LISTED HERE: Stirge, Cockatrice, Gelatinous Cube, Bramblings, Giant Spider, Plague Rat, Harpy, Basilisk, Tree Sprite, Hell Hound, Goblin Wolf, Unicorn
PAGE TWO: Worg Wolf, Magical Flora, Golem, Giant Scorpion, Shambler, Werewolf, Owlbear, Griffon, Cerberus Wolf, Yeti, Ankheg, Manticore, Swamp Horror, Drider
PAGE THREE: Wyvern, Chimera, Sphinx, Lesser Medusa, Troll, Hydra, Treant, Ice Worm, Oriental Dragon, Purple Worm, Dragon Turtle, Beholder, Dragon
A stirge is a small flying creature. It has a lizard-like body with six legs, batlike wings, and a sharp proboscis not unlike a bird’s beak. Stirges are blood-drinkers who will attack any warm-blooded creature they detect. A single stirge is not a problem, a flight of twenty is a serious danger to anyone.
A stirge will attempt to grab a tight hold of a potential victim with its small clawed feet, then bite. It will typically attempt to suck blood from the victim for 1 – 3 rounds, then will be satiated and fly away. A “full” stirge will usually fly back to its nest where it will then sleep for up to 24 hours, then awaken, hungry again.
Stirges are weak creatures and easily killed, and are rated as a class 0 encounter. They are, however, somewhat more problematic, for when a stirge bites, small hooks in its beak project into the victim’s flesh to hold it steady. It isn’t hard to grap a feeding stirge and tear it loose, but one ends up with a wound about as bad as the stirge feeding in the first place.
Stirges will avoid smoke and fire, but will relentlessly pursue potential prey. They are fast flyers, perhaps one-third again as fast as a running human.
A cockatrice is a bird-like creature which primarily feeds on worms, grubs, small lizards, and the like. They have bright plumage, usually reds, yellows, and orange, all of which serve to warn away other creatures. They are not large, being about the size of a large goose or turkey. Although they do have wings and can fly, they tend to be ground-dwelling creatures, and are frequently encountered in small feeding flocks. Cockatrice will avoid dangerous encounters, but males will defend females or young if they feel threatened. They are relatively harmless save for the fact that the touch of a cockatrice feather turns flesh to stone, regardless of whether the cockatrice or the victim does the "touching". They are immune to petrification themselves.
Cockatrice thrive in the wilderness, as their petrification ability means most predators give them a wide berth. Their feathers are prized by inscriptionists of all types for use as ink pens. Cockatrice eggs are also highly valuable, but dangerous, as a cockatrice’s petrification ability functions from the moment the creatures hatch.
A gelatinous cube is a scavenger occasionally found in deep dungeons and underground places. Made up of slime and protoplasm, they are naturally transparent and nearly invisible except under strong light. They can dissolve and digest almost any kind of organic material, but do no damage to inorganic material, such as stone or metals. A cube will frequently contain a number of inorganic items within its body which it has picked up from victims.
Gelatinous cubes move slowly, scouring the floor, walls, and occasionally ceiling of cave passages and dungeon corridors. While they do not specifically hunt living creatures, they will not hesitate to attempt to absorb any that they come across. The cube secretes an aestheticizing slime which can paralyze the voluntary muscle system, leaving the victim helpless as the cube slowly surrounds and gradually digests them.
Gelatinous cubes have no intellect, and are not affected by mind-controlling or influencing spells. They do not like fire, they are slowed but not damaged by cold, and are immune to electrical attacks, hold and paralysis attacks, or sleep spells.
Bramblings are small, plant-based creatures found in forests and swampy areas. They are malevolent spirits, not particularly powerful but filled with malice against creatures they regard as unnatural to their natural area. This in itself is somewhat ironic, as they are not really "natural" creatures themselves; they are only found in natural areas heavily saturated with magic.
Bramblings are often called "gremlins of the woods", and the analogy is apt. Because they are small and relatively weak creatures, they do not seek direct confrontations, but will harass and annoy intruders in any way they can. They can be particularly problematic around campsites, making sleep difficult and distracting guards. They will also steal anything they can carry away. Dealing with them is difficult, as their resemblance to natural plants makes them perfectly camouflaged when immobile. Detect Magic will, however, reveal their presence.
Giant spiders come in dozens of species world-wide; in the Blackmoor area, at least ten have been identified. Those in Blackmoor vary from class 3 to class 5 encounters. All are poisonous, of course; otherwise, different species have different characteristics, some magical. The Blackmoor Earth Spider radiates a magical aura destabilizing the ground around it. Phase Spiders can shift in and out of the Ethereal Plane. The Black Spider is a “trap door” ambush hunter. Blink Spiders have an ability to magically displace themselves to avoid attack. The Six-Eye Spider is a web builder whose silk has a magical slowing effect.
Plague Rats are horribly mutated gigantic rodents the size of small ponies. Their bodies are covered in disgusting sores and blisters, which constantly ooze pus and infectious fluids. These generate a disgusting smell which, at close range, induces nausea and choking. Worse, when struck by weapons, the abcesses and lesions will burst and spray infectious fluids on those nearby. Smashing weapons in particular cause extensive splattering, cutting weapons limit the spray to a reduced area, and thrusting/piercing weapons cause the least.
Plague Rats are dangerous creatures that will generally attack any living creatures; they do not appear to be afraid of anything but they will absolutely avoid fire. They have sharp incisor teeth which can deliver a nasty bite, and as one might expect, a bite that comes with a free dose of saliva as toxic as their body fluids. Regardless of how it is secreted, all the Plague Rat’s bodily fluids cause an acid-like reaction with normal flesh and a disease-inducing effect if released into the bloodstream. The latter can only be treated with Cure Disease.
Plague Rats are rated as a class 2or 3 encounter, depending on their size, but in truth they should be considered a class or two more dangerous simply because they tend to be encountered in groups, where the collateral hazards of killing them in melee are as dangerous as the creatures themselves. Plague Rats should always be killed at range if at all possible.
Harpies are winged female humanoids, magical creatures of evil disposition and believed indirectly related to devils. Harpies are powerful fliers, and are capable of grabbing and carrying heavy objects, including humans. They can fly as fast as a horse can run, perhaps faster. In combat, they attack with taloned hands in a rapid offensive frenzy, their magical nature gives them both speed and strength. They will frequently buffet an opponent with their wings, and a solid blow can knock a victim over. Many harpies also have a corrosive spit which has an acid-like effect on both armor and flesh.
Basilisks come in many species, most of which vary primarily by habitat, coloration, and relative toughness, but otherwise are essential identical in their nature and capabilities. Basilisks generally look like large monitor lizards, 12 to 15 feet long with tail, in a variety of colors but always immediately distinguishable by their eight legs. Despite the many appendages, they are generally slow-moving creatures, and usually non-aggressive, feeding primarily on carrion.
Basilisks are, however, highly dangerous, as its gaze, if met directly, will turn creatures to stone. In most species (and particularly those in the Blackmoor area), this appears to function only when the creature feels threatened; however, in such cases, it operates at substantial distance (60 to 80 yards?). A basilisk's gaze (and its awareness) is known to extend into both the astral and ethereal realms as well, being lethal in the former and creating ethereal stone in the latter. It is also worth noting that in any realm, the gaze effect can be reflected, and if reflected back upon the creature itself, will petrify the basilisk.
Pictured here is the Red Basilisk, common to all forested areas around Blackmoor.
Tree Sprites are often thought to be baby Treants, but although they are probably related, they are definitely not the same creature. Tree Sprites are small creatures, usually about 4 to 5 feet tall at most, and they look like woody shrubs or small plants that have lost their leaves.
Although Tree Sprites look like little Ents, they certainly do not behave as such; they are volatile and highly dangerous. Tree Sprites appear to be primarily carrion feeders who consume a variety of forest debris, both vegetable and animal. They are, however, very capable of taking down live prey as well, particularly wounded or crippled creatures. A feeding Tree Sprite appears to grow “roots” out of its limbs which enter the food item in question and slowly drain it of nutrients. In this form, they are passive unless disturbed, and can easily be mistaken for natural growth.
The skin of a Tree Sprites is thick and heavy, like bark, and their bodies are a tough as wood. They can be damaged with normal weapons, but blunt and piercing weapons do almost no damage to them at all. Much like their bigger brethren the Treants, an axe is far and away the most effective weapon against these creatures. They do not like fire, but they do not burn readily. Cold attacks appear to slow them, as the spell.
Tree Sprites are particularly dangerous in numbers. An individual Tree Sprite can be reasonably handled by any 4th or 5th level adventurer, but when 6 or 8 of them show up, they can become a substantial problem. Because an immobile Sprite is essentially indistinguishable from its natural surroundings, they almost inevitably attack with surprise. A human who gets knocked over can be quickly swarmed by 3 or 4 of these creatures, and can literally be torn to pieces in a matter of moments if not assisted quickly.
Traditionally, Hell Hounds have been considered extra-planar creatures, as research makes it clear they are originally from the lower planes. However, since it turns out these creatures can successfully breed with natural dogs and wolves, they have become semi-natural to the Prime Material plane, and are included here as legendary creatures.
Hell Hounds resemble large dogs or wolves (depending on what they have bred with), but their glowing eyes and skin (under their fur) gives them away. They are highly aggressive and dangerous as either individuals or in packs. Their powerful jaws are capable of delivering a severe bite, and they can breathe fire up to about 15 feet distant. Hell hounds have exceptional senses, both sight and hearing, and are thus almost impossible to surprise. They are further sensitive to invisible, camouflaged, ethereal, or out-of-phase creatures.
Goblin wolves are believed to have originally evolved from the experiments of evil wizards, but have become a naturally breeding creature over time. They are known to exist in wild packs, but are also found in orc and goblin colonies, existing in a semi-domesticated symbiosis. There are also reports of individual animals in an alpha role with otherwise normal wolf packs, but this appears rare.
Relatively little is known of these creatures.
Unicorns dwell only in temperate woodlands, in wild and uninhabited areas. In Blackmoor, these creatures are unknown, but we include them in out survey simply for their iconic value.
Unicorns in the wild will usually avoid confrontations, but are capable of fiercely defending themselves if necessary. They can strike with their forehooves like any horse, and their horn can damage creatures that require magic weapons to be hit. Unicorn are almost impossible to surprise in the wild, and their ability to move quietly makes them likely to surprise opponents. They cannot be charmed, or held by magic, and are not affected by poisons, gas effects, or death magic. Once per day, a unicorn can dimension door to a spot it can see within roughly 100 yards.
Unicorns can consent to become mounts, but they cannot be forced. If they do, they are among the most loyal and courageous mounts an individual can possess.
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