Showing posts with label beast. Show all posts
Showing posts with label beast. Show all posts

Friday, September 10, 2021

Phoenix

Of the many creatures that exist in the first Pathfinder bestiary, few are as rife with tropes as the Phoenix. The phoenix is, perhaps, the most recognizable creature in pop culture due to a particularly popular children's story about wizards, alongside the fact that it has been adapted and readapted ad infinitum across all sorts of literature and media.

Beyond how well known it is, the theme of death and rebirth that the phoenix is so readily associated with can be a powerful trope to leverage when you want to bring a little bit of extra drama to your table. What makes the Pathfinder 2nd edition Phoenix stand out? First off, it's gargantuan, making this iteration of the mythical beast literally larger than an elephant.

The phoenix as the book presents is both physically and magically powerful, accentuated by its very high level in comparison to other classically mythical creatures such as the unicorn or the pegasus. Also, unlike other depictions, the phoenix is sapient and can speak a slew of other languages.

There are many different reasons you may want to use a phoenix. As a rare creature, consider what impact a phoenix might have on the environment it inhabits. An enormous, good-aligned, fire-breathing beast could give many dragons a run for its money.

Lastly, I recommend that if you think there is sufficient reason for it to reflavor the phoenix to a different element or damage type. A frost phoenix that lords over a mountain range or a lightning phoenix that heralds a coming storm can make for a compelling and unique version that is unique to your setting.

- Reece

Hook 1 (Max) - Light My Fire

Every seventy-seven years, a fiery mote of magma erupts from the ground, heralding the arrival of a phoenix into the world. The birth of these ferocious creatures is a rare occurrence and a grand event at that. For a week the egg sits in its place, impervious to all magic, burning anyone who gets too close. After some time, a blinding flame bursts forth and envelops everything in a fifty-mile radius, proceeding to burn for months on end.

This, understandably, is not lenient to any creature that is not made of fire actually living a life, so there are precautions taken whenever magi report the emergence of a phoenix egg in the wild.

The trouble is, one of these rocks surfaced beneath the imperial capital and needs to be transported somewhere else before it hatches. Not only must this be done with extreme care, but the job must also be performed without the populace becoming aware of it, lest it causes a panic.

Hook 2 (TJ)- The Festival of Pigmented Plumes

During Fairsun In Tulgolthi lands, you can catch iridescent light shows as the locals celebrate the Festival of Pigmented Plumes. The storytellers all have their own spin on the story of what began this fireworks festival. Some say the adversary was a demon king seeking to corrupt the eggs of the phoenix. Others say it was a draconic empress, bent on removing any opposition to her throne. All agree that the phoenix was very clever and insisted on a fight in familiar terrain. 

In the end, the potent adversary slew the flaming bird, though the clever phoenix was not so easily defeated. As the phoenix's life force slipped away, it burst into one last eruption of flame, igniting the vast stores of flammable powder hidden beneath its nesting materials. This hidden arsenal of explosives served a dual purpose of removing her adversary from existence as well as providing the last catalytic heat needed to hatch her clutch. 

The legend goes on to say that early Tulgolthi people traveled to investigate the massive explosion where they found the phoenix reborn anew, taking care of her young. She imparted to them the news that their oppressor was dead and instructed them on the specifics of the compounds she used to set her trap. Tulgolthi celebrations and warfare have used gunpowder and light shows as a centerpiece on both fronts ever since.

Hook 3 (Reece) - Furies and Fugitives

Kavahar is a strange world full of powerful and strange beasts. Denizens of the elemental planes warn planar travelers not to wander too close to its outskirts as the powers within are extraordinarily dangerous, and escaping off of the world is exceedingly difficult.

On Kavahar, known to outsiders as The Land of Four Furies, four great avian beasts control the very essence of the land. The Fire Phoenix Aan, the Greater Thunderbird Bijal, the Frost Phoenix Thand, and the Greater Tidehawk Gahar. Each of the four furies are so vast and powerful, being anywhere in their vicinity is dangerous to mortals. The constant migrations of the four can shape the land and shift leylines drastically, creating an ever-shifting ecology of chaos.

While sentient elementals are quick to warn travelers of the dangers on Kavahar, they are also incapable of traveling there themselves without risking their own lives, as traveling near one of the four furies can instantly destroy any planar creature caught within the wingbeat-wind of the wrong fury.

This is all particularly unfortunate given that a fugitive of the Brass Kingdom in the Plane of Fire is hiding on Kavahar, out of reach from any of the Elemental Lords. Due to the difficulties inherent in the job, the bounty to retrieve this criminal is exceedingly high. Any mortals willing to risk the danger could make out quite well, assuming they survive...

Thursday, September 9, 2021

Pegasus

Few creatures are quite as recognizable as the Pegasus—a staple mythical creature that is fitting in any mythical fantasy setting. Though they are somewhat cliche, there are many reasons to consider using one. Beyond mounting an angel of some kind on its back—something you definitely should do at least once—this beast is simple and relatively low-level given that we often associate the creatures with powerful angels and/or spellcasters.

While there are not many occasions that one would need to fight a pegasus, thinking about where you may find these creatures and how they may be seen in your setting can be a good worldbuilding exercise. As an added bonus, as a level 3 creature, it is entirely reasonable that your players could gain the (temporary) aid of some pegasi to get somewhere quickly and efficiently! A sufficient Diplomacy or Nature check could convince a pegasus to assist a party of adventurers—assuming they have good intentions that is.

- Reece

Hook 1 (Nemanja) - Pegasus Pariah

For almost a thousand years the head monks of the Saltspire monastery and the lead mares of the Flutterhoof herd of pegasi have had an agreement: prospective champions of the monastery would, as a part of their final test, need to demonstrate athletic excellence by jumping onto a pegasus in full flight.

For their part, the pegasi agreed to this as their ideals were quite close to those of the monks' order, and to even become a candidate for a champion, one would need to show extreme strength of both body and character.

This recently changed, however, with the rise of a fiend-tainted new head mare, who now tries to recruit the monks into her infernal schemes...

Hook 2 (Max) - Mighty Magical Mishap: A Lesson in the Misuse of Transmutation

Grand Imperial Academy of Magic - Dean's Office. Early morning.

"Alright, young mister, give me a single reason why I shouldn't turn you into the ugliest toad this world has ever seen this instant." The pale young man in front of the ancient wizard merely gulps, trembling with sweat running down his face, half from fear and half from the raging hangover. "The merchant Branibor is furious—that was his most prized racing horse, you know. He's out for blood, lad! Your blood, might I add!" 

The old man sighs heavily, running a palm across his face. "And, as if this wasn't enough, you go and sneak into the prince's gardens! The prince! It truly is a marvel how you did not accidentally turn into a huff of cloud or a table plant, boy." The dean takes a sip from his chalice, usually filled with wine, though today's occasion called for something stronger. "But no, you couldn't just stop at stealing precious animals, no, you had to show off. The prince really loved that eagle, you know. He will not be pleased." Silence befalls the room. "Luckily, I've managed to buy you some time. You can thank me later. You have a week to retrieve both the horse and the bird."

"B-but, they're..."

"Oh, I know. I didn't say it was going to be easy, lad." He takes another solid swig from the cup. "I'd get moving if I were you, though. I heard the beast flew off into the sunset—you'll need to be quick if you want to catch up."

Hook 3 (Reece) - Stylin' Stallion

Treven had seen a lot of strange things in his life, having spent the entirety of it in The Verdant Isles. The old forests on the isle were strange, and fey creatures were known to play tricks upon foolish farmboys and loggers for a laugh. In Pinefall, his tiny home village, it was a fact of life that the local spirits would play tricks upon unsuspecting villagers. Fortunately, these tricks were rarely dangerous and, for the most part, were simply inconveniences. Having lived through thirty summers, this was the last problem he expected to solve.

There, in his neighbor Reddy Tem's horse pen was a massive, winged horse-thing that was harassing the only other stallion in the pen; Steelshod was not particularly interested in contending with the winged rival who was both larger and had the advantage of flight. They'd spent near an hour trying to decide on a course of action after trying to shoo the thing off, nearly getting kicked in the head in the process. The beast was after Reddy's mares and there wasn't much either of them could do about it.

"Call the council together," Treven said, crossing his arms and frowning at the thing. "Perhaps some of the village kids are looking to prove themselves."

Friday, August 20, 2021

Nightmare

So, the Nightmare. The Bestiary doesn't provide much info on what exactly it is beyond listing it as both a fiend and a beast in addition to saying that it might be used as a steed for evil creatures. It boasts some interesting abilities, like exhaling poisonous smoke and being able to plane shift along with its rider. Even then, I find it a little underwhelming—so let's go on a little bit of a deep dive.

The word itself is a combination of "night" and the Old English "mære," the latter meaning incubus. Its variations appear in other languages, like Swedish, Old Norse, Danish, Norwegian, and even Polish ("mara" meaning a hallucination or a haunting dream,—here's your fun fact of the day). We all are aware of what a nightmare is. A bad, bad dream. It is kind of ironic then that the creature named after it has nothing to do with dreams.

Am I trying to convince you to attack your party in their sleep with a flaming horse? Yes. No, all I'm saying is that you can make the monster a little more interesting.

- Max

Hook 1 (Max) - A Mare So Very Fair

"That horse is evil, I tell you." Both servants look to the black steed that was gifted to their liege by a mysterious woman not so long ago. The animal bears its teeth and glares at them with obvious and uncontained hatred. "Fastest beast I've ever seen, true, but there's something wrong with it, I swear by my mother's grave." The older of the two men spits. "Makes me sick just being near it."

"I hear it killed old man Tanner" the boy exclaims. "Kicked him square in the face it did." A shiver runs down his spine. "Wish the lord would be rid of it, to be honest." The horse lets out a fume through its nostrils as if it can understand.

"Doubt it'll happen, lad." The old man sighs a heavy sigh and takes up his tools. "Well, best get it over with. Keep it still, will you?"

Hook 2 (TJ) - Dreamrider

The past three nights, Hinli dreamt. This was not unusual. She imagined that most nights she dreamt, but somewhere in the bliss of sleep she didn't remember the dreams when she woke up. These dreams, however, she remembered—at least pieces of them. What she did remember of them was not pleasant. Primarily, her recollection of these dreams consisted of one major feature: the thundering of hooves right before she woke up. There was one unmistakable and unsettling fact about these cacophonous hoofbeats. Every night, they got louder.

Hook 3 (Reece) - Cult of the Dreaded Steed

"It galloped through the streets, features alight! The fires! The blood! What wondrous destruction it showed me! I will breathe in the smoke of its essence and await! Behold! The Midnight Steed! The Bringer of Fires! You may delight in his majesty and revere his presence! BE BLESSED BY HIS DREADED RIDE! TASTE OF THE LICKING FLAME AND STAY FAST FOR THE END IS NIGH."

- Collected from the ravings of a beggar two nights before the last sighting. I worry this cult you speak of is gaining more attention than we originally thought.

Friday, August 13, 2021

Mukradi

There's not much to say when it comes to the Mukradi as far as narrative hooks are concerned. The beast is quite interesting mechanically and is fearsome, even among other level 15 creatures. When running a mukradi, be sure to pay special attention to and use as needed the different breath attacks to make the creature more threatening. Assuming you decide to use one in your game, you may as well make it sufficiently threatening to the players—you're probably not going to throw one at the party on a whim.

Beyond the danger a mukradi presents, they are somewhat of a blank slate for you to worldbuild around. The bestiary doesn't provide a lot of guidance, and the Beast trait simply indicates it is natural to some degree, though you might expect something like the mukradi to be an aberration of some kind. Consider how something so singularly dangerous and violent could shape the world you create, and what it might mean for the people that live in close proximity to such a terrible creature.

- Reece

Hook 1 (TJ) - Fiends of the Chasms

The nomads of the Farchasms have exclusive access to a rare and powerful source of energy. Traders come far and wide to bid for the strange pulsating energy sources the nomads offer up. Competing peoples and companies have tried to find the secret source of these potent relics, though any that venture too far into the Farchasms are quickly met with resistance. The mukradi that slither between these massive cracks in the earth are a force to be reckoned with.

Unbeknownst to these would-be energy poachers, the very entities that defend the Farchasms are what they seek. The monstrous tricephalic centipedes breathe a harmful array of energies from their mouths at any that come close. If one of the poaching groups were able to actually slay a mukradi and take the time to butcher and dress the beast, they would find that what the nomads peddle as an energy source is actually a thoracic organ unique to the mukradi. The additional advantage that the nomads have over the poachers, however, is knowledge of the pupation cycle of the mukradi, which allows much easier access to fell these terrifying creatures.

Hook 2 (Nemanja) - Flesh of the Gods

The deepest, most unreachable and inhospitable part of the Ashen Lands—the realm souls pass to after parting the land of the living—is the Sea Of Those Forgotten.

There, corpses of gods and deities who died—most usually from having no more followers—endlessly float in space, their vast bodies colliding and ricocheting in complete silence.

Feasting upon the flesh of those titans are strange, three-headed centipede-like critters. Although these mukradi are themselves of massive size, they are dwarfed by the matter they subside on.

While they appear perfectly docile when viewed from afar, they jealously guard their source of food and are absolutely prepared to throw their lives away for it—a fact a priest looking to revive an ancient cult and his acolytes are just about to find out...

Hook 3 (Reece) - The Westward Valley

The Long Valley has for many years been the furthest west any mortal can travel. Many expeditions have tried to travel west, hearing tell of vast riches beyond it, but the Valley is not a challenge of pure endurance, but one of strength and wit as well. The further one walks through the valley, the more dangerous the area becomes. All manner of savage beasts and hostile peoples in the valley will do anything possible to stop travelers from making their way through.

One of the most dangerous parts of the path is The Pit, an infamous hole that spans the width of the valley with a drop that descends so far down it's impossible to see the bottom. That alone could be manageable if it weren't also crawling with Mukradis...

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 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.

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, June 25, 2021

Hydra

Once again we have a readily recognizable monster that PF2e's 3-action economy does a great job of handling. The hydra's gimmick, both in its narrative recognizability and its combat applications, is its heads. Chop one off, two more grow in its place. We all know this by now.

The hydra, much like the troll, is a creature that suffers a bit for its notoriety. Yes, we all understand once you remove its head another one grows. I guarantee that at least someone at your table will know that fire or acid will stop its heads from regenerating. That might make it a little unfun, but hey, just don't make a habit of throwing regenerating monsters at your players and it won't come up too often.

The hydra will require a good amount of bookkeeping when you run it. It regenerates HP equal to 3x the number of heads it has. It also can make an Attack of Opportunity (using its reach as a Huge creature) for each head it has. It also doesn't gain heads automatically—it has to make a DC 25 Fortitude save after regenerating in order for that to happen. Using PF2e's levels of success, however, means that it can regrow from multiple head stumps with a critical success. Given its Fort bonus is +15 and the DC is 25, that will only happen on a 35, which would be a natural 20 anyway. Pretty slim chance, but pretty neat when it happens.

The hydra is a great choice for forcing your players to understand their positioning. With at least 5 and up to 10 Attacks of Opportunity, up to 11d6+7 damage against a single target using Focused Assault, and up to 10 targets with Storm of Jaws, all with the 10-foot reach of a Huge creature, the Hydra is a potent foe. Given that one of the better ways to deal with it will be using cover and maneuvering (barring acid or fire-based meta-knowledge), the battle map or theatre of the mind environment you provide for this encounter is just as important as the hydra itself.

What sort of hydra encounter do you want to make? A hydra attack on a small sloop? A desert hydra lying in wait? A hail hydra hiding in a blizzard? However you choose to have the hydra rear its ugly heads, it's sure to be memorable.

-TJ

Hook 1 (Max) - Mariner's Doom

Mariner's Doom rightly deserves its name, as countless ships along with their crews have met their untimely demise there. It is, however, an extremely tempting route, as it goes straight through a large landmass, potentially saving weeks of sailing around it. This, when accounting for the potential added treasures left by those who failed to get through, is the folly of many foolhardy captains.

The passage itself is quite narrow, as only a single vessel will fit through. That alone makes for a rather arduous journey, though things don't end there. The Doom is honeycombed with jagged edges that shine like the teeth of a hungry beast. Not only that, but the vortices within have a nasty tendency to appear out of nowhere. These things, paired with the ever-present fog that makes navigation quite difficult, take their toll on any sailor's mind. Any one of the aforementioned hazards would cause most captains to steer clear of the pass. Superstition alone is often enough, as legends say that if you traverse the pass, you can still hear and see the specters of innumerable sailors urging you to go back, which of course you cannot do upon entering.

Yet, there is something more lurking beneath the dark waters. It is in the middle of Mariner's Doom where the canal opens into a lake, surrounded by rocky cliffs and the wrecks of countless ships that tried their luck only to be met with a ghastly end.

Should you find yourself there, be it by desperation, courage, greed, or stupidity, take heed and make your peace. For once you are within the Doom's grasp, you will not escape it. The horror that has made the deep its sole domain will not suffer anyone to passers-by and it will hunt you doggedly should you make the attempt. The unnaturally still water shall stir around you as a myriad of serpentine, monstrous heads soar over, their crimson eyes burning with hatred, jet scales marked with scars, a soul-rending shriek echoing in the otherwise silent pass. If you believe in any gods, then is the time to start praying, for no one escapes the clutches of Mariner's Doom once it finds its prey.

Hook 2 (TJ) - The Terror of Anzar

The An'Zar desert is a treacherous place. It is a vast expanse of heat, sand, and banditry. The desert's most dangerous denizen, however, is the Sandspine Hydra.

To say a breed of hydra is dangerous should be no surprise. The Sandspine Hydra plays on the pre-existing dangers of a desert to great success. Burying its body under the sand, this cousin to the aquatic hydra sticks its heads up out from beneath, each imitating a cactus. When prey draws close, the hydra gives up its disguise. Each head attacks in concert, biting or launching paralytic quills to incapacitate its target.

Bandits, travelers, and caravaneers accustomed to the desert, however, have strategies to deal with it. When the hydra has its spines extended, it cannot pull its heads under the safety of the sand as easily. Even when they are retracted, the hydra has great difficulty moving backward. Given its size, this actually works against the hydra more than you would expect. Getting the jump on a Sandspine is key to taking it down.

There are rumors of a gargantuan Sandspine plaguing trade routes during Ambersun. Addled survivors report cacti in the upper double digits, all turning to tear their comrades to shreds. Researchers of Ley-Ecology at the University of An'Zar have great interest in verifying the validity of these rumors.

Hook 3 (Reece) - The King's Strait

The Old Kingdom is rife with riches ready for plundering. It has remained as such for over a thousand years for several reasons.

First, there is the ancient impenetrable wall that rims the entire island in which the kingdom resides. Those who have tried to scale the wall have failed, given it is both sheer and riddled with traps. Second, the only way into the kingdom proper is through a narrow strait full of jagged and unforgiving rocks. Sailing any large boat into the pass is exceedingly dangerous. Third, there are the guardians of the passageway to the kingdom.

This pass, known to ship captains as the King's Strait, would be far easier to navigate in a smaller ship. Unfortunately for those looking for the riches within, the entirety of the strait is absolutely infested with hydras. From sheer wall to sheer wall, the beasts seem to utilize the tumultuous waters therein as a favored spawning ground. It's impossible to say whether or not doing so was on purpose, but one may only find out by venturing within The Old Kingdom's walls...

Thursday, June 17, 2021

Hellhound, Nessian Warhound

The hellhound is indeed one of the most iconic creatures of classic fantasy tabletops. As one of the oldest creatures in the game—both in the sense of the idiom and literally—this fiendish foe comes in two varieties; the classic Hellhound for that early-level punch and the Nessian Warhound for a reminder later on that the forces of the evil aren't messing around.

The hellhound at level 3 makes a wonderful minion to some greater threats between party levels 2 and 5. It remains threatening throughout, as its go-to jaw attack does an extreme amount of damage for its level—assuming the target is good-aligned, of course. Though it's a simple creature, it does exactly as it needs—especially when working in packs. Any fire breath that is used in combat has the potential to recharge allied fire breaths. A potent combination.

The Nessian Warhound operates in this same space, only at level 9 with the added nastiness that it can use a reaction to recharge its own breath weapon if you hit it too hard.

These two creatures are indeed Hell's Best Friend. Consider including them when you want to hint at more nefarious forces at play within your world. Also, consider what you could do to easily modify the statblock to make it more horrifying! Make them explode on death! Make a death hound that does negative damage instead of fire! Make Cerberus and cross the Hydra with the Nessian Warhound!

The game is yours. Give them hell.

- Reece

Hook 1 (Max) - The Nighthound

The local baron is very proud of his hound, naming it as the reason his hunts always go without issue—no prey can escape him. To his credit, it is most likely true. Every single one of his ancestors has had an animal like this; some theorize that the family is blessed by the spirit of a great hunter who watches over them and takes the form of the creature that aids them.

This beast appears to be a large wolf, its fur is black as coal and its eyes are cold pupilless white orbs. Unusual, no doubt, but nothing that should make people wary.

What should scare them, however, is the fact that in the darkness of night, shadows in the shape of a hound stalk both the castle and the outlying town. Where these shadows lurk, bodies are often found in the early morning hours after it's been spotted, seeming as if attacked by a large dog. Stranger still, these corpses are not only torn apart, they are also singed or terribly burned as if someone wished to hide the evidence of the killing.

Hook 2 (Nemanja) - The Beasts of Mochmor

The warlock-kings of the secluded orkish kingdom of Mochmor have been hunting alongside a pack of blood-haired hyenas for as long as anyone can remember.

In truth, it is not the hyenas who serve the warlocks, rather it is the reverse. The fiendish predators have a reputation for hunting down aasimars on the material plane. This, of course, is achieved by pointing their vassal kingdom in the direction of any single target they deem worthy. They raid and even declare wars without regard, all to score a singular kill against their most hated foes.

Hook 3 (TJ) - Can We Keep Him?

"Look Daddy, a puppy!"

Griswold turned to look in the direction his son was indicating. Sure enough, there was a small canine in the alley to their right. And it was smoking. Smoldering, even. Oh, dear gods. He rushed to it as it limped out of the alleyway. Had someone tortured this poor little dog? He went to pick it up and almost immediately dropped it, his hands singed. The dog—or maybe creature—was hot to the touch, though it didn't seem to be damaged save for the limp. The small pup looked up at him and Griswold froze. Its eyes were like burning coals. It licked him in his stunned state and his skin charred where its tongue passed.

"Back away, son, it isn't safe!"

But Luka didn't listen. He outstretched his arms for the small dog and it lept into them. Immediately, the boy's clothes began to scorch, small burn holes pocking the new outfit. His husband wasn't going to like this. He turned back to his father with wide eyes, oblivious to his now-smoking clothes. Before he could utter a word to drop the thing, Griswold already knew what was coming next. His husband wasn't going to like this either.

"Please, Dad, can we keep him?"

Still shocked, words fled his mind as he rushed over to Luka to tear the dog away from him. His clothes were already thoroughly burned.

His skin was not.

Tuesday, May 18, 2021

Gargoyle

 _**Editor's Note:**_ _We normally keep to one hook for each of us on any given creature, but I didn't have the heart to cut one of TJ's hooks. As you can tell by the length of today's intro, he **really** loves gargoyles._



In fantasy, we are given all sorts of interesting creatures inspired by real-life counterparts. When looking for one inspired by architecture and religion, look no further than the gargoyle. Originally an ornate alternative to unsightly drainpipes on buildings, at the table the gargoyle fits the niche of an urban ambush predator. Given the jumpiness and suspicion of most players, you'll likely only get the satisfaction of having a humanoid statue come to life as an adversary a single time. After that, every statue is an enemy in the player's mind. This is where the gargoyle separates itself from other statue-like earthen creatures.

Whereas most golems, constructs, and other creatures with inanimate objects as their conceptual impetus are mindless guardians set to a task, the same is not true of thinking, breathing gargoyles. You might use this in some interesting ways. Is that just a statue, or is it a gargoyle informant? Use their chameleonic tendency to mimic stone (usually architecture) around them in other places. A bunch of unusually wide stalactites? Gargoyles roosting from the ceiling, wrapped in their wings. The Bestiary defaults them to chaotic evil and makes them seem relatively unintelligent, but if 90s cartoons taught me anything, that definitely isn't a standard you have to stick to.

As far as abilities are concerned, the gargoyle statblock doesn't stand out when attacking. Its offensive abilities aren't that significantly different than most of the bird-like creatures that fill the Bestiary. What you really came here for was what makes a gargoyle a Gargoyle; hiding in plain sight. With its Statue ability, the gargoyle is an excellent creature to check your understanding of the concentrate trait and the nature of checks vs. DCs when it comes to being perceived or deceiving someone else. If the PCs are seeking, they use the Gargoyle's DC. If the Gargoyle is actively hiding against someone else's Perception DC, use the check. The result is the same either way (32) but this helps you get into the habit of when to use what.

Give the gargoyle a try! Increase its intelligence! Give it a water spout ranged attack as an homage to its origins! Put gargoyles in every environment! Make gargoyle societies! Homebrew gargoyles as a playable ancestry! ~~Devote your entire life to chasing the nostalgia of the 90s!~~ Or run it Rules-As-Written; it's your game.


Hook 1 (TJ) - Textbook Larceny

The first years at the University of An'Zar are under investigation for a string of thefts of some of the more ancient tomes from the An'Zar Athenaeum. Bleary eyed students studying late might think that the movement they saw from the periphery of their vision was simply an artefact of staring too long, or a magelight flickering from a colleague nodding off at a neighboring reading desk. Even for a mage's college, the truth of a scholarly gargoyle swooping from the rafters of the Athenaeum to gather tomes for daytime reading would be a bit far-fetched. That is, until one of the missing tomes comes plummeting down from the upper pillars in the middle of finals week.

Hook 2 (Nemanja) - Edifice of Death

For the past three months, a gargoyle has appeared at the roof of St Argus' cathedral every Monday at the sixth toll of the day bell.

The gargoyle, nicknamed the Signifier, has a body resembling a heavily scarred angel. He remains recognizable, though his face changes each time he appears, taking on the likeness of a member of the republic's senate. Without fault, said senator had been found dead the following day, killed in a different and often needlessly elaborate manner.

While the gargoyle isn't mute - and indeed, striking conversations with him reveals an incredibly deep and nuanced understanding of anarchistic philosophy - he outright refuses to acknowledge the murders in addition to his own mutable disposition. Most of the city's population seems apathetic at best; with how corrupt the senate is, that comes as no surprise. That indifference, however, is abruptly turned on its head when two other gargoyles appear, each sporting the face of artists and craftsmen of the city...

Hook 3 (TJ) - Civic Surveyors

The nation of Ordrea is a nation of conquerors. Slowly engulfing each and every poleis around them and subsequently integrating them into their culture has made the architecture of the Ordrean capital, Ordreanapolis, very eclectic. Analyze what you will about the subtle nuances and changes in cultural identities of those that now live within its walls. The more glaring change, however, is in the appearance and culture of the gargoyles that dwell there.

As new tenements rise up from the dirt, wings of local gargoyles claim the new territory. The varied architecture styles have made the gargoyles that choose to roost equally so, to the point where the separation in districts in Ordreanapolis are more recognizable by the appearance of the gargoyles in the eaves than the cultures of the ground-dwellers below.

Ingratiating yourself with a wing is the best way to have your safety assured while travelling in that district, but it has an equal and opposite reaction in other sections of the cities, as the wings of gargoyles fight back and forth, squabbling over unknowable things.

Saturday, November 14, 2020

Ether spider

 Ether spiders - previously called phase spiders - have an interesting niche. Despite being creatures of the ether plane, filled with evil and degenerate beings, and feeding on humanoids, ether spiders are neutral, not evil, and intelligent enough to reason with. That means that for your average party, an ether spider attacking is a thing of pragmatism - if they are worth more as food then they are as guides, gambling companions, or even outright heroes, they won't be eaten.

Shadowstep spire is an ancient hold constructed over two different planes. The old lord of the keep was a borderline insane wizard, who made the keep in such a way that passage through it requires constant passage between the shadow and material planes. Unfortunately, his riches quickly drew the murderous attention of a large family of ether spiders - who now jealously covet the keep's bounty, while simultaneously looking for someone brave enough to explore its deepest corners.

Spangle Spadangle is an ancient ether spider sage. Millenia ago, he was known as the multiverse's leading expert on planar travels. However, the Order decided that his knowledge was too dangerous - and yet the arachnid had grown to powerful to easily kill. Eventually, they decided to tear off all of his eight long limbs and scatter them across the planes, and lock him between seven layers of chains.
If the spider's limbs are reattached, though, the chains won't hold - and he would be willing to share his knowledge with his potential saviours.

Clerics of Daur, the deity whose duty is to watch over the passage of souls to the heavens, have grave news - A massive, world-spanning web has appeared in the Spirit Lands, trapping any and all souls who must pass through on their journey. Anyone braving the webs finds them crawling with phase spiders possessing an eerie, golden glow, who ignore the living until attacked and sing songs about the "Final feast"

Friday, October 2, 2020

Eagle

 Whew, another letter down! On to some simpler encounters, i bring you the eagle, along with the tolkienean giant eagle.

The Everfyre planes are the territory of The Great Eagles. While the majestic birds don't have anything resembling a state, and their ruling body is naught more but a council of elders, it's has been a long-standing custom to ask their permission before settling in their lands, or even more rarely, collecting resources there.
Greedy King Glabradox, unfortunately, stepped all over said tradition and set up several logging operations across the region. These days, any humanoids that trespass without a heavily armed escort are snatched taken to the eagles' home, the Lonely Mountain, for interrogation.

The great eagles of Crownspire train hunting birds for the elves who live in the woods below. However, the eagles are not above intrigue and subterfuge, and more than one falcon has stolen an amulet, hid a letter, or outright attacked their master. When an elven noble ends up dead, their eyes pecked out, an investigation is called for.

The great eagles of Uplands betrayed the ancient oath that they made, and disaster struck. Long ago, the first bird-king made an oath that no kin of his shall ever take part in land-walkers' wars. And yet, the Dark Lord's advance was a threat to the entire world, and so the Eagles flew to war. Their aid turned the tide, and the Dark Lord was defeated once and for all. The day after he fell, the first Eagle lost his mind. In the weeks since, every day the great birds have been going feral. The eagles' now ask the mammals to return the favour - namely, by seeking out Mother Cassowary, a living deity that resides in a land no Eagle is allowed to visit, and petitioning her to lift the curse.

Tuesday, September 8, 2020

Crimson worm

 You know, i like to throw in non-combat encounters into these, i really do. But if anyone does find a way to deal with fire-spewing, adventurer-swallowing, volcano-dwelling worms, they should be given a fantasy Nobel Prize for Peace.


The greatest battle in the history of Undermount was about to begin. Dwarven kings Ulfhar and Harulf stood opposed, the two largest armies in recorded history at their sides. The future of dwarfkind was about to be writ... but then a monstrous swarm of Crimson Worms burst forth from the nearby geyser, and proceeded to consume everyone but the two kings and their three champions each.
Their lives in ruins, dwarvenkind all but extinct, the survivors struggle to find place in a world turned upside down.

Every fifty years, the youngest child of the monarch of Sunridge Isles is given to Ashmaw, the ancient crimson worm that slumbers beneath the capital. However, Vasylisa, the king's daughter, has fallen in love. When her secret betrothed does the unthinkable and allows herself to be swallowed by Ashmaw as well, seeking to free Vasylisa from the literal belly of the beast, she uncovers an ancient conspiracy. Ashmaw isn't a vengeful predator, it is a containment mechanism - that for the accursed, magical children that wield the power of apocalypse in their hands.

A meteor crashes into peaceful and uneventful lands of Shiresheere. Several days later, a tall metal tower rises from the crater, and starts emitting unsettling sounds. Attempts to approach it fail miserably - as the crater is now inexplicably surrounded by a moat of molten lava, in which a massive, aggressive, worm-like being appears to be swimming.

Saturday, September 5, 2020

Cockatrice

 The still valid, but somewhat underwhelming way to utilize a cockatrice, is as the poor man's basilisk, when the PCs are low level. The way to make a creature with a single special ability that stacks with itself memorable, though, is to wait for the PCs to level up, then throw heaps and heaps of these annoying creatures at them. Do note: Some of the entries below will substitute the bestiary's origin of the cockatrice for european folk tales about it.


A seer was fired from the King's court for treachery. What the man did was suggest that a rooster laying eggs in the king's royal garden is a bad omen, and that said eggs should be destroyed or at least removed. Unfortunately, the king found the occurrence to be very interesting, and has invited guests from several neighbouring lands to marvel at the eggs.
The seer, still loyal to the foolish monarch, recruits some of the visiting dignitaries entourage to destroy the eggs - unfortunately, as they arrive at the gardens in the dead of nights, several eggs appear to have already hatched, and statues apparently depicting terrified work staff and at least one pair of lovers are scattered among the rare plants.

A goblin alchemist working in the sewers of Kepesh has made a radical discovery. By submerging cockatrice eggs in specifically curated refuse from great beasts from the surrounding plains, he has managed to breed several mutated variations of the base cockatrice, ranging from those with breath weapons, to large, amphibious breeds with alligator-like jaws who draw their slowed prey into the muck to drown them. Unfortunately, as accomplished as the goblin is at breeding the beasts, he hasn't yet found efficient ways to control them - so now the already perilous undercity has grown ever more dangerous.

The harshest of the many forms of duels in the nation-state of Ciri'Tarya is the so called slowpoke duel. It is an often deadly endeavour, where participants are given a rapier, no armour, and a dose of high-proof cockatrice venom each. It is only used for the gravest of offenses, as a single good hit can often end the entire affair.
Unfortunately, the party's bard flirted with the wrong noble's fiancee, and a challenge has been issued. By law of the land, such a challenge can not be refused - but the bard's blades are as dull as his words are sharp.

Sunday, May 10, 2020

Centaur

Hell yeah, centaurs.
The fluff in the bestiary essentially makes them a blank canvas for you to use.
I'd say that also encourages experimenting with their stat blocks (a cleric ability or two for a spiritual tribe, maybe some barbarian options for a more feral one, etc), but that's just me.


The zebrataurs of the N'Tongo expanse rarely tolerate intruders in their vast territory - but they are famously fond of creatures light on their feet. Someone who brings them a live cheetah, raptor, or any other speedy critter, can easily trade it for their life.

Centaurs are notoriously scared of crossing bodies of water - be it on boats, rafts, or any other way. Unfortunately, Old Ogord is the last centaur in the Ikothrad expanse, cut off from the world by seas on the north and west, and by a great river to the south and east. The great old centaur's last wish is to die surrounded by his kin, but he knows not of a way to achieve it. Anyone who helps him is sure to learn the many secrets of the plains his tribe once roamed, as well as earn his friendship and gratitude.

In the utilitarian and pragmatic Bo'hag empire, every species has their use. While some of them serve as scouts and rangers, most centaurs born under the imperial banner are conscripted to become harbingers - an elite, centaur-only military unit, that acts as both heavy and light cavalry. Squads of five centaurs each will first harass their foes from afar with barrages of arrows from their longbows, but then switch to lance and shield as they enter melee, fully using their speed to their advantage.
While they are, thankfully, a rare sight, harbingers are a cruel lot. Anyone not in possession of imperial identification when they meet a squad is almost certain to be attacked.

Saturday, May 9, 2020

Cauthooj

Well, its been a while.
The global pandemic kinda drastically changed my rhytm of life, so beastfinder had to go on hold for a while - but I'm back now, and should start posting (semi)regularly again.

For the creature that opens this new season, we have the cauthooj. One of the first beasts to catch my eye in the first skim through the book, before i knew the system too well, two campaigns later this feathered asshole intrigues me at least as much. It seems hellbent on forcing parties to reconsider their tactics, which always makes for an interesting encounter.

Durdenshire was hit by a terrible tragedy - the many hobbits of the settlement often went missing in the woods. Luckily, a group of merry daredevils happened upon the quiet town, decided to help the poor fellows, and found the culprit - an eerie bird called a shrill shrike, that lurked on the outskirts of town and preyed upon the weak. The townsfolk asked the creature be delivered to them alive, so they may exact justice on their own terms. When the heroes left the town, the beast was scheduled to be publically beheaded.
Unfortunately, at the long-awaited beheading, the executioner's axe missed its mark, for the first time in the fifty years he has been on duty - instead, it hit his apprentice, standing a mere foot away.
The town took to this as an omen from dark gods, signifying that the bird is one of their chosen beasts, and have since let it reign free, and leave it sacrifices and offerings.
When the heroes return to the town, what they find is radically different from what they left. The beast obviously needs to be slain once for all, but how will the townsfolk react?

In the gladiator pits of Ghoulipoll, shrill shrikes free for alls are one of the most popular events. Dozens of mighty warriors are set upon each other... and then the hellish bird is released in their midst. While they more often then not try to cooperate to bring down the larger foe, the bird's redirection of attacks and telepathic abilities make short work of such temporary alliances. The inevitable backstabbing, be it of sound mind or directed by the bird's cries, is considered the highlight of the battle.

The Weeping Wetlands have always been an area most sane people avoid or outright consider to be cursed. Recently, a few people previously to be missing or dead, have returned from the swamp, and they all keep muttering things about the "feathery apocalypse" and "cracking the world-egg".
It is of note that the area is rumored to be home to a population of Puppet Master Birds intelligent enough to converse in common.

Thursday, February 13, 2020

Basilisk

Markham hills are infested with two different breeds of menace - basilisks and ogres. The latter actually have a tradition where on the summer and winter solstices they go out, slay a basilisk, drag both the beast and its petrified victims to their hillside homes, and then feast on the flesh as it slowly unpetrifies. The locals know not to go out on these days, lest they encounter one of the many ogre hunting bands, but strangers passing through the hillside may be in for a nasty surprise...

The king's son got a ferret as a pet. The pet ferret went out into the woods, and dragged back a basilisk egg. Unfortunately, it appears not to have eaten it, as there have been several reports of petrification in the castle dungeon, but nobody seems to be able to pinpoint the location of the juvenile reptile's lair. Luckily, the king is hosting a group of monster hunters, and it would be quite rude of them to refuse him help in this time of need

The Stone Lady is a powerful medusa noble, whose domain lies between two rival kingdoms. Unfortunately for them, most spies and other such disreputable folk who need to avoid official routes have no choice but to go through the Lady's domain. While she herself isn't necessarily going to murder or petrify any intruders, her lands are littered with all sorts of stone-related monsters, most notably the largest known Basilisk, a monstrous reptile known as Ol' Lockjaw.