More Four-Footed Beasts

I had fun with the Scythian wolf last post, so why not take 1658’s The History of Four-Footed Beasts and Serpents out for another spin? Is there any such thing as too many woodcuts by Edward Topsell?

The bear-ape lives in forested mountain regions. Omnivorous and shy, the bear-ape seldom poses a threat to travelers unless provoked. Bear-apes live in close-knit family groups. While the bear-ape is a beast, its intelligence ought not be underestimated. It is a clever beast, able to learn from experience and make use of very simple tools.

Bear-Ape
Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 33 (6d8+4)
Speed 40 ft., climb 30 ft.
Ability Scores STR 16 (+3), DEX 14 (+2), CON 14 (+1), INT 6 (-2), WIS 12 (+1), CHA 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)

Keen Smell. The bear-ape has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear-ape makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

The galeopithicus appears to be a combination of cat and monkey with a long, spiky tail. It is aboreal and nocturnal, and most are quite playful, although what a galeopithicus finds amusing probably irritates or even endangers others. The galeopithicus poses a special danger to creatures relying on metal armor and metal weapons.

Galeopithicus
Small fey, any chaotic

Armor Class 13
Hit Points 18 (4d6+4)
Speed 25 ft., climb 25 ft.
Ability Scores STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 9 (-1), WIS 13 (+1), CHA 10 (+0)

Skills Acrobatics +5, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from non-wooden attacks
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 1/2 (100 XP)

Magic Resistance. The galeopithicus has advantage on saving throws against spells and other magical effects.

There, Not Here. When the galeopithicus takes the Disengage action or succeeds in a Dexterity (Acrobatics) check to escape a grapple, it may magically teleport, along with any equipment it is wearing or carrying, up to 25 feet to an unoccupied space it can see, doing so as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Heat Metal (Recharge 6). If the galeopithicus hits a creature wearing metal armor with its tail, the creature must make a DC 13 Wisdom saving throw or the creature’s metal armor is affected by heat metal. The heat metal effect lasts for 1 minute with need for concentration.

Ichneumon is a fierce predator with a burning hatred for reptilian creatures of all sorts, especially dragons. Fast, cunning, and stealthy despite its size, the ichneumon hunts out reptilian lairs. Its hatred does not blind it to dangers nor lead it to suicidal action. The ichneumon prefers to prey on eggs or wyrmlings whenever possible. Against more formidable creatures, ichneumons hunt in packs. While it might seem that the ichneumon would make a useful ally for adventurers seeking to defeat a dragon, this is not necessarily so. Ichneumon are greedy for treasure, and this in part explains their preference for hunting dragons.

Ichneumon
Large monstrosity, neutral

Armor Class 15
Hit Points 93 (11d10+33)
Speed 50 ft., climb 30 ft.
Ability Scores STR 17 (+3), DEX 21 (+5), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 11 (+0)

Saving Throws Dex +8, Con +6
Skills Perception +5, Stealth +8
Senses darkvision 60 ft., passive Perception 15
Damage Resistances acid, cold, fire, lightning, poison
Condition Immunities frightened, poisoned
Languages Draconic
Challenge 5 (1,800 XP)

Evasion. If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Reptile Slayer. When the ichneumon hits a reptilian creature with a melee weapon attack, that attack deals an additional 10 (1d10+5) damage if the reptilian creature is below its hit point maximum.

Actions

Multiattack. The ichneumon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

January 2nd, 2018  in RPG No Comments »

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