Friday, 2 February 2018

Animal Spirits

An entry from a random encounter table from my current work in progress, which is getting closer to completion:

Animal Spirit

An animal demigod, ruler of all of its kind who live in the region; a powerful elemental of nature who embodies the perfect specimen of its race and is imbued with the magic of the forest. Roll 1d6 to determine its type:

1 – Wolf. An impossibly large wolf with black and white fur, accompanied by a pack of seven followers. They appear out of the trees like ghosts, heralded by their howls.
HD 6, AC 16, AB +7, Attacks 1 (bite, 1d6+2), Move 180
Always acts first as though winning a surprise round despite forewarning of howls.
Can cast following spells: Bless, Heroism, Remove/Bestow Curse, Darkness, Haste/Slow, Invisibility 10’ Radius
Companions: HD 2+2, AB +4, Attacks 1 (bite, 1d6+1), Move 180

2 – Crane. White like the snow, with a crown of red feathers, the crane spirit comes shrouded in mist with a flock of a dozen ethereal companions who drain the life force of his enemies.
HD 4, AB +6, Attacks 2 (peck 1d4, buffest 1d3), Move 90 (Fly 240)
Can cast following spells: Darkness, Magic Aura, Sleep, Change Self, ESP, Ray of Enfeeblement, Stinking Cloud, Wall of Fog, Gaseous Form, Hold Person
Companions: HD 1+1, AB +3, Attacks* (XP drain), Move 90 (Fly 240)

3 – Boar. An instantiation of brute aggression: hard muscles, yellow tusks and eyes which smoulder like hot coals. He is accompanied everywhere by his harem of six females and their dozen non-combatant young.
HD 6, AB +7, Attacks 1 (gore 1d6+6, doubled on charge), Move 150
Companion females: HD 3, AB +5, Attacks 1 (gore 1d6, doubled on charge), Move 150

4 – Tanuki. The famous trickster of the mountains who delights in tormenting and befuddling the humans who enter his realm. He is rarely seen or directly encountered, but sometimes he can he heard drumming his own belly with his forepaws under the light of a full moon.
HD 5, AB +5, Attacks 1 (bite 1d4), Move 180
Can summon an encounter at will; if the Tanuki Spirit activates this power, roll another random encounter, which surprises the PCs automatically.
Can cast the following spells: Light/Darkness, Magic Aura, Sleep, Audible Glamer, Change Self, ESP, Invisibility, Forget, Magic Mouth, Phantasmal Force, Wall of Fog, Hold Person, Phantasmal Psychedelia, Suggestion, Confusion, Dimension Door, Growth of Plants, Polymorph Others, Polymorph Self, Shadow Monsters, Chaos, Geas, Mass Suggestion, Veil

5 – Monkey. The malicious, lazy and cowardly lord of the macaques, who enjoys nothing more than to demonstrate his self-proclaimed superiority over lowly humans. He has with him five male underlings and two dozen non-combatant females and young.
HD 5, AB +6, Attacks 1 (bite 1d6+2), Move 180
Can, once per day, strike somebody dumb, blind or deaf (once each) by touch – a condition which lasts for the duration of that day.
Can cast the following spells: Enlarge, Faerie Fire, Shield, Ray of Enfeeblement, Wall of Fog, Hold Person, Suggestion, Minor Creation
Male companions: HD 1+1, AB +3, Attacks 1 (bite 1d6), Move 180

6 – Serow. Ruler of the forest goats, the silent grey-furred denizens of the densest woods.  He prizes solitariness and secrecy above all things and seeks to achieve this through his magic.
HD 5, AB +6, Attacks 1 (gore 1d4+2, double on charge), Move 180
Is accompanied everywhere by a permanent spell of Silence, 30’ radius
Can cast the following spells: Sleep, Force of Forbidment, Forget, Stinking Cloud, Wall of Fog, Web, Hold Person, Gust of Wind, Improved Invisibility, Protection from Normal Missiles, Dimension Door, Minor Globe of Invulnerability, Feeblemind, Veil, Prismatic Spray


Animal spirits can speak with human beings and will respond favourably to supplication or humble requests for access to their lands; the more hostile the reaction dice roll, the more likely this is to be demanded by force. In return for allowing the PCs to remain, the animal spirit will demand a service of some kind. This will be (roll a d4 or choose as appropriate):

1 – Removing the Russian interlopers
2 – Removing the hornet spirit
3 – Removing Zenkō and his servants
4 – Helping achieve vengeance against local hunters (from the nearest village geographically)

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