18 December 2018


Public Domain Image
Init +2
Melee Atk
 • bite +4 (1d4 + poison)
 • claw +1 (1d6+1)
AC 16HD 4d12
MV 60 fly 120
Act 1d20 + 1d16
SP gaze
Fort +7
Ref +6
Will +3

Wyverns have an irrational attraction to human females in diaphanous clothing, and are known to spirit them away to remote places and simply guard them. They prevent the women from leaving and ultimately these women weaken and die, unless rescued.

The wyvern's gaze is effective from 30 feet or less. One each round, the individual that the wyvern is looking at must make a Will Save vs. DC 13 or be shaken by visions of their greatest fears glimpsed within the luminous eyes of the wyvern, increasing their fumble range by 3, and removing any AC improvement from Agility.

The poison of their bite creates a fever that presents itself anywhere from 2-4 weeks after the bite. This can be thrown off with a Fort Save vs. DC 14 (call for the roll any time between bite and affliction, for obfuscational purposes). The fever is brought on by any strong exertion, such as climbing a rock face or fighting a battle. The area of the bite will feel as if on fire, and the afflicted character will weaken, only able to act every other round, losing 1d3 hp per round until at 0 hp they are unconscious. After the third day of unconsciousness, they can roll a Fort Save vs. DC 12 to revive and begin recovery (healing hp as normal). Upon failure, they can make a new roll each day thereafter.

A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.

04 December 2018


Public Domain Image
Init +3
Melee Atk
 • pike +5 (1d12+2)
Ranged Atk
 • snail cloak +5 (special, 10/30/50)
AC 17
HD 4d8+6
MV 40, swim 100
Act 1d20 + 1d16
SP -
Fort +8
Ref +3
Will +4

Sea Giants live on the bottom of seas and oceans.

With a wave of their hand, a Sea Giant can cover someone with several hundred sea snails. Each snail leaves a mildly irritating slime on the skin of those afflicted, which in such numbers deals 3d3 damage. Further, anyone failing a DC 12 Will Save must either spend the round shucking off snails (reducing the damage by 1d3 per round) or act with their Action Dice one step down the Dice Chain.