The Bestiary

Being a listing of Creatures, Men and Monsters from Thorn's Chronicle.

Rock Wolf

Armor Class: 6
Hit Dice: 3
Move: 180’ (60’)
Attacks: 1 bite
Damage: 2-5                     
No. Appearing: 2-12
Save As: F:2
Morale: 8 (or 6)
Treasure Type: Nil
Alignment: Neutral
XP Value: 35
Rock wolves are a sturdy subspecies acclimated to mountainous areas. Their thick fur ranges in color from rusty red to browns and grays. Rock wolves’ legs are somewhat longer than those of normal wolves, and their paws are tipped with thick, sharp claws that they use more for maneuvering through rocky terrain than attacking.
Rock wolves hunt in packs, and attack with a powerful bite. If the pack leader is killed, or more than half the pack is slain, their morale drops from 8 to 6. 
Alternity stats:
STR 11    INT 3
DEX 11   WIL 12
CON 10  PER 3
Durability 10/10/5/5  Action Check 14+/13/6/3
Move: Sprint 36, run 36, walk 10  # Actions: 3
Reaction Score: Ordinary/2
Attacks
Bite    13/6/3    d6s/d4w/d4+2w    LI/O
Defenses:
+1 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks
Armor d4-2 (LI), none (HI), none (En)
Skills:
Stealth [11] -shadow[12]; Movement [10] -race [11]; Stamina[10]- endurance[13]; Awareness [12] -intuition [13]; -perception [13]; Investigate [12] -track[13]; Resolve [12] -physical resolve.

Rock wolves were encountered by Thorn & company in the ruins of Gygar's keep, in the opening days of Thorn's Chronicle.

Undead, Frostreaver *
Armor Class: 3 (or 6, see below)
Hit Dice: 3**
Move: 90’ (30’)
Attacks: 2 claws or 1 bite (see below)
Damage: 2-8/2-8 or 1d4 + Strength Drain (see below)                     
No. Appearing: 2-12
Save As: F:3
Morale: 11 (Fearless)
Treasure Type: Nil
Alignment: Chaotic
XP Value: 85
Frostreaver undead are the result of animation of frozen corpses, in most cases appearing as solidly-frozen zombies. In place of claws, and teeth, though, these undead attack with hooked barbs of ice that encase their fingers, and their mouths are full of jagged icicles in place of teeth.
If both claw attacks hit, the victim is bitten automatically the next round, unless the victim makes a successful Strength check to escape.
The creature’s freezing bite drains 1 point of Strength, the weakness lasting 2d4 turns.
Once per day, the creature may breathe a cloud of icy mist, which inflicts the Strength drain on any caught within the 10’ diameter cloud. This attack is particularly devastating when a pack of frostreavers use it in concert.
Encased in ice as they are, fire-based attacks deal twice the damage to these creatures, and attacks with torches or flaming weapons attack vs. AC 6.


Packs of Frostreavers were buried in the landslide that sealed the Temple in the Lost Valley. 

Fireling, Lesser *
Armor Class: 3
Hit Dice: 4+3*
Move: 90’ (30’)
Attacks: 2 tentacle + bite (see below)
Damage: 3-10 + Energy Drain (see below)                     
No. Appearing: 2-12
Save As: F:6
Morale: 11 (Fearless)
Treasure Type: Nil
Alignment: Chaotic
XP Value: 275
Firelings are a chaotic fusing of a demon’s ethereal essence and druidic elemental fire. They usually take a manlike shape, standing anywhere from 4 to 6 feet tall at the shoulder. They have no heads, but sport gaping maws of darkness within the writhing reddish flames of their upper torsos. Rather than arms, firelings sport long, whiplike tentacles, which they lash at opponents, attempting to drag them into its maw for feeding.

A victim hit by both lash attacks is entagled (see Player’s Companion, page 3, or Rules Cyclopedia, page 64) and dragged into the creature’s mouth, to be bitten the next round. A fireling’s freezing bite drains 1 level from the character. 
Firelings can only be harmed by silver or magical weapons. 
While the creatures may appear to be beings of flame, they in fact radiate an aura of cold; flammable items do not catch fire if hit by a fireling’s lash attack. Firelings take an additional 1d4 points of damage from fire-based attacks, be they normal or magical in nature.

Firelings were encountered in the Ruined Temple in the Lost Valley, brought into being by the Winter Druidess Jaleel.

Brute Gnoll
Armor Class: 4 
Hit Dice: 3+2*
Move: 90’ (30’)
Attacks: 2 claws or by weapon
Damage: 1d6+2/1d6+2 or by weapon +2
No. Appearing: 1-6 (3-18)
Save As: Fighter: 4
Morale: 10
Treasure Type: (P) D
Alignment: Chaotic
XP value: 75
Brute Gnolls were the initial failure of the Nithian’s attempt to create a servitor race based on Pflarr’s hutaaka. Several miscalculations resulted in the brute gnoll’s being created with greater strength and savagery than today’s common gnoll, as well as a severely lowered intelligence. Brute gnolls also manifest a low level of magical resistance. 
Brute gnolls tower nearly eight feet tall at their hunched, massively broad shoulders. Their great paws dangle nearly to their knees, and are tipped with tough, sharp claws. Brute gnoll coloring ranges from dirty dishwater grays to browns to deep black. In all cases, their eyes have an almost albino-like shade of red, and are perpetually bloodshot.
Most brute gnolls attack with their claws, but occasionally one will be inspired to use something on hand as an improvised weapon (tree branches, furniture, halflings). In these cases, their great strength enables them to deal an additional two points of damage if they should hit.
A group of 12 or more brute gnolls is led by a pack leader, even larger and meaner than its peers. Pack leaders have 5 Hit Dice and deal 2d4 points of damage per claw attack. They are  also able to bite for 1d4 points of damage, but only if at least one claw attack hits.
Brute gnolls are immune to 1st and 2nd level spells of magical or clerical nature.

Brute gnolls are encountered by The Guardians of Threshold The Company of Maidens  the Handmaidens of Petra in First Quest II: Twilight of the Golden Age


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