Large rats can achieve the size of a small cat or dog, and their bites can occasionally transmit disease. Individually they are not terribly dangerous, but in big enough swarms, they can be quite a problem. They are considered a class 0 encounter.
Giant Bats are fairly rare in the Blackmoor area, but they are occasionally encountered in wilderness areas. There are two known species; a black bat that feed on normal-size bats it catches at night, and the brown bat, which is a blood-drinker. The latter could potentially represent a serious risk to a lone traveler caught asleep in the wilds, but they tend to shy away from active prey. Despite being big, with a wingspan of six to seven feet, Giant Bats are not particularly robust and we rate them only as a class 1 encounter.
The Giant Rat (show here with a large rat for size comparison) is an aggressive and nasty-tempered creature. Even individual animals will attack targets much larger than themselves, and a pack of them can quickly overwhelm an individual adventurer. They are big and heavy enough to knock or pull down human-sized creatures, and will particularly attack an opponent's head or face. Their sharp teeth can bite through armor joints and can even do damage to metal. To add final insult to injury, their bites tend to be septic, and will become infected if not properly treated.
Giant rats are surprisingly tough, and don't usually stop attacking with just a single blow. A single rat is rated as a class 1 encounter, but novice adventurers are warned not to underestimate their danger in numbers.
The term "Large Spider" is generally applied to all spiders up to about three feet in body length. Nine separate types have been identified in the local Blackmoor wilderness area, and are generally divided into hunters and ambushers. Most of the ambush species are web builders, although the Blackmoor Trap-door spider actually burrows holes in the ground. It is also the only ambusher to use toxic poison (and a very powerful one), all the rest have a paralytic bite. The hunter breeds appear evenly divided between paralytic and lethal poisons; the Red-Legged Spider in particular possesses a poison that will kill even a robust human. Most spiders are active both day and night.
Pictured here are a Red-Legged Spider, a Blue Meanie, and a Green Forest Spider.
Depending on the type of poison it uses, most large spiders are generally considered rank 2 encounters.
Fire Beetles are enormous insects, with bodies 3 to 4 feet long even without the legs. They are not inherently dangerous, as they feed primarily on mosses and lichens that grow in damp areas and particularly undergrounds. If disturbed, however, they can "shoot" blobs of a highly caustic liquid from their abdomen which is said to burn like fire and gives the creature its name. The substance will do substantial damage to flesh and acts like an acid on certain organic materials, particularly leather.
Fire Beetles are not particularly robust, but when their carapace is broken, more of the burning liquid tends to spray out, and killing blows against these creatures are usually rewarded with a retaliatory final dose of the stuff.
The Adventurer's Guild rates Fire Beetles as a class 2 encounter, primarily because killing them is a messy process.
Wild Toads and Frogs are a fairly common encounter in the Blackmoor wilderness, and there are at least a dozen different species. They can grow quite large (4 to 5 foot body), and are a serious danger to smaller animals, but will generally do not attack anything they cannot swallow (like a human). In addition, they will usually spit out anything harmful or dangerous (like an armed adventurer). However, they can still pose a risk, as several species of frogs and toads in the Blackmoor area produce a variety of toxic or paralytic secretions, some naturally and some when cut or injured. These are strong enough to affect humans, and can pose a serious danger, inducing narcotic/hallucinogenic effects, paralysis, or damage to internal organs (depending on species).
A frog or toad attacks with its long, sticky tongue, and can strike at 5 to 8 yards away, pulling the intended victim back to its mouth for ingestion. Most species are capable of prodigious hops, 20 yards or more, either to attack or to retreat, and although they do not intentionally kick in combat, the kick of a jumping frog can easily knock a human over. Frogs in particular also are extraordinary climbers, able to scale even vertical surfaces, cling upside down to objects, and even “stick on contact” when jumping.
For those curious as to the difference, frogs are amphibians that require a wet or moist environment, while toads have evolved a thicker and wart-encrusted skin which allows them to live in dry areas. Both are generally considered class 2 encounters.
Illustrated here is the Striped Green Frog, one of the more frequently encountered species in the Blackmoor area.
Large scorpions can reach lengths of 4 to 5 feet, they have a deadly neurotoxin poison that can induce death in even very large creatures. They are not inherently aggressive, but they can be problematic. A scorpion normally feeds on prey smaller than itself, and it will not seek to attack larger creatures (like humans) unless they feel threatened. However, they are naturally attracted to body heat, particularly at night, like that of a sleeping human. It's hard not to react violently when awakened by a scorpion crawling over one’s body, but it’s that exact reaction that probably prompts more scorpion attacks than anything else.
Scorpions are surprisingly tough and much harder to kill than spiders. This, plus their particularly toxic venom, makes them a rank 2 or 3 encounters in the Guild rating system.
The Blackmoor wild boar is truly a pig with an attitude. Both males and females are exceptionally aggressive, particularly when young are present. A charging boar will knock a victim off its feet, then gore it repeatedly with its razor sharp tusks. Boars tend to fixate on individual targets, and once engaged, will almost always fight to the death. Like bears, they can continue to struggle for several rounds after they are legitimately “killed”. Because of this tendency, and their aggressiveness, boars are ranked as a class 3 encounter.
The Blackmoor boar is also highly prized for the quality of its meat.
There are quite a number of species of carnivorous lizards in the Blackmoor area, differentiated by size and habitat, but all fairly similar from the adventurer's point of view. The largest reach lengths of 12 to 15 feet long, including tail, and are big enough to be dangerous to humans. All tend to be carrion eaters, but they will attack live prey. They also will tend to retreat from anything that demonstrates itself dangerous. They can move quickly in a short "pounce", but cannot chase for long distances, and are generally slow-moving creatures. Most lizards have either a septic or a mildly poisonous bite which poses their primary threat.
Unless you are already incapacitated, Blackmoor's giant lizards are not terribly dangerous, but they are fairly tough, and most are rated class 3 or 4. The exception is the Blackmoor Monitor (rated 5), a large and particularly robust lizard with a nose for fresh meat. This creature's saliva is particularly virulent, and its bite is guaranteed to cause a potentially life-threatening infection requiring immediate treatment.
The call of the wolf pack is a sound all experienced Blackmoor adventurers know. Wolves are probably the area's most numerous natural predators, and any excursion into the local wilderness will almost certainly at some point attract their attention. Local rangers and guides believe there are some Blackmoor wolf packs that will actually follow adventurer groups deliberately, having learned that scavenging their leftovers makes for easy meals. Most will not attack a well-organized group, but they will take advantage of stragglers, loners, or the injured.
For reasons still not understood, otherwise normal wolves in the Blackmoor wilderness have a distinct incidence of magical mutation. Estimates are that half or more wolf packs are either led by a mutated individual, or contain several such types amongst their numbers. Interestingly, when there are several magical wolves in a pack, they always seem to have the same ability. Wolves have been encountered which breathe fire, turn shadowy or invisible, blink or displace, or give off a shock when struck with a weapon. Howl effects are frequently reported as well, causing fear, weakness, even sonic damage at close ranges.
Wolves are smart, they are persistent, they are tough, and they work together -- a good combination for wilderness survival. While an individual wolf is probably a class 3 encounter, and 4 if magical, a wolf pack is a much more dangerous entity, a whole much greater than the sum of its parts. Even highly capable adventurers are advised to use caution when a pack is nearby.
Giant snakes are a common encounter in any of Blackmoor's wilderness areas, except perhaps high mountain snowfields. Although there are a number of different species, they can be groups into two general categories: constrictors, and poison-users.
Constrictors are, for the most part, pretty much identical regardless of color or appearance. They can get to anywhere between 16 and 20 feet long, and are big enough to swallow a human, although they prefer smaller prey. They tend to be slow-moving (except when they strike), and hunt by ambush; they are not hard to avoid if you see one before stepping on it. Depending on size, the Guild rates most constrictors as a class 3 or 4 encounter.
Blackmoor's poisonous snakes are distinctly more dangerous, and not merely because they are poisonous. All these species are also hunters, meaning they aggressively seek potential prey, and have the temperament to strike first and ask questions later.
Vipers tend to be moderately sized, perhaps 15 to 18 feet in total length, nearly as long as the constrictors but with much less body mass. This allows them to move much faster, and to strike as far as 6 to 8 feet from a coiled position. While the Blackmoor Rattler will give warning before it strikes, the equally common Green Pit Viper will not. Both have powerful and potentially lethal poisons. More dangerous is the Red Viper; not only is its venom particularly toxic, but it can spit a substantial jet of the stuff up to 15 feet or more. All should be considered class 4 to 5 encounters at minimum.
Giant Cobras are the top end of the snake scale. The can reach lengths of 30 feet and more, with bodies as much as 16 to 18 inches in diameter. This size makes them particularly dangerous because they can swallow very large creatures, and a human is easily a dinner-sized target. The Giant Brown Cobra (pictured here) uses a powerful paralytic poison that shuts down the voluntary muscles but leaves the victim alive, to be slowly swallowed. Its red-colored cousin uses a highly toxic poison which, even if not immediately lethal, causes massive tissue damage and debilitating pain. Giant Cobras of all types are also notorious for being aggressive and ill-tempered.
Constrictor snakes are, by and large, relatively quiet by day and hunt more actively at night. Vipers and Cobras are well known to be active at all hours and dangerous at all times.
The Blackmoor Lion can be found throughtout the Goblin Hills and Frostcrag Forest areas. They are usually found in small prides of a half-dozen or less, and often just a single mated pair is encountered.
Although the Blackmoor Lion is a “conventional” beast, it should not be underestimated. Lions are excellent stalkers, at ease in day or night, and skilled in using cover to approach their prey. They are smart predators who like easy kills, and they won’t attack well-armed groups of adventurers (the exception comes if cubs are involved, when the phrase "fight like lions" is suddenly explained). But catch a human alone and off his/her guard, and opportunistic lions won’t hesitate.
The Adventurer’s Guild rates Lions as a class 5 encounter.
Bears in the Blackmoor wilderness can be extremely dangerous, as large males in particular tend to be very aggressive in defense of their territory, and females will attack anything that approaches their den or their cubs. Bears frequently give warnings before attacking, giving an opportunity for retreat or avoidance. These warnings should be heeded, for once engaged, bears tend to enter a combat frenzy which only ends with their own death or their opponent’s. In such a state, even when “killed”, a bear will fight on for 1 – 4 rounds from pure adrenalin, regardless of further damage.
Bears attack with both teeth and claw. Their bite can break bones, and their strength can compare favorably to an ogre. Their extreme strength and body mass gives unstoppable momentum to a charge, and although not particularly fast over distance, a bear can “pounce” with amazing speed over a short distance. Large animals are incredibly tough, and their naturally thick fur and dense muscle tissues further make it difficult for blunt weapons to hurt them; we estimate that such weapons do half damage to these animals.
Even without their frenzy state, bears should be taken very seriously, and considered at least class 5 - 6 encounters, depending on size.
One of the most dangerous predators in the Blackmoor wilderness, the Blackmoor sabre-tooth deserves every bit of respect an adventurer can give it. They are patient and clever hunters that like to stike from ambush; they can cover 30 yards in a pounce faster than a trained warrior can draw his or her sword. They are big cats, and males in the prime of life are exceptionally powerful creatures who can weigh 700 or more pounds and easily drag (even carry) a human in its jaws.
A tiger normally strikes with an initial pounce that will knock down and stun a target caught by surprise, then delivers a lethal bite with 6- to 8-inch incisors to the neck of the helpless prey. If the creature still struggles, a tiger can inflict tremendous damage with their powerful claws. If there is one “good” thing about tigers, it’s that they don’t fight with the suicidal craze board or bears. Tigers are tough beasts to kill, but wounded tigers tend to retreat rather than fight to the death.
The Blackmoor Sabre-tooth is most often encountered in the area of the Razorback Mountains, and all the forested areas to the west. They are usually solo hunters, but it is possible to encounter a mated pair near a den (a situation which is exceptionally dangerous). A tiger is considered a class 6 encounter due to the extreme danger a surprise attack can pose.
The Giant Centipede is no bug but a true giant, reaching a lengths of 20 feet or more. They have powerful mandibles up to three feet long that can seize prey, and their size and mass allow them to take on virtually anything in the forest, including unwary adventurers.
Giant Centipedes are found throughout Blackmoor’s wilderness areas and cave environments. They are always active and always on the hunt, and although normally carrion feeders, they will attack anything deemed edible without hesitation. They can move through, along, or over virtually any kind of terrain without hindrance, and climb vertical surfaces. Although they tend to avoid large bodies of water, they are capable of moving underwater along stream or lakebeds, and can stay underwater for many minutes. Although they are not particularly fast in flat, open terrain, their ability to traverse surfaces means they become effectively faster the more difficult the terrain gets, allowing them to catch prey that might otherwise avoid them in such conditions.
Centipedes are exceptionally dangerous encounters. The large mandibles are for holding prey, not eating, but they strike like sword blows and can hold a target with near human-maximum strength. They have a stinging tail which delivers a powerful paralytic poison, strong enough to render even large forest predators helpless in as little as 20 to 30 seconds. Without magical neutralization, most creatures (including adventurers) won’t withstand it. Most full-size versions appear to have enough poison to strike at least two or three times, and perhaps more. Frequently, they will bite and hold a victim in order to sting with the tail, then release a victim to let the poison work. Once the prey is paralyzed, the centipede can then return to consume its meal.
The Guild rates Giant Centipedes as a level 6 encounter, and are every bit as dangerous as tigers or crocodiles.
The Blackmoor river crocodile is one of the apex predators in the Blackmoor wilderness, and can be a lethal encounter even for highly experienced and well-prepared individuals. Crocodiles are usually found in or near water, and are particularly dangerous as ambush hunters. Normally slow-moving creatures, they are stunningly mobile over short distances; when a crocodile attacks, things happen very quickly.
The crocodile’s size and mass enable it to tackle almost anything in the wilderness that stumbles into its vicinity. The closer to water the croc is, the more dangerous it is to encounter. Their jaws have tremendous closing strength, and once locked on to a victim, cannot be pulled apart by anything less than giant-class strength. Once it bites, a crocodile will try to drag a victim to water, where they will be pulled under the surface and subjected to a "roll" attack which is almost 100% lethal. If the attack can't be stopped before the croc reaches water, it's game over. For this reason, we rank them as a level 7 encounter.
Crocodiles are extremely tough and take a tremendous amount of damage to kill; in addition, their heavy leathery skin (prized for the high quality leather it produces) is unusually tough and particularly resistant to crushing or smashing attacks. They don't like fire, and are sensitive to cold, becoming slow and sluggish when the temperature drops below 50 degrees. They hibernate in underground dens during the winter, and are only active when the weather warms.
Crocodile-leather dress boots have been a Blackmoor fashion statement for some time.
The Cave Bear is a rare but exceptionally powerful and dangerous creature, and without argument the most dangerous individual animal in the Blackmoor wilderness. The speed and ferocity of their attacks are unmatched by anything in the wilderness. They stand easily 15 to 16 feet on their hind legs and can weigh three-quarters of a ton. Six-inch claws are driven by muscles strong enough to rip the breastplate off a warrior's body, and its jaws are strong enough to crush armor-clad limbs even if the teeth don't penetrate. Like all bears, they will go into a berserk frenzy when sufficiently injured, increasing their attack speed and frequency even further, and they almost always fight to the death. Unlike other bears, the Cave Bear is known to attack unprovoked and without warning, adding one more element of danger to its resume.
Cave bears can be encountered in caves, of course, but equally in the wilderness at large, at any time of the year except winter. The Guild recommends avoiding them, and gives them a level 8 danger ranking, a grade many feel is too low.
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