Post by D.Master on Aug 5, 2006 15:05:39 GMT -5
There are many dangerous creatures in the world of Arconia , but these are some of the more common.
Ogre
Enviroment: Mountains and plains.
Treasure: Some gold or silver. Occasionally has a jewel on them. Weapons are too primative to be useful
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those few specimens who boast intelligence speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to use fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Gnoll
Environment: Plains
Organization: Solitary, pair, hunting party (2–5 and 1–2 hyenas)
Treasure: Some silver and copper. The odd jewel. Weapons too primative to be useful
Alignment: Usually chaotic evil
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more.
A gnoll is about 7-12 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position.
Skeleton
Environment: Any, mostly swamplands.
Treasure: None.
Alignment: Always neutral evil.
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
Troll
Environment: Forest.
Organization: Solitary or pairs
Treasure: None
Alignment: Usually chaotic evil
Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
COMBAT
A troll makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness. They can regenerate.
Bugbear
Environment: Mountains
Organization: Solitary, gang (2–4), or band (11–20)
Challenge Rating: 2
Treasure: Often has plenty of gold. Occasionally has usable weapon. Often has a jewel.
Alignment: Usually chaotic evil
Bugbears speak Goblin and Common.
COMBAT
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound, if not brilliant.
Goblin
Environment: Plains
Organization: Gang (4–9), band (10–18) warband (15–24 with worg mounts), or tribe (24-40)
Treasure: Often has a bit of gold, some silver, plenty of copper. May have a jewel on them.
Alignment: Usually neutral evil
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with high intelligence also speak Common.
Most goblins encountered outside their homes are warriors.
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Ogre
Enviroment: Mountains and plains.
Treasure: Some gold or silver. Occasionally has a jewel on them. Weapons are too primative to be useful
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those few specimens who boast intelligence speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to use fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Gnoll
Environment: Plains
Organization: Solitary, pair, hunting party (2–5 and 1–2 hyenas)
Treasure: Some silver and copper. The odd jewel. Weapons too primative to be useful
Alignment: Usually chaotic evil
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more.
A gnoll is about 7-12 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position.
Skeleton
Environment: Any, mostly swamplands.
Treasure: None.
Alignment: Always neutral evil.
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
Troll
Environment: Forest.
Organization: Solitary or pairs
Treasure: None
Alignment: Usually chaotic evil
Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
COMBAT
A troll makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness. They can regenerate.
Bugbear
Environment: Mountains
Organization: Solitary, gang (2–4), or band (11–20)
Challenge Rating: 2
Treasure: Often has plenty of gold. Occasionally has usable weapon. Often has a jewel.
Alignment: Usually chaotic evil
Bugbears speak Goblin and Common.
COMBAT
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound, if not brilliant.
Goblin
Environment: Plains
Organization: Gang (4–9), band (10–18) warband (15–24 with worg mounts), or tribe (24-40)
Treasure: Often has a bit of gold, some silver, plenty of copper. May have a jewel on them.
Alignment: Usually neutral evil
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with high intelligence also speak Common.
Most goblins encountered outside their homes are warriors.
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.