Sunday, April 28, 2024

Werebat

Werebats are the least common of the lycanthropes, and are only rarely encountered in civilized areas.
Like bats, they are nocturnal creatures who are seldom seen during the light of day.

All werebats are humanoid in form, and covered with a thick pelt of coarse fur ranging in color from grey to glossy black. Both the hands and feet have claws suitable for grasping and attacking prey. Fully extended, the wingspan of a werebat may exceed twenty feet in length.

Most werebats live in caves, deserted ruins, or dense woodland areas. As many as two dozen individuals may band together, including females and young. Unlike most lycanthropes, werebats are able to reproduce. During the day, they are inactive, and usually sleep hanging upside down, suspended by their clawed feet. At dusk, both males and females go out to hunt for food. Though werebats can subsist on fruit if need be, they are vampiric by nature and prefer warm-blooded prey.

Werebats are adept at flying and moving silently, and use this ability to sneak up on sleeping or incautious victims. As with vampire bats, the bite of a werebat has an anesthetizing effect, and so is practically painless; thus, werebats may drain the blood of sleeping victims without awakening them.

In combat, werebats generally do not use their vampiric bite, which is of little use against a struggling victim. Instead, these lycanthropes use their clawed hands (if fighting from the ground) or feet (if fighting while airborne). Werebats are not fond of fighting, especially against armed foes. They will almost never risk an attack unless they outnumber their opponents, and will flee any melee that seems to be going badly for them. If given the opportunity, werebats may seek to carry off individuals and bring them back to their lairs. Because they are not particularly strong flyers, it will usually take two or more werebats to carry a single, human-sized victim. Stories of werebats keeping captured victims alive for months in order to use them as replenishable food sources are told in some places, and may be true.

In addition to their other abilities, werebats possess a sonar-like guidance system which allows them to fly or move normally even in magical darkness. Werebats can use this ability to detect living individuals or creatures at ranges of up to 1000 feet, and to avoid obstacles of all sorts, including nets, ropes, and so forth. Because werebats rely almost exclusively on their sonar ability, they are unaffected by illusions of any type.

Height/Length: 6 ft.

Weight: 140-160 lbs.

Attributes: STR: 12-16 INT: 10-16 SPD: 15-19 DEX: 15-19 CON:12-14 CHA:4 PER: 19

Level: 2-6 +

Alignment: Chaotic Evil

Damage: Bite: 1-4 ( + 1-4 blood drain per minute), Claws: 1-6 ( + STR) each

Special Attributes:

Flight

Move silently (90%)

Sonar: navigate in darkness of any kind, detect prey up to 1,000 ft., avoid obstacles

Immunity to illusion

Armor: As leather

Hit Points: 16-36

Comments:

Unlike other lycanthropes, Werebats are often encountered in groups (2-20 is the usual range).

Saturday, April 27, 2024

Zephyr

The Zephyr are a race of winged humanoids who are found in certain tropical and semi-tropical regions. They are a peaceful people, having a great love of all types of music, art, and crafts. Though inclined towards passivity, they will actively defend their homes and families if threatened. To this end, their warriors exhibit a high degree of skill with the short bow and, to a lesser extent, the javelin.

Zephyr are hollow-boned and somewhat slight of stature, and are built to allow for speed and maneuverability in the air. Compared to the other humanoid races, they are not strong, and cannot carry much weight while airborne. Their skin ranges in color from gold to a coppery brown, with hair ranging from yellow to bright red. Zephyr literally have eyes like a hawk’s, and can see fine details at ranges of up to one mile. A full-grown Zephyr has a wingspan in excess of twenty feet, and can remain airborne for up to one hour before needing to rest. Young Zephyr are poor flyers, but learn to glide soon after birth.

Zephyr live in family groups, normally numbering from three to thirty individuals. They build nest-like eyries of skillfully woven straw, reeds, and rushes, which they construct along cliff faces and other precipitous spots. Like many of the sylvan races, Zephyr are vegetarians, and eat only fruits, nuts, and berries. They despise most reptilian species, especially the Naga, who are their traditional foes.

The Zephyr peoples are noted for their kindness and hospitality. They will always help strangers in need of aid or rescue, providing food and shelter as necessary. Though they are most trusting, the Zephyr are not fools; those who take advantage of their kindness are often dealt with harshly.

Height/Length: 5-6 ft.

Weight: 80-120 lbs.

Attributes:

STR: 6-14

INT: 6-18

SPD: 6-18

WILL: 6-16

DEX: 6-18

CHA: 9-19

CON: 4-14

PER: 9-19

Level: Any

Alignment: Neutral

Damage: As per weapon employed

Special Attributes:

Flight

Keen eyesight (see fine details up to 1 mile away)

+1 to hit with missile weapons

+1 saves vs PER and CHA

Armor: Unarmored

Hit Points: As per human characters.

Comments:

Zephyr cannot fly if wounded for more than 2/3 of their total hit points.

Friday, April 26, 2024

Netherman

Nethermen are not a true race of beings, but are a cross between humans and goblins. Though occasional interbreeding between the two species has helped maintain the relatively small Nethermen population, the majority of Nethermen are descended from the hybrid stock created by the Atlantean sorcerers of the First Age.

Nethermen basically resemble humans in stature, but have a tendency to be more muscular and less agile than homo sapiens. Like goblins, their skin coloration ranges from tan to yellow/green, brown, or black. Mottling, a fairly common characteristic of goblins, is generally not seen amongst Nether folk. Nethermen also have the deep-set eyes of their goblin ancestors, and the same “reverse” eye coloration (black with white pupils). Infravision is present in about 95% of the species.

Nethermen have fairly short life spans. As they are not a true species, over half of both the males and females are sterile, and are unable to reproduce. For this reason the race of Nethermen, like the Andaman, seems slowly headed towards extinction. Despite this fact a number of nomadic clans still exist in various regions throughout the known world. All are warlike in nature, though not all are hostile to humans. For this reason, Nethermen are tolerated in many areas of human civilization.

Generally speaking, the Nether race has unfortunately “inherited” the worst traits of both their human and goblin ancestors. Although there are exceptions, most Nethermen are prone to be violent, cruel, and cunning, and have no great liking for any of the other humanoid races. As a race they have little talent for magic, most being skilled as warriors, spies, rogues and assassins. Certain tribes of Nethermen have their own shamans or witch doctors, however.

Though most Nethermen clans are nomadic by nature, a few build permanent villages and settlements in certain wilderness areas. Such villages tend to be small and crudely built, often having stockade or earthwork walls surrounding them. Those Nethermen who choose to live amongst humans are most often employed as mercenary soldiers, caravan guards, and so forth.

Height/Length: 5½-6½ ft.

Weight: 150-250 lbs.

Attributes:

STR: 10-18

INT: 5-15

SPD: 6-18

DEX: 6-16

CON: 10-18

WILL: 5-15

CHA: 4-14

PER: 8-18

Level: Any

Alignment: Variable; most are Neutral or Evil

Damage: As per weapon employed

Special Attributes:

Infravision (95% chance of possessing this ability) +1 saves vs STR

Armor: Unarmored

Hit Points: As per human characters

Comments:

Nethermen may be skilled in the following professions: Assassin, Shaman, Gladiator, Rogue, Corsair, Hunter, Bounty Hunter, Spy, Warrior.

Thursday, April 25, 2024

Naga


Naga (also known as “serpent men”) are an ancient race of reptilian humanoids found only on certain tropical islands and on the vast continents of Mu and Lemuria. Highly intelligent beings, Naga are amongst the most evil of living creatures, and have a deep hatred of other humanoid races.

There are two different types of Naga: the common Naga, and the Nagaraja (“Naga kings”). Common Naga are by far the predominant type, making up from 95-99% of the total Naga population. They are fully humanoid in form, and are bipedal. Nagaraja, on the other hand, have humanoid upper torsos and serpentine lower bodies. Both types are cold-blooded and have scaly hides and relatively low metabolic rates. Naga of either type are susceptible to cold, and can only live in hot climatic regions.

All Naga revere Tiamat, a monstrous dragon/serpent said to live at the earth’s center, as their patron deity. Only Nagaraja may aspire to be priests and priestesses of Tiamat, though common Naga are often allowed to practice necromancy or wizardry. The tenets of the Naga’s religion are simple and inflexible: the Naga were the first race on earth, the Naga are superior to other races, and the Naga will one day unite all the saurian species and rule the world. Not surprisingly, devotees of Tiamat are encouraged to sacrifice, slay, or enslave other humanoids in order to help achieve these goals. The Naga, in fact, employ slave labor exclusively to construct temples and serpentine labyrinths dedicated to their reptilian goddess.

In battle, Naga are vile and cunning antagonists. They are capable of using most types of weapons, though scimitars, long daggers, and staves are most often preferred. Nagaraja are especially dangerous, for in addition to their spell casting powers they are able to entwine about and crush victims in their snake-like lower bodies. It is known that certain Nagaraja also possess a venomous bite, similar in effect to a cobra’s.

Naga can communicate empathically with snakes or reptiles of any kind. Nagaraja possess this ability to an even greater degree, and are able to control reptilian creatures who approach within twenty feet of them.

Though few in number, Naga are undoubtedly a threat to the other humanoid races. Because they live up to 200 years, Nagaraja priests and Naga wizards and necromancers are capable of attaining great magical power. The insidious actions of these followers of Tiamat are well-documented, and seem certain to continue as long as the Naga race exists (see Cults).

Height/Length: 6 ft. (Naga), 10 ft. (Nagaraja)

Weight: 140-180 (Naga), 300-400 + (Nagaraja)

Attributes: STR: 11-17 SPD: 8-16 DEX: 6-16 CON: 10-18

INT: 10-18 WILL: 8-16 CHA: 2-16 PER: 11-19

Level: 1-8 + (see Comments)

Alignment: Lawful Evil

Damage: All: as per weapon employed; Nagaraja: Tail: 2-12 (constriction, per round)

Special Attributes:

Spell casting

Empathic communication with reptilians (range: unknown)

Nagaraja: control reptilians (range: 20 ft.; save vs WILL to resist)

Cold causes sluggishness (-1 penalty on all saves and attacks)

Venomous bite (10% of Naga population; damage as per a cobra)

Armor: Unarmored

Hit Points: 12-32 +

Comments:

Ancient Naga and Nagaraja may exceed the 8th level of ability. They may be Warriors, Priests, Witches, Witch Hunters, or Necromancers.

Wednesday, April 24, 2024

Triton

Tritons are a race of aquatic humanoids found in various temperate seas and oceans. In appearance, Tritons are extremely manlike, though their skin is a pale greenish in color, and their hair a blue-green hue. Tritons also have webbed feet and hands, enabling them to move swiftly in the water. The race breathes using gills, but also has poorly developed lungs, which permit them to function on the surface of the water. Tritons can even come ashore for short periods of time, but like most marine creatures they require moisture on their skins to keep from quickly dehydrating and dying. An hour out of the water is generally enough to kill a Triton.

Both male and female Tritons are quite attractive to humans, and it is believed that the two species are capable of interbreeding. However, the race of Tritons is shy and reclusive, and few men have ever had a chance to observe them for any length of time. What little is known of these beings is based on tales told by stranded Tritons, rescued and cared for by humans before being returned to the sea. As such, it is possible that the stories which are told contain much that is exaggerated or distorted for one reason or another. For obvious reasons, humans have rarely been in a position to visit the domains of the Tritons.

It is said that the Tritons build great undersea cities, often using living coral shaped into various structures. They are farmers and herdsmen, and have domesticated a number of marine creatures, including various types of fish, dolphins, and, most importantly, the hippocampus. Their people farm seaweed and other aquatic plants, and use undersea volcanos to forge metals into weapons and tools.

The Tritons are said to be at war with an evil undersea race, known as the Makara. The two races are bitter enemies, and it is largely due to this enmity that the Tritons have become skilled in the arts of war. Without such motivation, the Tritons would undoubtedly be a gentle and peaceful folk, but long conflicts with these bitter foes have made them fierce fighters.

Tritons employ a variety of weapons, including tridents and spears, short swords, and powerful crossbows which can throw a bolt over long distances, even underwater. Their culture is apparently one of numerous independent city-states, ruled by a king or queen. Trade among these cities is common, and cooperation, particularly against the Makara, readily offered. Certain Triton clans are known to trade with men, though they are few in number.

All Tritons are capable of communicating telepathically, both in their own language and in the languages of man. They are able to read the thoughts of non-telepaths at ranges of up to one hundred feet, making communication between Tritons and humans a relatively simple matter.

Height/Length: 5 1/2–6 1/2 ft.

Weight: 120-180 lbs.

Attributes: STR: 8-18 SPD: 13-19 DEX: 10-18 CON: 8-16

INT: 10-18 WILL: 10-18 CHA: 8-18 PER: 13-19

Level: 1-8 (see Comments)

Alignment: Neutral

Damage: As per weapon employed

Special Attributes:

Water breathing

Telepathy (range: 100 ft.)

Armor: Unarmored

Hit Points: 10-40 +

Comments:

Though the normal range of ability for Tritons is 1-8, certain individuals occasionally rise beyond this plateau. Tritons can survive out of water for approximately one hour. Professions open to Tritons include Warrior, Priest, Rogue, Witch, Scholar, Spy, and Paladin.

Tuesday, April 23, 2024

Makara

The Makara are a race of ocean-dwelling humanoids, much feared for their aggressive and warlike nature. They are found in warmer seas and oceans throughout the known world, and are the arch-rivals of the race of merfolk known as the Triton.

Makara are horrid creatures, having protruding lower jaws lined with rows of shark-like teeth and dark, deep-set eyes. Their bodies are covered with tough green scales which afford protection from most types of biting and stinging sea creatures. A row of sharp spines runs from their crested heads to the small of the back. Both their clawed hands and feet are webbed, allowing Makara to move through the water with great speed.

The Makara are social creatures, usually living in colonies of up to two hundred individuals. They often reside within underseas caves and caverns, though it is said that small groves have been known to occupy the hulls of sunken ships. The largest and most powerful male will always be the leader of any such colony, and may be almost twice the size of an average member of the species. According to certain scholars, Makara continue to grow slowly throughout their entire lives, and especially long-lived individuals sometimes reach immense proportions. The Makara constantly war amongst themselves, and life in their colonies is fraught with peril. When food is scarce, the Makara are known to resort to cannibalism.

In combat, Makara are vicious fighters. Although their natural weaponry is quite formidable, most of their warriors employ various types of pole arms, such as spears, military forks, and tridents. Makara are both fearless and merciless, and take prisoners only when food is plentiful. In such cases, a Makara war party may bring air-breathing captives into their watery domains and keep them in undersea grottos or air-filled caverns. There these unfortunate victims are usually tended like sheep, and fattened for slaughter. Makara often argue violently over the rights to the fattest victims, who are considered to be delicacies of the most desirable sort.

Though it was once believed that Makara, being incapable of speech, were ignorant or bestial creatures, it is now known that such is not the case. Makara can communicate empathically with civilized humanoid standards. The ability to communicate empathically is probably used by the Makara when training their "pets" (moray eels, sharks, stingrays, and the like), which are often brought along on warring or hunting missions.

Makara are a great threat to sailors and sea-faring merchants, whose ships they will readily attack from below the water line. Because Makara can survive for up to one hour out of water, they will occasionally attack coastal villages, and isolated island groups.

Height/Length: 6-7 ft.

Weight: 180-260 + lbs.

Attributes:

STR: 9-19

INT: 6-14

SPD: 6-18

WILL: 6-16

DEX: 6-16

CON: 9-19

CHA: 4-12

PER: 6-16

Level: 1-12+

Alignment: Lawful Evil

Damage: Claws: 1-4 (+ STR) each, Bite: 1-3, or as per weapon employed

Special Attributes:

Empathic communication (range unknown)

Water breathing

Armor: As leather armor

Hit Points: 10-60+

Comments:

Makara can survive out of water for approximately one hour. They may either be Warriors, Witch Doctors, or Shamans by trade.

Monday, April 22, 2024

Korupira

Korupira are a malign race of humanoid beings much feared for their fiendish cunning and cannibalistic tendencies. Though they are by no means common, small bands of Korupira are believed to dwell in jungles and temperate forests throughout the known world.

Korupira are nocturnal creatures who only rarely venture forth in daylight. The skin and hair of a Korupira are jet black, which makes them very difficult to spot in darkness of any sort. Because Korupira are cold-blooded, individuals with infra-visual capabilities experience similar difficulties when attempting to locate these creatures at night.

In stature, Korupira generally resemble well-built humanoids. Both the male and the female average close to six feet in height, with some individuals reaching heights of six and a half feet or more. Despite their reddish eyes, sharp fangs and talons, Korupira females are strangely quite attractive. For this reason they are sometimes sought after by slavers, who can make a pretty profit (200-1200 gold pieces) by filing down the fangs and talons of captured females and selling them to certain less-than-scrupulous buyers. Unfortunately, capturing these creatures can be a very perilous and even foolhardy proposition.

Like demons and devils, all Korupira can see normally in darkness of any type. They are extremely fast, and possess an insane and diabolical intelligence. Korupira also possess the innate ability to perfectly mimic any sound they hear, from the "twang" of a bowstring to a human voice or an animal's cry. Diabolically clever creatures, Korupira often use their talent for mimicry to lure prey into ambushes or to baffle those who would do them harm.

In combat Korupira attack with their claws, each of which is capable of inflicting a vicious wound. Though their fangs are razor-sharp, Korupira will only attempt to bite fallen, stunned, or helpless individuals, or those antagonists who attempt to grapple or wrestle with them. As Korupira are superior climbers, they will often leap upon their victims from a tree or rock overhang. If badly wounded, they will always attempt to flee.

Korupira are usually encountered only in small groups of up to six individuals or more commonly, alone or in pairs. Mated pairs will fight as berserkers if either of the two is threatened with harm. Little else is known of these creatures, who are humanoid in appearance and yet are not warm-blooded. Perhaps, as certain primitive tribes claim, Korupira are earth-bound demons, or lesser devils who have escaped from the lower planes.

KORUPIRA

Height/Length: 5 1/2-6 1/2 ft.

Weight: 125-185 lbs.

Attributes: STR: 12-18 INT: 15-19

SPD: 15-19 DEX: 15-19 CON: 8-16

WILL: 10-16 CHA: 8-16 PER: 16-20

Level: 2-8 +

Alignment: Chaotic Evil

Damage: Claws: 1-6 (+ STR) each, Bite: 1-4

Special Attributes:

See in any type of darkness

90% undetectable in darkness

Mimic any sound

Scale walls (95%)

Armor: Unarmored

Hit Points: 10-30 +

Comments:

Korupira are very clever, and will often hatch ingenious plots in order to enable them to snare prey.