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 ZenkÅ and his servants
4 –
Helping achieve vengeance against local hunters (from the nearest village geographically)
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