dragon warriors rpg - bestiary
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By Dave Morris and Oliver Johnson
BESTIARYBeing a compendium and catalogue of the monstrous inhabitants of the Lands of Legend, as they are known to scholars and learned men, with full descriptions of their habits and habitats, their behaviours and weapons, arranged by name and genus. Also given are the likelihoods of honest folk meeting such creatures upon their travels, and advice for besting their assailant
should such misadventure befall them.
Interior artworkJon HodgsonScott PurdyErik Wilson
Dragon Warriors logoMark Quire
Written byDave Morris and Oliver Johnson
Editing, revisions and additional material
Ian SturrockJames Wallis
Layout & PublishingJames Wallis
DRAGON WARRIORS BESTIARYISBN 978-1-906402-04-4
All text is copyright 1986, 2008 Dave Morris and Oliver Johnson. All art and maps are copyright 2008 the individual creators. All other elements of design are copyright 2008 Magnum Opus Press. All rights reserved. Dragon Warriors is a trademark of Dave Morris and Oliver Johnson, used under licence by Magnum Opus Press. Originally published in different format by Corgi Books, 1986-1987.
The authors have asserted their moral rights to be identified asthe creators of this work.
Digital edition published by Magnum Opus Press. Print edition available from Mongoose Publishing/Flaming Cobra.
Magnum Opus Press29a Abbeville RoadLondon SW4 9LAUnited Kingdom
For more information on the Dragon Warriors game and game-world, its creators, forthcoming products for it, and other exciting games and game-related books, visit the Magnum Opus Press website at http://www.magnumopuspress.com
Chapter 1: Creatures of Legend 5Movement 5Rank-equivalent 5Senses 5Vision types 6Habitats and treasure 6
Chapter 2: Chance Encounters 9Open country 11Forest 11Hills 11Swamp 11Arctic 12Desert 12Underworlds 12Encounters at sea 13 Charted waters 13 Uncharted waters 14
Chapter 3: Men and Man-Like Creatures Adventurers 17Apemen 18Dracomen 18Dwarves 18Elves 19Gnomes 19Grey Gnomes 19Goblins 19Halflings 20Hobgoblins 20Humans 21Ire Goblins (Bugbear) 21Kappa 22Ogres 23
Orcs 23Snow Apes 24Swamp Folk 24Trolls 24Volucreth 25
Chapter 4: Animals, Tame and WildBat 26Bear 26Bull 26Crocodile 27Dog (hunting) 27Dog (wild) 27Horse 27Mule 28Snake, Python 28Spider, Tarantula 28Wild Boar 28Wolf 28
Chapter 5: Monsters of LegendBasilisk 29Centaur 30Chimera 30Chonchon 31Cloudspider 32Cyclops 32Dragon 32Elemental 33Frost Giant 34Gargoyle 34Giant Beetle 34Giant Eagle 34Giant Rat 34
Giant Scorpion 35Giant Spider 35Gryphon 36Harpy 36Hippogriff 37Hydra 38Hydra, small 38Ice Snake 39Ignis Fatuus 39Killer Bee 39Kraken 40Krask 40Manticore 40Mere-Gaunt 41Minotaur 41Nargut 42Obsidiak 42Sentinel Crab 43Shen Lun 43Snake, Giant Viper 44Snake, Winged 44Sphinx 44Thorn Demon 45Tiger (Sabre Tooth) 45Titan 47Vampire Bat 47Water Leaper 47Wyvern 48Yeti 49
Chapter 6: The SupernaturalBarghest 50Boggart 51Caitshee 52Grey Hood 53Hag 54Imp 56Lycanthrope 56Okeman 57Oni 58Pazuzu 59Phoenix 59 Rakshah 60Rimwolf 60Shadow Walker 61Spriggan 62
Chapter 7: Creations of SorceryAutomaton 63Black Riders (Wadwos) 63Fang Warrior 64Golem 64Moon Dogs 64Shadow Gaunt 65Skullghast 66Tapestry Wards 66
Chapter 8: Infernal CreaturesHell Hound 67Hell Hound (Greater) 67Hellion 67Hellrot 70Malgash 70Nightmare 71Succubi 72The Sufiriad 72White Lady 73
Chapter 9: The UndeadBarnacle Men 74Baraduth (Eaves Phantom) 74Blue Men 75Cadaver 76Deaths Head 77Fungus Man 78Ghost 78Ghoul 79Grave Gaunt 79Ice Spectre 80Jumbee 80Mordu (Headless Warrior) 81Mummy 81Necrochor 82Revenant 83Skeleton 83Spectre 83Vampire 84Wight 85Wraith 86Zombie 87
NO FANTASY GAME would be complete with-out a selection of bizarre and dangerous creatures for the players to encounter, and probably fight. Those contained in this book are the most common ones found in the Lands of Legendwhich is not to say that all of them are common at allbut you may wish to devise others of your own. Many Games-Masters develop a particular theme for the fantasy world where they set their games of Dragon War-riors. Medieval Europe is the usual one, but you may prefer to use elements of Ancient Greek mythor a still more exotic setting such as the Aztec hegemony or feudal Japan, as described in the rulebook. In the folklore of these lands you will find a rich variety of monsters with which to vex your players! If you are a player rather than a GamesMaster, the temptation to read this book is huge. We urge you to resist it. The information here will tell you howe to defeat future foes, but at the same time will rob you of much of the surprise, shock and even pleasurable horror that you will feel encountering these creatures for the first time in the game itself. The descriptions in this book give the important combat statisticsattack, defence and so forth, sometimes abbreviated to statsfor every crea-ture, along with other information on their habitat, behaviour and powers. Four of these points must be clarified:
Movement: The first number listed is the normal distance the creature will cover when walking (or loping, lumbering, oozing or slithering along). The
second number, in brackets, is the maximum move distancei.e. when running, galloping, etc. Move distances in the air or underwater are given where applicable. All move distances are in metres per Combat Round.
Rank-equivalent: Most creatures are of fixed ability, and cannot develop their fighting skills as an adventurer can. Thus they do not have a rank. Rank-equivalent is given so that the GM can award experience for defeating the creature. Characters who defeat a creature gain experience points equal to its rank-equivalent. (These experience points are divided between all the characters who actually took part in fighting the creature. Fractions are rounded to the nearest whole number, so nothing is gained if seven player-characters gang up to slay a single giant rat!)
Senses: stealth and perception scores are listed here for all creatures. Of the two, perception will be needed more often. (A tiger may sneak up on its prey, but how often would a titan or a dragon try the same thing? And it is hard to imagine a huge hydra slithering quietly past a group of adventur-ers!) stealth is given in many cases for the sake of completeness, even though it is not the way of most monsters to be stealthy. Note, however, that a character who is magically Transformed into (for instance) a Sphinx temporarily loses his own stealth and perception scores and instead uses the scores appropriate to that creature.
CREATURES Of LEgEND
As ever, these scores assume typical conditions of half-light (dusk, lanterns or whatever). Modifiers for light and dark vary according to the type of sight the creature has. In the case of creatures who may wear armour (e.g. Centaurs), the stealth score given takes into account the lightest armour usually worn.
Vision types: This section also appears in the rulebook, but bears restating here. Many creatures have unusual visual or other senses, often capable of seeing far beyond the usual human visual spectrum. The game effects of these senses tend to be that the creatures are better or worse (than humans) at perceiving things under different light conditions. The table below gives a full list of the different types of vision that creatures can be listed as having, as well as listing the modifiers applicable to each vision type in various conditions of light and darkness.
Normal vision sees best in daylight, is somewhat impaired in low light levels (as in an underworld)
and is useless in complete darkness.Panoptical vision operates equally well in all condi-tions from total darkness to bright sunlight.Darksight, possessed by most undead and under-world creatures, is the reverse of normal vision: the creature sees well in the dark but is dazzled by light.Elfsight refers to vision that operates very well in bright light or half-light, and is only marginally impaired by pitch darkness.Gloomsight is restricted to a very few creatures. The optimum illumination for this kind of vision is half-light. The creature sees slightly less well in darkness or bright light.
Perception Modifiers IlluminationVision type no light half-light bright lightnormal 7 (none) +5panoptical (none) (none) (none)darksight +5 (none) 7elfsight 4 (none) (none)gloomsight 3 (none) 5
Habitats and TreasureThe following table gives guidelines for habitat, group size and treasure of all the monsters in this book. An experienced GamesMaster will know what his/her players can handle, however, and
should always use his own judgement in preference to rolling dice to determine an encounter. The NPC Equipment Table is on p. 133 of the Dragon War-riors rulebook; the Treasure Type table on p. 131.
Creature Category Number Territory Typical Treasure
Adventurer man-like usually 18 any use NPC Equipment TableApemen man-like 220 mountain caves noneAutomaton sorcerous usually 1 any good jewellery; or use NPC Equipment TableBarghest supernatural usually 1 any average, if anyBarnacle Men undead 318 sea goodBarudath undead usually 1 any variesBasilisk monster usually 1 usually temperate swamps varies and forests, sometimes cavesBat animal 330 caves, ruins usually noneBear animal 13 forests usually noneBlack Riders sorcerous 24 any use NPC Equipment TableBlue Men undead 30 sea good (in longboat)Boggart supernatural 14 open country; moorland; woods moderateBull animal usually 1 farmland, woods (as stags, elk, usually n