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This page will have a copy of our latest Creature(s). We will update the page each month.

Creature Types:

Animals

bekkah.jpg

CAT, GREAT

Mountain Lion, Lion, Panther - see BD27

Tiger, Sabre-tooth Tiger - see BD27

 

Bekkah, Cheetah, Jaguar, Lynx, Spotted Lion & Wildcat

Like the other great cats (see BD27) these generally avoid combat except when hunting for food or in self-defence. They do not normally wander underground, but may make their homes in caves or old excavations. There is a 25% chance that any cat’s lair will contain 1-4 cubs. Great cats will fiercely defend their lair (Morale +2) or young (Morale +4) against intruders.

Although great cats do not collect treasure for its own sake, their lairs may contain money, gems, jewelry and even small magical items carried there along with the bodies of their victims.

 

 

Bekkah                  

Cheetah

Jaguar

Armor Class:

4

5

6

Hit Dice:

12*

3*

4+2

Move:

150‘ (50’)

180’ (60‘) or           300’ (100’)

180’ (60)

Attacks:

2 claws/1

bite + special 

2 claws/1

bite

2 claws/1 bite

Damage:

1-10/1-10/

3-24

1-2/1-2/1-6

1-3/1-3/1-8

+ 2-5/2-5

No. Appearing:

1 (1-2)

0 (1-6)

1 (1-3)

Save As:

F6

F2

F2

Morale:

11

9

11

Treasure Type:

Nil

Nil

Nil

Intelligence:

4

2

2

Alignment:

Neutral

Neutral

Neutral

XP Value:

1250

50

125

 

Bekkah:

This is a variety of unusually large, black panther which inhabits dense tropical jungles and warm forests. They are awesome killers, and those who encounter a bekkah seldom live to tell the tale. This is not unconnected to the fact that anyone hearing the beast’s terrifying roar must make a successful Saving Throw vs. Spells or stand rooted to the spot for 2d4 rounds. Characters rooted to the spot may still fight the beast, but suffer a penalty of -2 to Hit and Damage Rolls (a minimum of 1 point of damage).

 

Although few have ever escaped from a Bekkah, the disappearance of victims and the beasts’ massive paw-prints are ample evidence of the creatures’ existence for those who live in or near their jungle homes. For jungle-dwellers the mystery surrounding bekkah and their seeming invulnerability often leads to the cats being afforded the status of “gods”. A tribe which shares a jungle with one or more bekkah may attempt to placate the beast with sacrifices of animals (or even people) left bound and helpless at traditional locations where the cats know to look.

 

 

 

Cheetah:

These great cats are amongst the fastest of all land animals, and take advantage of their speed when hunting prey on the warm, tropical plains and grasslands where they live. Their normal prey are large herbivores like antelopes or zebra, but cheetah will often attack characters or their horses. They are territorial, hut do not have permanent lairs. The normal movement rate of cheetahs is 180’ (60’), but they are able to sprint at 300‘ (100‘) for up to 6 rounds. After sprinting, their movement rate drops to 120‘ (40‘) for 1 turn. Some humanoids (e.g. primitive humans, rakasta) have been known to capture and train cheetahs for use in the hunt or in warfare.

 

Jaguar:

These great cats inhabit tropical jungles and warmer temperate forests. They are particularly aggressive, and will viciously attack any creature which they feel threatened by. If both of a jaguar’s front claws strike an opponent in the same round, the cat can also rake the victim with its two rear claws (+2 to hit, D 2-5 each). Jaguars are very good climbers, and can attack by leaping down from the branches of a tree (+1 to hit, surprise on 1-3 on 1d6).

 

 

Lynx

Spotted

Lion

Wildcat

 

Armour Class:

5

6

5

Hit Dice:

2+2

6+2

1

Move:

150‘ (50‘)

150’ (50‘)

150’ (50’)

Attacks:

2 claws/1 bite

2 claws/1 bite

2 claws/1 bite

Damage:

1-2/1-2/1-4

1-4/1-4/1-10

1/1/1-3

No. Appearing:

1-2 (1-4)

1-3 (5-10)

1-2 (1-2)

Save As:

F1

F3

NM

Morale:

9

9

7

Treasure Type:

Nil

Nil

Nil

Intelligence:

2

2

2

Alignment:

Neutral

Neutral

Neutral

XP Value:

25

350

10

 

 

 

Lynx:

This is a variety of great cat found most often in cold regions, particularly forested areas. They can leap, climb and swim well, and their natural camouflage means that they surprise victims on a roll of 1-4 on 1d6. Their prey is generally small, and they are unlikely to attack characters for food. They will, however, fight large opponents if they feel threatened.

 

 

 

Spotted Lion:

These animals are similar in form and behavior to normal lions (see BD27) except for their larger size (about 30% bigger) and speck coloration. They roam the plains and hills of “lost world” areas.

 

Wildcat:

These are closely related to domestic cats which they closely resemble, apart from their size - being as large as a normal dog. They are tree-dwellers and can he found in almost any wilderness environment with the exception of deserts and arctic regions. They mostly hunt small game and avoid people if possible. However, like cheetahs, wildcats are sometimes trained for use as hunting animals by humanoid groups.

 

Conjurations

desertghost.jpg

DESERT GHOST

Despite their name, desert ghosts are not undead. In fact, they are elemental creatures composed of sand and dust, deriving their being from the Plane of Earth. They are unaffected by mind-affecting spells such as sleep, hold and charm spells.

 

Desert ghosts enter the Prime Plane through wormholes during violent or magical sandstorms and, in their immature form, appear as patches of slightly sparkling sand, drifting across the desert dunes as though being blown by a gentle breeze. In this form they can travel great distances, feeding on the tiny charges of static electricity that accumulate in the sand and dust.

 

 

Immature

Mature

Armour Class:

Not applicable

3

Hit Dice:

4*

5**-8**

Move:

30‘ (10’)

120’ (40’)

Attacks:

By contact

1 touch

Damage:

1-6

1-8 per HD

No. Appearing:

(0) 3-12

(0) 2-8

Save As:

Fighter: 4

Fighter: 5-8

Morale:

Not applicable

10

Treasure Type:

Nil

See below

Intelligence:

3

5-8

Alignment:

Neutral

Neutral

XP Value:

125

425,725,1250 or 1750

 

Immature desert ghosts are not aggressive, but if they come into contact with any metal object larger than a dagger (e.g. metal armour, a sword, etc.) they involuntarily release their electrical charge through it. This kills the desert ghost, but causes 1-6 points of damage to anyone in contact with the object. Since death can come to them so easily in this way, desert ghosts have an instinctive hatred of metal and metal users.

 

During sandstorms, desert ghosts gather in large numbers, although whether they simply sense storms or actually cause them is not known. During a storm, a desert ghost can travel great distances on the wind and may also develop into its mature form - a sparkling, vaguely human-shaped “ghost” of sand and dust, which can stride across the desert.

 

In this form, desert ghosts are truly dangerous, for they are more intelligent and purposeful in their actions and have been known to carry out deliberate attacks against metal-bearing creatures. A mature sand ghost attacks by touch, causing 1-8 points of electrical damage (halved by a successful Saving Throw vs. Spells) per contact, but losing 1-4 (1-2 if the victim makes the Saving Throw) of its own hit points in the process. Additionally, on a Hit Roll of 19 or 20, some of the dust and sand that makes up the creature goes into the victim’s eyes, causing blindness (-4 to hit, +4 to be hit) until the sand and dust are washed out. A successful Saving Throw vs. Breath means that the victim has avoided the blinding dust.

 

Mature desert ghosts are unaffected by non-metal weapons. Any melee attack with a metal weapon causes usual damage, but the attacker suffers 1-3 points of electrical damage. Metal or metal-tipped missile weapons cause only half normal damage, but the user is not affected by any electrical discharge. Electrical attacks, such as lightning bolts, increase a desert ghost’s hit points, by the same number that they would normally reduce them. Desert ghosts are immune to normal fire, and take minimum damage from magical fire, but water causes the same damage as burning oil (see BP59). Desert ghosts are hostile towards creatures from the Plane of Water.

 

Desert ghosts never have any metallic treasure, although small areas of the desert where they congregate may (30%) be scattered with 2-20 small gems worth 10-50gp each. Very rarely (1%), a scroll of some type, picked up and carried for miles by a desert ghost, will also be found in their possession.

 

Humanoids

bhut.jpg

BHUT

Bhuts are similar in many ways to lycanthropes and undead. During the daytime, bhuts appear to be normal humans. At night, their skin becomes scaly, their hair becomes wild, their hands turn into claws, and their teeth become fangs. While in this form they hunt humans and demi-humans for food. They are extremely cunning and often use deception and trickery to obtain their meals.

Armour Class:

4

Save As:

Fighter: 10

Hit Dice:

7 + 2**

Morale:

10

Move:

120' (40')

Treasure Type:

A

Attacks:

2 claws/1 bite

Intelligence:

12

Damage:

1-4/1-4/1-6 + special

Alignment:

Chaotic

No. Appearing:

2-8 (2-8)

XP Value:

1500

 

In combat, bhuts attack with their claws and bite. Their bite is freezing to the touch. Besides receiving normal damage, any creature bitten by a bhut must make a Saving Throw vs. Paralysis or be numbed. Numbed creatures always lose their initiative, and all Hit Rolls are at -2. The numbness lasts for 1-4 rounds.

 

Bhuts have all the immunities of undead creatures (sleep, charm, hold, poison, and gases). Also, like undead, they make no noise when moving. However, they cannot be turned. They save at a level higher than their Hit Dice. Bhuts cannot he hit by non-magical weapons, but a single hit from a blessed weapon will kill one instantly. In addition, bhuts radiate a powerful aura, preventing detect evil and know alignment spells from working on them. Know alignment is distorted by the aura and will show a lawful alignment.

 

Bhuts prefer to live near human settlements, preying on those living there. Often they will work together. Normally they will assume some innocent cover (monks, travelling gypsies, a family on the edge of town, etc.) to prevent suspicion.

 

Lowlife

Monsters

Undead

We may make past editions of the catalogue available for download.