traps of a small group of kobolds are little to be worried about for those that are prepared. Without a guiding force, kobolds remain unorganized and disordered so that their efforts often fall flat. Given sufficient time to pursue their own goals, however, some kobold magickers develop a disturbing power.

Known as a warrenmind, the head kobold magicker subsumes all of the minds of the kobolds within its warren. Stripped of individuality but suffused with the creativity of many, the warrenmind expresses as one of the most terrifying entities in the civilized world: a group of kobolds unified in thought and in purpose.

These warrenminds are nearly impossible to flush out, as stepping foot into the twisting dens concocted by this hivemind nearly guarantees death. Trying to force the warrenmind out into the open is likewise impossible, as their natural draconic resistances provide defense against most methods of attrition.

The biggest concern of those that find a warrenmind is to keep it isolated. If a warrenmind were to meet up with another warrenmind, only one of two outcomes is certain. Either both warrenminds are destroyed in the ensuing battle, or one easily subsumes the other and the warrenmind grows. If a singular warrenmind were to subsume all of the known warrenminds, that would certainly spell destruction for anyone that stood against them.

Wednesday, July 7, 2021

Keketar

As the ruling caste of the Proteans, Keketars embody the virtues of chaos. These serpentine, dragon-like beasts adjudicate quarrels and disputes among their kin, not without a degree of volatility, a trait greatly respected in Protean society.

Okay, this is nice. But what do they do? Turns out, quite a lot.

To start with its passives, Protean Anatomy grants them a neat resistance to damage along with immunity to being polymorphed (which I find ironic). Spatial Riptide is a good way to give the creature some innate crowd control (highly situational, though. Stick with the benefits of Reshape Reality.) The keketar boasts considerable speed in almost all departments, which—combined with constant freedom of movement—makes it a very mobile contender. 

Its melee attacks deal ample damage, all of them having reach ranging from 10 to 15 ft. (which is important when you consider that the Keketar also has the coveted Attack of Opportunity reaction). Its Strikes also apply either grab or warpwave strike, which adds a dash of unpredictability to this creature of chaos. It also has a plethora of spells at its disposal. Its spells generally work well to change either the status of the combatants or the battlefield itself. One to take a special note of is hallucinatory terrain. This meshes with its Reshape Reality ability, making the illusion have actual substance. Lastly, its Change Shape action allows to take on the appearance of any Huge or smaller creature, allowing for Keketar to potentially pose as another being, should it find it necessary.

-Max

Hook 1 (Max) - The Guardian of Greyfjord

The desperate soul often seeks refuge in deference to a higher power. And just as often the higher power is willing and ready to exploit it.

Greyfjord had seen better days, as the crops and stock died out over the last couple seasons, nearly bringing the town to utter ruin. As it is, it remains a shadow of its former self.

Dragons are seldom seen in these parts.  These majestic reptile are associated with good fortune in their tradition, and as such the locals were overjoyed to have heard of recent sightings. The beast, quite intelligent and cunning, quickly took to its role as Greyfjord's protector and patron deity, giving advice and favors in exchange for... extravagant tributes, ranging from fair maidens to hand-made jewelry.

The fact that it is not a dragon at all seems to be of little importance to everyone involved.

Hook 2 (Nemanja) - The Voice of Change

A keketar, one of the High Priests of Chaos known as the Voice of Change, has decided that time has been moving in one direction for far too long. It has started a multi-planar rebellion in order to change that.

Both Heaven and Hell are on a desperate recruitment spree, and an experienced group of heroes find themselves working alongside their longtime rivals. Of course, should they help the keketar, the rivalry—born of a misguided arrow and a painful death—might be erased in time...

Hook 3 (TJ) - The Coming Chaos

The oligarchy of Centerpointe is meticulously organized. Every building is properly in its row, not a stone is out of place. The lives of the inhabitants are monitored just as closely. Every motion, interaction, and event is recorded. As long as it is within allowable parameters, residents are left relatively unbothered. Any deviation from the prescribed order, however, is met with swift retribution.

Those that are cast out are quickly contacted by an entity known only as The Coming Chaos. Speaking in half-rhymes and scrambled thoughts, The Coming Chaos, a large, serpentine, constantly shifting beast, has begun laying out a plan to undo the chokehold of order that the governing powers of Centerpointe have over their citizens and it is anything but predictable.


Tuesday, July 6, 2021

Jungle Drake

Jungle Drakes are thought to be the lesser cousins of green dragons. It makes sense, especially when one takes into account their affinity for forest areas, as well as their natural cunning. This species of drake prefers to utilize ambush tactics to capture their prey, launching at it from atop the trees, not necessarily killing it on the spot, but rather taking it away to its lair to gnaw on it later.

Its abilities perfectly mirror this style. The drake, of course, has all the signature moves of its kin—Draconic Frenzy and Speed Surge—that allow for it to be more aggressive and get out of a sticky situation if need be. Besides that, it focuses on controlling the battlefield. The jungle drake has an attack of opportunity that can poison the target, its venom imparts the enfeebled status that makes it harder for their prey to escape the grapple the beast needs to carry them away.

So next time your party is trekking through a jungle, make sure they look up.

- Max

Hook 1 (Max) - Wandering Wonders

Doctor Paracelsus' Cabinet of Curiosities is in town! The self-proclaimed physician boasts an impressive collection indeed, all described on a fancy flyer he gives out on any occasion.

Visit Paracelsus' exhibition of wonders!

See the legendary giant wondersmiths of the far northern reaches at work! The famed snakedancers from the sunken temples! Patty the Singing Parrot! Behold the sight of a real Philosopher's Stone and see it turn mercury into gold!*

And last but not least, behold a real-life green dragon, subdued by yours truly, a ravenous beast that laid waste to the great jungles of the south!

*Service provided at an additional cost.

Hook 2 (Reece) - Six Kings War

Deep within the Hidden Isles are the remains of a fractured continent. When the world nearly ended the last time, the small landmass was cracked apart, splintering the once-great Seven Kingdoms Alliance. With the loss of the most powerful of the Seven, Nukaan, the six remaining kingdoms have remained isolated from one another for several generations.

When the seas finally ceased boiling and travel was safe between the kingdoms, the people of the Six Kingdoms found themselves living in an isle of strangers. Differences in interests and cultural divides created a rift between the jungle islands who are now locked in a periodic civil war that threatens to destroy them all.

The Umakaan, seeking some upper hand against its neighboring cities, have found a way to leverage the local wildlife to their advantage. Their isle is both the largest and the most hostile, home to creatures much larger than anywhere else in the isles. Tek'uma, the Archdruid of War, has finally found a way to tame the most dangerous of all the local beasts—the jungle drake. Now armed with the power of flight, the Umakaan have become the greatest power of the Six Kingdoms, and their prowess may be enough to unite the other kingdoms, either with or against them...

Hook 3 (TJ) - Hungry Hungry Hippogriff

The Isles of Matridos are home to many creatures that enjoy more tropical climates. Chief among them is the yellow-throated striped hippogriff. A cross between a toucan and an okapi, the yellow-throated striped hippogriff is difficult to miss. As they fly through the trees to gather fruits or rustle through the underbrush to eat foliage, they make an interesting sight. It's difficult to imagine that the island has enough to feed these large avian creatures.

The local gillmen think that this hippogriff variant is bad luck, and this is far from general superstition. The yellow-throated striped hippogriff is a favored meal of the drakes that inhabit the Isles. Many hunting parties have returned empty-handed with fewer numbers than they left with. Some of the gillmen swear the drakes could be reasoned with, but few are willing to attempt it, and of those few, none have succeeded.

Jinkin

Of all evil fey, the Jinkin is perhaps the most steeped in classical fey themes. Jinkins don't do much damage, have very little general combat strength, and almost are required to work in groups to be effective in combat against even the lowest level groups. 

Before I delve in properly, I recommend this video by Dael Kingsmill. It's within the context of 5th edition D&D but the advice is applicable in any fantasy tabletop game. Even if your game is not taking place in a classical medieval setting, fey creatures can be utilized in almost any game to great effect—particularly to shake up the pace of the game. This is particularly relevant to today's gremlin of choice.

Where the jinkin is strongest is in its mechanically relevant narrative abilities. For the uninitiated, the fey of the classical English, Slavic, and Celtic traditions are often not outright evil and are instead quite alien. When the fey of old are evil, it's often in the most convoluted and inconvenient way. The Jinkin is an embodiment of that theme.

Even though the jinkin is narrowly useful in combat, you may find ample room to utilize its tinker ability. This is, effectively, a free pass to mess with your players. Should they find themselves someplace particularly close to the fey, where the veil is "thin" or even in the domain of the fey itself, you might find a reason to utilize these petty curses. 

When slighted, the jinkin can be a particularly spiteful creature. Consider what small thing one of your players has done that could've set a jinkin on a path to revenge, and then design something around that behavior. A jinkin could even spurn your players to take on some greater threat, or drive them towards making a decision they would have otherwise spent a lot of time mulling over.

Is it mean? Yes. And you can be too, at least every once in a while...

- Reece

Hook 1 (TJ) - Always Trust Your Tinker

Whenever a tool malfunctions in the town of Yewbough, the townsfolk bring it to Elias the Tinker, a portly, friendly man on the outskirts of town, well out of the way. His expertise is well worth it, and he always provides advice to avoid similar malfunctions in the future. The townsfolk laugh behind his back at his offerings of charms and precautions to ward against gremlins. When he forgets to check the wards on his workshop one evening, a group of jinkin take advantage of it. The next day, his workshop is an unsurpassed labyrinth of traps and tricks, which he falls victim to. With the Tinker out of the way, the jinkin begin systematically cursing the tools of every townsperson they come across, which undoubtedly leads the hapless individual directly into the tinker's workshop, where they fall directly into the waiting traps of the jinkin.

Hook 2 (Max) - Hex for Hire

The Unseen Hexers are a mercenary group who provide a very specific service to their employers—point them to a magical item and they'll curse it, rendering it either useless or too much of a hassle to use.

Despite being gremlins, they always fulfill their contracts, which are only made by spoken agreements. As is usually the case with fae creatures, the payment for their services is never as easy as simply paying in coin. Should one have need of their service, often the one who hires their services is more at risk than the affected target...

Hook 3 (Nemanja) - Ragtime Ridge

The dwarves of Ragged Ridge Reach are a very suspicious lot, though they are highly sought after for their brutal efficiency in battle.

They refuse to use any technology nor enchantments, citing ancient customs and rules. In truth, the inner circle of their leadership are time travelers who've gone back in time to prevent the clan from starting a massive and bloody series of wars against jinkins, bloodthirsty technoparasites that the dwarves accidentally create in the far future. The only way they knew how to do that, however, was to stop the dwarves' innate ability for innovation and thirst for knowledge. The morality of such a temporal maneuver might be a bit iffy...

Saturday, July 3, 2021

Janni

I've never quite known what to do with elemental outsiders (AKA genies) such as the Janni. I've used intelligent elementals in a few different ways over the years. They range from normal ancestries one might have as a neighbor, to aliens foreign to the experience of the average person in a particular world. This has given me an occasion to give it some more thought, though.

Elementals are a staple of fantasy tabletops; you're almost guaranteed to run into one in the first few levels of a new game. To a certain degree, their omnipresence can make them seem a bit... Mundane? This doesn't have to be the way, though!

To that end, if you find the occasion to do so, I recommend deploying elementals of all kinds—including the Janni—as a way to flesh out some of the more planar aspects of your setting.

The Janni itself is a pretty standard "humanoid" (but not with the humanoid trait!) statblock. What it lacks in offensive ability at level 4, it is rife with narrative options.

The Janni has access to a suite of arcane innate spells—most notably plane shift—that make them the perfect creature to bring a low to mid-level party into one of the elemental or astral planes. Consider this when you think about adventure design—a janni spurned could trap a party in one of the elemental planes, entirely out of their element! (hah)

Overall, as the only elemental that is not aligned to one of the four traditional elements, the janni can add an easy mechanical in for narrative elements within your story. Consider what elemental societies and cultures may be like. Perhaps you can have a janni trade empire or diplomatic organization between the elemental planes!

Overall, take what the janni has to offer mechanically, and make it yours within the narrative—a core tenant of what we do here.

- Reece

Hook 1 (Max) - The King of Elements

A flamboyantly dressed young man sits atop a pile of valuables brought to him by his subjects, inspecting an ornate chalice. His skin is in a state of constant flux, changing from one color to another. He throws the cup aside and turns to his officers gathered before him.

"This is a good start. But we're going to need a lot more."

This draws an immediate response from one of the soldiers.

"We are already risking it as is! The baron is sure to take notice if we take even more."

The man merely shrugs and returns to his inspection of the pile.

"Then make sure he doesn't. Even if he does, what does it matter? Once I claim my birthright, no one will stand up to me." He pauses, placing a hand on the sword at his hip. The sheath seems to be shifting faster than his skin, almost vibrating with untapped power. "Now, is there anything else?'

"No, oh King of Elements."

Hook 2 (TJ) - Elemental Envoys

The Elemental Planes used to be in disarray. The Material Plane served as a battlefield for all of the Elemental Lords to air their grievances, of which they had many. Considering the ley lines don't allow travel directly between elemental planes, the Material Plane was caught in the crossfire of any and every conflict the Elemental Lords brought to bear.

After one particularly destructive battle, the denizens of the Material Plane concocted a plan. As the go-between for the Elemental Planes, the Material Plane had access to a bit of every type of elemental magic. Pressing this advantage, Material Mages created beings with the powers of every elemental plane, yet at home in none. The Elemental Envoys were born. This corps of jann serve to mediate the squabbles between the Elemental Lords, finally bringing a modicum of peace to the Material Plane.

When a group of envoys go missing while within the Plane of Fire, the balance between planes and the resulting tentative peace is immediately threatened.

Hook 3 (Reece) - Elerental

It's quite uncommon for denizens of the elemental planes to willingly interfere in the goings-on of the material plane. More often than not, mages of all kinds use the services of lesser elementals to perform simple tasks or act as allies in battle.

Uli'oknama'ar, an enterprising janni merchant, has decided that this use of elemental assistance is exploitative—unless of course he is involved in the particulars of the transaction.

Conveniently for Uli, his long-time lover and confidant Niil is a contract demon who has spent a long time teaching Uli the particulars of both magic and planar law.

Unfortunately for everyone else within 500 miles of Uli's center of operations, if they are to attempt to summon or use the assistance of an elemental, they are instead greeted by Uli himself or one of his many bureaucratic assistants. His organization "negotiates" a rate that the mage must pay in order to summon the desired elemental. They, naturally, take their cut in order to fund the operation of their network.

This "Elemocracy" as they call it is an annoyance to just about everyone who tries to use summoning magicks. The local mages guild is looking for someone to rectify the situation, or at least strike a more permanent deal with Uli and Niil.

Thursday, July 1, 2021

Iron Golem

A titan of pure iron and magic, the Iron Golem packs a wicked punch (and halitosis to boot). I love golems and constructs of all kinds. If you haven't gathered that yet, you will.

I'm conflicted when it comes to the use of golems, though. On the one hand, I love surprising players with these mindless guardians (also I just love them a lot in general okay).

On the other hand, they're immune to an awful lot. Their vulnerabilities always seem to be something seldom available. In the case of the iron golem, being able to deactivate its breath weapon for 1 minute (basically the entire fight) is huge! However, that vulnerability is tied to neutralize poison, which I've never had anyone prepare or learn. It's also vulnerable to rust, which, outside of waving a rust monster antenna at it or having a primal caster for rusting grasp, isn't easy to accomplish RAW.

These are by no means reasons to not use the iron golem. It's the perfect monster to complement a mad wizard, a secret laboratory, or a ruin lost since the Iron Age. A merchant selling scrolls of neutralize poison outside of an iron golem's locale would be interesting if the party was too low of a level to properly fight it. Disable its breath weapon and run! It's not very fast, I'm sure your party can probably make it!

I mean, come on, it's a golem! You should use it in any instance that you can. Lucky for you, you've come to Beastfinder, and providing instances to use monsters is exactly what we do.

-TJ

Hook 1 (Max) - Iron Maiden

The small mining town of Coalsmine has been seeing a lot of commerce and travelers in the last couple of years. The reason? A discovery their workers made underground that has been since maintained by the local wizard, an ancient construct of considerable power.

"Come test your mettle against Iron Maiden!" all sorts of mercenaries and vagabonds are urged. The townsfolk, being clever as they are, charge a hefty sum for everyone who passes through that wants to try their hand in single combat against the golem. This has worked out surprisingly well for the people of Coalsmine, as they've seen a great upturn in their profits. Not many combatants manage to win and if they do, repairing the contraption proves an easy matter.

Rules of the challenge are simple—one combatant at a time, no single-use items, the one who manages to walk off the arena wins. The possibility of death is high and the town does not cover any recovery costs.

The arena is quite big for one-on-one combat, approximately one hundred by one hundred feet, laden with sand and barren. Once the challenger enters it, comes forth the Iron Maiden. One could mistakenly take her for a normal golem, though that would be a great miscalculation, as with each failure she had been modified and upgraded to become the ultimate killing machine beyond her original capabilities.

Hook 2 (TJ) - Haywire Handlers

The smog of the smokebelchers is getting to be a real problem. Each of the Utheni guilds has suggested various solutions to said problem. The air-purifying automatons wandering the streets of Dren are a pet project of the Golemancers Guild; this doubles as their bid to solve the smog problem and as their submission to the Contest of the Steel Kings. If this iron golem schematic is approved for entry and subsequently wins the contest, the election of the Golemancers Guild to the Forgeseat will mark the first time in 74 cycles that a fledgling guild has succeeded.

The Machinists Guild does not recognize the Golemancers Guild as an independent entity. While their reasoning is not official, the general consensus is that—considering the Golemancers are an offshoot of the Machinists—the Machinists tentatively have the rights to Golemancer developments. When one of the iron golems goes haywire and begins spewing the toxins back into the Dren atmosphere, Jarmek Shattermace, the current Forgeseat, doesn't care whom the golem belongs to, he just wants it stopped. The ramifications for the Golemancers' Forgeseat application will have to wait.

Hook 3 (Reece) - To Sink or Swim

A new piece of dwarven technology has proven particularly deadly in the conflict between the Relendish Isles and The Grand Tyranny. So far, only one ship of its kind has been fielded, and it was a genuine terror during the fight at sea.

The dwarves are particularly recalcitrant when it comes to sharing the secrets of their forging techniques, so no one really understands how exactly they got it to work, though it has most assuredly been their finest contribution to the war effort, at least since the advent of cannons.

The warship—known simply as The Iron Lady—is a floating monstrosity of iron, bristling with cannons and twice the size of any normal galleon. The hull of the thing was so impenetrable that The Tyranny had only one choice—boarding.

Unfortunately for those involved, this was their greatest error. The forecastle of The Iron Lady is ostentatiously adorned with the iron reliefs of two dwarven women, or so the Tyrannymen thought. Upon boarding the ship the two statues lept to life, tearing through the boarding party before pulling down the boarding ship's mast using massive rune-laden chains. Now, each ship that attempts to board the unbreakable hulk is rebuffed and similarly struck down. One report notes that a ship was entirely overturned in the water, killing everyone on board.

The Tyranny has a plan, though, to destroy the weapon before it turns the tide of the war.

Why try to destroy the golems, when you can simply shove them overboard where they will sink into the deepest depths of the ocean?