Birds

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Birds

Postby LimeOdyssey » Tue Jul 18, 2017 6:34 am

Hello!

I still have a bee in my bonnet about familiars, Disney film type animal buddies, Pirate's parrots and related stuff so I have been writing up some animals and birds from my campaign into something more than chicken scratch journal form.

Hopefully they're of use to some soul out there. :)

I will just post all the animals below, rather than make a hundred different posts. I hope this doesn't cludge up this post or thread too much apologies if it does.

All this stuff is released public domain and under the OGL 1.0a etc.

...

Dark Denizens - animals, part 1

BEAR (MIGOU)
Type: Animal
Habitat: Arctic or Mountains (Rare)
Wandering Group: 1 (U)
Lair Group: 1 + 1d4 juveniles (minimum hit points) (U x 2)
Move 40’ (bipedal) 60’ (quadrupedal)
Armor Class: 6
Hit Dice: 6* (28 hp)
Attack Bonus +6
Attacks:
Claw (1d6) &
Claw (1d6) &
Bite (1d12)
Phantasmal Visions* (see below)
NOTE: if both Claw attacks are successful against a single target in that combat round the Migou does an extra (2d8) crushing damage to that target.
vs Death / Poison: 11
vs Wand: 12
vs Paralyze / Petrify: 7
vs Dragon Breath: 17
vs Rod / Staff / Spell: 14
Alignment: Chaotic
Intelligence: 6
Morale: 9
XP Value: 485

The Migou or Yueh-Teh is a prehistoric survival, being an ancestral offshoot of the bear species that eventually became the Bear (Black) and Bear (Polar) subspecies.
The Migou is a relentless and extremely savage predator, preferentially attacking humans, demihumans and canines as it obviously sees the taste of these prey as a delicacy.

The Migou’s paws are foot-like on its hind legs since although it is a quadruped its light build and proportions allow it to move rapidly on two legs as well as four. The front paws of the Migou are covered in long shaggy fur, and its claws are in a row on the front paws almost resembling a spiky fin.

Migou are solitary, mating is a one-off event each year and females give birth to live young that follow her around for a year before going their own way.

At some point in their existence the Migou have developed mental powers as an adaptation to hunting Mystics and Magic-Users and these powers make them a vastly more formidable opponent than a conventional Bear of any type. This attack which the Migou can use once per combat round is called Phantasmal Visions and operates as a form of mental illusion that creates an effect somewhat similar to Hold Person or Hold Monster. The Migou emits a psychic field with a 60’ radius of its body. Within this spherical zone all characters must save vs Paralyze / Petrify or be treated as if under the influence of a Hold Person (or Hold Monster or Hold Animal as appropriate) spell. The Phantasmal Visions effect lasts only a maximum of ten minutes, and each time a character suffers any form injury it can re-roll its save to end the effect upon it. Characters can be re-affected by the Migou as long as they are within the range of the effect. The Migou uses this effect either when in direct combat or as its first attack on potential prey, sleeping campers or anyone else it encounters who it decides to eat.

The nature of the Phantasmal Visions are such that the affected victim sees the Migou as a character or animal for whom it has love, trust or respect. At the same time, the victim stops moving, as if under the Hold spell as described above. The character does nothing but murmur quietly to itself, as it sees the Migou as a peaceful figure standing nearby in a friendly way. This despite the fact that most likely the Migou is in all reality a slavering bloodthirsty attacker at that point in time.

It is said that a Mystic who can fight a Migou to the death single handedly whilst at equal or lesser hit dice to the creature gains permanent total immunity to all Hold and illusion magic. Such a Mystic is henceforth known as a Monk of the Iron Mind, and accorded great honor amongst his or her class.


BIRD (Giant Eagle)
Type: Animal
Habitat: Mountains (Very Rare)
Wandering Group: 1 (l)
Lair Group: 1d4 (Nil)
Move: 15' (Fly 180')
AC: 8
HD: 10****

Attacks: Claw (2d8) & Claw (2d8) or Bite (3d6) or special – can cast spells as if a 3rd level Magic-User (Sorceror)

SPECIAL: If a Giant Eagle strikes the same target successfully with both claw attacks the target is held as if subject to a magical Hold spell. Whilst in this Hold the Giant Eagle can deliver its Bite (pecking) attack to the held target automatically each combat round from then on. If it does so it cannot also use another Bite attack on any other target in that round.

vs Death/Poison: 13
vs Wand: 14
vs Paralyse/Petrify: 15
vs Dragon Breath: 16
vs Rod/Staff/Spell: 17
Alignment: Neutral
Intelligence: 15
Morale: 11
XP Value: 1,450

Birds are feathered flying creatures which have claws, a beak, keen intelligence and usually some form of song. Bird song in some situations has Immortal-conferred magical power, particularly related to lifting specific curses or awakening those put into forms of magical sleep. Since this is not an innate power of birds it is not counted in their XP Value.

Birds lay eggs and these eggs are used as food by many other species.

Birds in legend all participate in a complex social system centering around the Parliament of Birds. This is a huge meeting of representatives of all Bird species, which gathers on a floating castle high in the clouds. It is said that all Bird species have a nobility or leadership group, and that there are also royalty and even an Emperor of all Birdkind.

Birds build nests, which usually are a hemisphere of twigs or woven grass, but can be much more elaborate than this. Birds place their nests in places as far away as possible from predators or hidden away from prying eyes. Birds that live in extreme conditions such as deserts or snow fields sometimes simply sit on their eggs or chicks and use their own bodies to protect their eggs or young from both predators and the elements.

Giant Eagles are very similar to Rocs and Raptors. However the Giant Eagle is russet brown, golden or white in colour and possesses vastly greater intelligence than most other Bird species. Their long association with pantheons of Immortals from the Mountains and frozen lands of the far North have resulted in this species picking up spellcasting abilities as well as gradually being bred for their intelligence by their Immortal allies.

Giant Eagles have a wingspan between 32’ and 60’. The rulers of their race all have a wingspan of at least 55’ or more and are usually also highly distinctive in appearance.
Giant Eagles hate and despise Goblins of all kinds and will attack them on sight.

Giant Eagle feathers can, at the GM’s sole decision, have magical powers of their own of some minor sort, such as conferring a +1 bonus on rolls when Crafted into a quill for writing and researching spells.


BIRD (Parrot)
Type: Animal
Habitat: Any (Common)
Wandering Group: 1 (Nil)
Lair Group: 1d100 (Nil)
Move: 5' (Fly 60')
AC: 8
HD: 1d4 hp
Attacks: Claw (1d2) (combined both claws treated as a single effective attack) or Bite (1d4)
vs Death/Poison: 13
vs Wand: 14
vs Paralyse/Petrify: 15
vs Dragon Breath: 16
vs Rod/Staff/Spell: 17
Alignment: Neutral
Intelligence: 7
Dexterity: 13
Morale: 7
XP Value: 16

Birds are feathered flying creatures which have claws, a beak, keen intelligence and usually some form of song. Bird song in some situations has Immortal-conferred magical power, particularly related to lifting specific curses or awakening those put into forms of magical sleep. Since this is not an innate power of birds it is not counted in their XP Value.

Birds lay eggs and these eggs are used as food by many other species.

Birds in legend all participate in a complex social system centering around the Parliament of Birds. This is a huge meeting of representatives of all Bird species, which gathers on a floating castle high in the clouds. It is said that all Bird species have a nobility or leadership group, and that there are also royalty and even an Emperor of all Birdkind.

Birds build nests, which usually are a hemisphere of twigs or woven grass, but can be much more elaborate than this. Birds place their nests in places as far away as possible from predators or hidden away from prying eyes. Birds that live in extreme conditions such as deserts or snow fields sometimes simply sit on their eggs or chicks and use their own bodies to protect their eggs or young from both predators and the elements.

Parrots are raucously squawking Birds with highly distinctive plumage and very useful claws that function almost like hands or monkey paws. Parrots also have large heavy beaks in a hook-like shape which function as amazingly versatile tools. Given enough time, Parrots patiently open doors, pick away at windows, tear holes in backpacks and even armoured leather sacks and panniers, and are capable of picking up and using simple tools such as a stick or even a lockpick. As a species, the Parrot is a dedicated and curious Thief, and all Parrots have the skills and abilities of a 1st level Thief. Perhaps most amazingly, Parrots can also learn to speak the languages of Humans, humanoids and demihumans. This is true speech and not simple imitation.

At the GM discretion, a Parrot character can be allowed to progress past 1st level Thief in class, up to a maximum of 9th level. If this is allowed the Parrot is treated as a Halfling for all level progression purposes such as XP and extra Hit Dice, but as a Thief in terms of gaining advancement with Thief skills and abilities. Such a Parrot Thief character will never use any weapon other than its claws and beak. If the Parrot Thief is allowed and progresses in level, its saving throws as of 2nd level as a Thief substitute for its Bird saving throws above.

BIRD (Raptor)
Type: Animal
Habitat: Any (Common)
Wandering Group: 1 (Nil)
Lair Group: 1d6 (Nil)
Move: 5' (Fly 60')
AC: 8
HD: 1d4 hp
Attacks: Claw (1d2) & Claw (1d2) or Bite (1d4)
vs Death/Poison: 13
vs Wand: 14
vs Paralyse/Petrify: 15
vs Dragon Breath: 16
vs Rod/Staff/Spell: 17
Alignment: Neutral
Intelligence: 5
Morale: 7
XP Value: 5

Birds are feathered flying creatures which have claws, a beak, keen intelligence and usually some form of song. Bird song in some situations has Immortal-conferred magical power, particularly related to lifting specific curses or awakening those put into forms of magical sleep. Since this is not an innate power of birds it is not counted in their XP Value.

Birds lay eggs and these eggs are used as food by many other species.
Birds in legend all participate in a complex social system centering around the Parliament of Birds. This is a huge meeting of representatives of all Bird species, which gathers on a floating castle high in the clouds. It is said that all Bird species have a nobility or leadership group, and that there are also royalty and even an Emperor of all Birdkind.

Birds build nests, which usually are a hemisphere of twigs or woven grass, but can be much more elaborate than this. Birds place their nests in places as far away as possible from predators or hidden away from prying eyes. Birds that live in extreme conditions such as deserts or snow fields sometimes simply sit on their eggs or chicks and use their own bodies to protect their eggs or young from both predators and the elements.

Raptors are predatory carnivorous Birds. They have an incredible sense of sight which allows them to see as if adjacent to an object from over one mile away. Raptors nest in utterly inaccessible places as high up as they can possibly manage to get, be it a mountain top, floating castle or the topmost rooftop spire of a palace. Any approach to a Raptor nest is met with savage force from the adult birds who nest there with their young.

Raptors may be domesticated for use as hunting animals or pets with the assistance of an Animal Trainer.

Raptor is a general term covering many species such as the different varieties of Hawk, Vultures, Condors, normal sized Eagles and exotic species such as Carnivorous Finches and other oddities.

BIRD (Songbird)
Type: Animal
Habitat: Any except Underground (Common)
Wandering Group: 1 (Nil)
Lair Group: 1d12 (Nil)
Move: 1' (Fly 6')
AC: 6
HD: 1/4 (1 hp)
Attacks: Special see below
vs Death/Poison: 15
vs Wand: 16
vs Paralyse/Petrify: 17
vs Dragon Breath: 18
vs Rod/Staff/Spell: 19
Alignment: Neutral
Intelligence: 5
Morale: 3
XP Value: 5

Birds are feathered flying creatures which have claws, a beak, keen intelligence and usually some form of song. Bird song in some situations has Immortal-conferred magical power, particularly related to lifting specific curses or awakening those put into forms of magical sleep. Since this is not an innate power of birds it is not counted in their XP Value.

Birds lay eggs and these eggs are used as food by many other species.

Birds in legend all participate in a complex social system centering around the Parliament of Birds. This is a huge meeting of representatives of all Bird species, which gathers on a floating castle high in the clouds. It is said that all Bird species have a nobility or leadership group, and that there are also royalty and even an Emperor of all Birdkind.

Birds build nests, which usually are a hemisphere of twigs or woven grass, but can be much more elaborate than this. Birds place their nests in places as far away as possible from predators or hidden away from prying eyes. Birds that live in extreme conditions such as deserts or snow fields sometimes simply sit on their eggs or chicks and use their own bodies to protect their eggs or young from both predators and the elements.
Songbirds are the smallest and most beautiful of all Birds. Their bright and patterned colourful plumage makes them extremely impressive, but also highly sought after by hunters for use as decorations.

Songbirds are usually inoffensive, indeed delightful and pleasant. They will never under any circumstances fight unless someone is literally harassing them in their actual nest. However when defending their nest they will fight.

Particular Songbirds, such as the Bluebirds of Happiness, Peacocks of Taus, Canaries of Azor and others, are greatly beloved of particular Immortals. Those Immortals traditionally Curse any who slay or hurt their beloved Bird species.


CAT (House Cat)
Type: Animal
Habitat: Urban (Common); Underground (Rare)
Wandering Group: 1 (Nil)
Lair Group: 1d4 (P)
Move 30’
Armor Class: 6
Hit Dice: ½* (1 hp)
Attack Bonus 0
Attacks:
Claw (25% of 1 hp else no damage) &
Bite (50% of 1 hp else no damage)
vs Death / Poison: 12
vs Wand: 13
vs Paralyze / Petrify: 14
vs Dragon Breath: 15
vs Rod / Staff / Spell: 16
Alignment: Neutral
Intelligence: 6
Morale: 6
XP Value: 7

*A House Cat is considered to be a 2nd level Thief solely for the purposes of using abilities it has in common with a Thief: Climb Walls, Find Traps, Move Silently and Hear Noise.

House Cats speak their own language as well as the language of Sphinxes. If this ability to speak Sphinxtongue has an impact in the game, for example allowing the cry of a House Cat to attract a Sphinx to aid it in combat, then a House Cat should be worth 11 XP for defeat not 6 XP.
“For the cat is cryptic, and close to strange things which men cannot see. He is the soul of antique Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle’s lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten.”
– H.P. Lovecraft

House Cats are the smallest of all Cat subspecies. They are not fully domesticated and an Animal Trainer is required if a House Cat is to be considered fully trained and a loyal pet or ally. Once an Animal Trainer has successfully trained a House Cat it is considered a (small) party member which will follow loyally next to its master or mistress, or demand to be carried on their person once it gets tired or sleepy.

House Cats are treated with extreme reverence in some nations and city-states, due mainly to the strange interest certain Immortals take in them and the weird weaknesses some very rare forms of evil being have to the cry, spittle, claw, bite or gaze of the House Cat.


DOG (Domesticated Dog)
Type: Animal
Habitat: Urban (Common); Underground (Rare)
Wandering Group: 1d4 (Nil)
Lair Group: 2d6 (P)
Move 30’
Armor Class: 6
Hit Dice: 2 (7 hp)
Attack Bonus: +1
Attacks: Bite (1d6)
vs Death / Poison: 12
vs Wand: 13
vs Paralyze / Petrify: 14
vs Dragon Breath: 15
vs Rod / Staff / Spell: 16
Alignment: Neutral
Intelligence: 4
Morale: 8
XP Value: 20

Dogs are the domesticated cousins of Wolves. They are intelligent carnivores who have begun adapting to an omnivorous diet due to close proximity to humans. Their original pack hunting instinct has been submerged through Animal Training such that the Domesticated Dog now sees its owner and their immediate family as its “pack” and is fiercely protective of them.

Domesticated dogs are only reared and kept by Humans, Dwarves and Halflings. Other races use their own variants of the dog / wolf species which have diverged into more or less separate subspecies or species.
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