Aerial Monsters

Amphisbaena
Chimera
Dragons
Giant Bat
Giant Bee
Giant Dragonfly
Giant Eagle
Giant Moth
Giant Owl
Giant Vulture
Giant Wasp
Griffin
Hippogriff
Manticore
Pegasus
Roc
Sphinx
Wyvern

Amphisbaena

Amphisbaena, amphisbaina, amphisbene, amphisboena, amphisbona, amphista, amphivena, or anphivena (the last two being feminine), a Greek word, from amphis, meaning "both ways", and bainein, meaning "to go", also called the Mother of Ants, is a mythological, ant-eating serpent with a head at each end. According to Greek mythology, the amphisbaena was spawned from the blood that dripped from the Gorgon Medusa's head as Perseus flew over the Libyan Desert with it in his hand. Cato's army then encountered it along with other serpents on the march. Amphisbaenae fed off of the corpses left behind. This early description of the amphisbaena depicts a venomous, dual-headed snakelike creature. However, Medieval and later drawings often show it with two or more scaled feet, particularly chicken feet, and feathered wings. Some even depict it as a horned, dragon-like creature with a serpent-headed tail and small, round ears, while others have both "necks" of equal size so that it cannot be determined which is the rear head. The amphisbaena makes its home in the desert.

In ancient times, the supposedly dangerous amphisbaena had many uses in the art of folk medicine and other such remedies. It is said that expecting women wearing a live amphisbaena around their necks would have safe pregnancies; however, if one's goal is to cure ailments such as arthritis or the common cold, one should wear only its skin. By eating the meat of the amphisbaena, one could attract many lovers of the opposite sex, and slaying one during the full moon could give power to one who is pure of heart and mind. Lumberjacks suffering from cold weather on the job could nail its carcass or skin to a tree to keep warm, while in the process allowing the tree to fell easier.

Type: Monster

Setting: Desert

Era: Any

Physical Traits: The amphisbaena is a giant serpent with a head at both ends. It travels by grasping one head in the other and rolling like a hoop.

Height: 1 metre

Weight: 180 lbs

Mobility: Coils

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: 2D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 6D8, AC: 3, Thac0: 15

Abilities
Poison Bite;
the fangs of the amphisbaena are so poisonous that anything successfully bitten by it must save vs lethal poison or die instantly. If the save is successful then the victim loses half his hit points instead.

Feeding Habits: Carnivore

Lifespan: 150 years

 

Chimera

In Greek Mythology, the Chimera or Chimaera was one of the offspring of Typhon and Echidna. Descriptions vary, some say it had the body of a goat, the hindquarters of a snake or dragon and the head of a lion, though others say it had heads of both the goat and lion, with a snake for a tail. All descriptions however agree that it breathed fire from one or more of its heads. The Chimera was finally defeated by Bellerophon with the help of Pegasus, the winged horse at the command of King Iobates of Lycia. There are varying descriptions of its death, some say merely that Bellerophon ran it through on his spear, whereas others say that he fitted his spear point with lead that melted when exposed to the Chimera's fiery breath and consequently killed it.

Type: Monster

Setting: Any

Era: Any

Physical Traits: A chimera has the hindquarters of a goat, the forequarters of a lion, and a set of dragon wings. The beast has three heads: a horned goat, a lioness, and a dragon. The dragon head can be black, blue, green, red, or white.

Height: 3 metres

Weight: 500 lbs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/7D6 flight, HPs: 9D8, AC: 6, Thac0: 11

Abilities
1) It can claw with its fore legs, its goat head is armed with two long horns, its lion head has powerful jaws and sharp teeth, and its dragon head is likewise equipped.

2) The dragon head can breathe fire with a breath weapon appropriate to the colour.

Feeding Habits: The monster is an omnivore. The goat head will browse on the toughest plants and shrubs and will derive nutrition from the most barren vegetation while the lion and dragon heads can only be satisfied with flesh. The chimera hunts once every three or four days, using its strength and limited intelligence to gain an advantage over those it preys on. Having a voracious appetite, it sometimes roams over territories as large as twenty square miles.

Lifespan: 500 years

 

Dragons are in their own section.

 

Giant Bat

Bats are common animals in many parts of the world. While ordinary bats are annoying but harmless, larger varieties can be quite deadly.

Type: Monster

Setting: Any

Era: Any

Physical Traits: The body of the giant bat resembles a giant mouse, while the wings are formed from extra skin stretched across its fore limbs. The larger bats are scaled up but otherwise similar in appearance. Despite the common belief that bats are blind, nearly all known species have rather good eyesight. In the dark, however, they do not rely on their visual acuity, but navigate instead by echo-location. By emitting a high-pitched squeal and listening for it to bounce back to them, they can "see" their surroundings by this natural form of sonar.

Height: 5 metres

Weight: 75 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 4D8, AC: 7, Thac0: 17

Abilities
Bats attack only if cornered and left with no other option. If startled, bats tend to become frightened and confused. This causes them to swarm around and often fly into things. The typical bat swarm ends up putting out torches (1% chance per bat encountered per round), confusing spell casting (Wisdom roll required to cast spells), inhibiting combatants’ ability to wield weapons (by a -2 THAC0 penalty), and otherwise getting in the way. Under ideal flying conditions, a bat’s Armour Class rating rises from 8 to 4.

While bats are found almost anywhere, they prefer warm and humid climes. Some species hibernate during the cold season and a few are know to migrate. Bats live in caves, dark buildings, or damp crevices, hanging by their toes during the day, and leaving at dusk to feed during the night. In large, isolated caverns there may be thousands of bats.

Feeding Habits: Giant Bats prefer warm-blooded prey that they bite to death with their fangs.

Lifespan: 40 years

 

Giant Bee

Insects are the heartiest and the most numerous of creatures. Normal insects are found almost everywhere. The giant variety, many of which are listed here, with added brawn and power, make tough opponents.

Type: Monster

Setting: Any

Era: Any

Physical Traits: The giant version of a normal soldier bee.

Height: 1 metre

Weight: 55 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 3D8+1, AC: 5, Thac0: 17

Abilities
Bees use their stinger in combat. The victim must save vs. poison or suffer an additional D4 points of damage. Bees lose their stinger after one use and die in an hour. If encountered at the hive, there will be 20 times the normal number of bees.

Feeding Habits: Omnivore

Lifespan: 20 years

 

Giant Dragonfly

Giant dragonflies, like their smaller counterparts, are swift and deadly aerial hunters. While their smaller cousins are generally beneficial, the giant variety is a dangerous predator that attacks any creature its size or smaller.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Adult giant dragonflies are famous for their brilliant metallic colours; common hues are green, blue, and gold. Striped and spotted individuals have been reported. All adult giant dragonflies have two identical pairs of transparent wings that show dark veins in an sparkling amber membrane. A dragonfly’s six legs are long and delicate, so the insect can at best balance lightly on a tree branch or other perch. The legs are tightly bunched where they join the body, but spread out at angles so the dragonfly can clench them together to form a large basket.

Height: 1 metre

Weight: 65 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Giant dragonflies mate and breed on the wing and near water, where they prefer to hunt. Giant dragonfly eggs hatch in 12-20 days, depending on the temperature. Once hatched, a dragonfly remains in larval form for about a year. In temperate climates, the larvae hibernate through the winter, emerging as adults the next spring.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 8D6, HPs: 7D8, AC: 3, Thac0: 13

Abilities
A giant dragonfly’s four wings enable it to hover and to dart with blinding speed. They gain a -3 bonus to all initiative rolls; if they win initiative, they can dart into melee and zip out of range before their opponents can make return melee attacks. A darting dragonfly also can avoid missile attacks. When a giant dragonfly has initiative, missile attacks directed against it suffer a -4 penalty. Even when the dragonfly loses initiative, missile attacks against it suffer a -2 penalty. When attacking creatures of tiny or small size, a dragonfly scoops its victim into its leg basket and devours it in midair. Once caught in the basket, the creature automatically suffers bite damage each round until completely devoured. When attacking larger creatures, a dragonfly darts in to bite with its mandibles.

Since they tend to attack and devour anything they see, giant dragonflies do not form organized groups. Nevertheless, several of them hunting in the same general area may attempt massed attacks against less agile opponents. After such a gang attack, however, any crippled dragonflies are likely to become the next victims.

However, they are strong fliers and often are encountered over dry land, miles from water. Generally, they prey on other flying giant insects, but they take warm-blooded prey when they can get it. Giant dragonflies cannot tolerate freezing temperatures, but they are found in nearly every non-polar climate except deserts. In tropical areas, giant dragonflies tend to be even bigger.

Feeding Habits: Omnivore

Lifespan: 40 years

 

Giant Eagle

Eagles are majestic birds of prey, rarely used for hunting, but often sought after for their beauty and legendary courage.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Eagles are large birds, usually standing around 6 metres tall. with distinctive feathering on their legs. Their wing span is an impressive six to seven feet. Eagles are usually brown in colour, ranging from the blackish brown of the golden eagle to the dark brown of the bald eagle. They always sport a set of razor-sharp talons and a beak, equally as sharp and turned down abruptly at its point. The eagle’s cry is high and shrill.

Height: 6 metres

Weight: 375 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Giant eagles build their nests only in high mountain passes, where they have room to fly undisturbed. They are far more social than wild eagles, and up to 20 have been discovered nesting in the same area. One nest will be found for each pair of giant eagles. There is a 50% chance that D4 eggs are present in a nest, or a 25% chance of 1d4 young. If there are young or eggs in the nest, the giant eagle will attack any creature within 50’ of the nest. Eagles are always suspicious of any creature coming near a nest, whether eaglets are present or not, as this is where their treasure is to be found.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 2D6, MR: D6/flight 8D6, HPs: 4D8, AC: 7, Thac0: 17

Abilities
An eagle uses its claws and beak for combat, each of which inflicts 1-2 points of damage. An eagle typically attacks from great heights, folding back its wings and letting gravity hurtle it toward its prey. If an eagle dives for more than 100’, its diving speed is double its normal flying speed and the eagle is restricted to attacking with only its two sets of claws. However, these high-speed attacks gain a +2 bonus to the attack roll and score double damage. However, if a giant eagle dives more than 15 metres, it adds +4 to its attack roll and doubles its normal claw attack damage of D6/D6. Giant eagles have their own language, but they also communicate through a form of limited telepathy. Giant eagles also have exceptional eyesight and cannot be surprised except at night or in their lair, and then only 10% of the time.

High rocky cliffs and tall, broad trees are the favourite nesting spots for eagles. Once an eagle builds a nest, it will keep that home, adding it with each passing season, until the nest is destroyed or the eagle dies. There is always a 50% chance that D4 eggs are present in a nest. If eggs are not present, there is a 20% chance that D4 young eagles are present instead. There is always a 10% chance that the eagle is storing some small, shiny objects in the nest (like gold coins or gems). Eagles are usually encountered alone or in pairs. Eagles mate for life and, since they nest in one spot each year, it is easy to identify places where eagles are normally present. On occasion, in an area of especially rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair. This fertile area can support more than one nest, so more eagles move into the area. This occurs only 5% of the time, however.

Eagles are not easy to train for hunting purposes (only 25% chance of success). Nevertheless, a thriving market for eaglets and eagle eggs. Eagle feathers and other eagle tokens are also valued highly by many adventurers, as they wrongly believe the eagle’s courage to be transferred to them by possession of such items.

Feeding Habits: Eagles are carnivores and generally hunt rodents, fish, and other small animals. Eagles have also been known to feed on the carrion of recently killed creatures, as well. Unless exceptionally hungry, an eagle will never attack a human or demihuman, though small creatures like brownies have to be wary of a hunting eagle mistaking them for rabbits.

Lifespan: 250 years

 

Giant Moth

These huge moths are native to the Underground. 

Type: Monster

Setting: Any subterranean

Era: Any

Physical Traits: Their bodies and wings are covered with shimmering, geometric patterns of black and silver. They have large, fern-like black antennae tipped with white and eight legs each ending in a pearly claw.

Height: 1 metre

Weight: 75 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: See below

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 4D8, AC: 1, Thac0: 17

Abilities
A Moths's shimmering markings make it a difficult target. Any creature viewing the moth squarely from above or below must successfully save vs. spells or be confused, as the 4th-level mage spell, for D4+4 rounds. The markings also provide excellent camouflage, and the moth is 50% undetectable in darkness, twilight, or moonlight. When attacking in darkness or near darkness, a moth receives a -2 bonus to its surprise roll. Moths normally swoop to the attack. This gives them a + 2 attack bonus and allows them to seize and carry away victims less than 3 feet tall and that weigh less than 61 pounds. Such victims are securely held in the moth’s eight claws while the moth attacks each round with a +4 attack bonus and a +2 bonus to damage. When fighting creatures too large to carry away, the moth hovers, biting and flailing with its two front claws. During the second and each successive round of combat, the moth emits a potent pheromone that can attract other giant moths and can cause weakness in any non-insect. The weakness effect has a 8 metre radius and exposed creatures must successfully save vs. poison or lose 1 point of Strength each round they remain in the area of effect. Creatures who are successful with their initial save need not save again if exposure continues. Multiple moths do not require multiple saves. Lost Strength points are recovered at the rate of 1 per turn, beginning D4 hours after exposure stops. Creatures reduced to 0 Strength lose consciousness until they regain at least 1 point of Strength. There is a 20% chance each round that an additional D4 moths will arrive at the end of any round when one or more moths are emitting this strong scent. If they do arrive, they will join in combating any opponents.

Feeding Habits: Omnivore

Lifespan: Moths live only 4-9 (D6+3) weeks. During this time they search for mates and eat voraciously. Egg-laden females (½ chance) use corpses of small sized or larger creatures as incubators for their eggs. The eggs hatch in 12 days, sprouting D6+4 small tenebrous worms. The corpse cannot be resurrected unless the infestation is removed with a cure disease spell first. Unless killed, the young worms completely devour the body when they emerge.

 

Giant Owl

Owls are a family of nocturnal birds of prey. There are many different species and varieties are found in every clime but owls are most common in temperate and subarctic climates. Owls are predators that hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). Some cultures view owls as symbols of wisdom; others as symbols of imminent death.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Most owls are noted for their heart-shaped faces and huge eyes (also notable for a nictitating membrane or inner eyelid). Some owls have swept-back ears that look like horns. Their cries range from gentle hoots to ear-piercing screeches. Most owls are noted for their heart-shaped faces and huge eyes (also notable for a nictitating membrane or inner eyelid). Some owls have swept-back ears that look like horns. Their cries range from gentle hoots to ear-piercing screeches.

Height: 6 metres

Weight: 175 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 4D8, AC: 6, Thac0: 17

Abilities
Giant owls have their own language. They appear as giant versions of large owl species, with a larger proportionate wingspan. These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. Like ordinary owls, they attack with their talons and beak. They are too large to gain swoop bonuses but can fly in nearly perfect silence; others are -6 on their surprise roll. Giant owls are intelligent and may be friendly toward humans, though they are naturally suspicious. If encountered in their lair, there is a 20% chance there will be 1-3 eggs (25%) or 1-3 hatchlings (75%) 20-70% grown. The parents will fight anything that threatens their young.

Owls have double normal ultravision, quadruple normal hearing, and fly in total silence, so they will surprise their prey more often; others are -6 on their surprise roll. Owls cannot be surprised during hours of dusk and darkness (sunset to sunrise). During daylight hours, their eyesight is worse than that of a human, so owls can be surprised more easliy; they are -3 on their surprise roll if discovered in their daylight resting place. Owls attack with their sharp talons and hooked beak. If they swoop from a height of 50 feet or greater, each attack is +2 and inflicts double damage, but no beak attack is possible.

Owls live in virtually every part of the world. Owls either live in solitude or in pairs. They can be domesticated somewhat if taken young, but cannot be trained to hunt.

Feeding Habits: Owls prey on rodents, toads, frogs, insects, and daylight birds. No creatures are known to prey on owls other than monsters such as wyverns that will attack most flying creatures.Owls prey on rodents, toads, frogs, insects, and daylight birds. No creatures are known to prey on owls other than monsters such as wyverns that will attack most flying creatures.

Lifespan: 90 years

 

Giant Vulture

Vultures are scavengers that search the skies for injured or dead creatures to feed upon.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Greasy blue-black feathers cover the torso and wings; its pink head is bald.Greasy blue-black feathers cover the torso and wings; its pink head is bald.

Height: 2 metres

Weight: 275 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 2D8+2, AC: 7, Thac0: 19

Abilities
Vultures are cowards, and will wait until an intended meal stops moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach but maintain their deathwatch. Creatures that are unconscious, dead, or magically sleeping or held are potential meals. If the surviving combatants are further than 6 metres from the fallen creatures, the vultures alight and begin feeding. Because of their diet, vultures kin have developed a natural resistance to disease and organic toxins.

Domesticated giant vultures can be trained to associate specific species (i.e., as humanoids) with food, hence the birds concentrate on locating those creatures.

Feeding Habits: Omnivore

Lifespan: 70 years

 

Giant Wasp

Giant mason wasps are enlarged versions of the normal variety.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Its hard exoskeleton is a lustrous, jet black, but its front mandibles and mouth glow cherry red with heat. In addition, the abdomen is tipped with a retractable stinger.

Height: 1 metre

Weight: 65 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Once a month, the female will seek a male and mate. The pair then hunt for a large animal or evil monster, paralyze it with their poison, and carry it back to the female’s den. The female then lays 1-3 eggs on the victim and seals the entrance to the den. Upon hatching, the larvae consume the host, and fly away to establish their own hunting grounds and dens.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: D6/flight 6D6, HPs: 4D8, AC: 4, Thac0: 17

Abilities
Giant mason wasps rarely attack humans or demihumans, preying mostly on the animals, reptiles, and evil monsters that roam the plains and deserts. If faced with a single opponent, it will swoop down and grab the victim with its legs. The wasp will then bite with its red-hot mandibles and attempt to impale the victim with its stinger.

The vicious bite of a giant wasp inflicts 2D4 points of damage. Creatures not immune to fire take an additional 2-8 points of damage from the mandibles’ searing heat. The wasp’s sting inflicts D4 points of damage and injects a victim with a powerful and deadly toxin. Those not successfully saving vs. poison lose consciousness in 1-4 rounds and are wracked by a burning fever. Victims must make two system shock rolls: if the first is successful, the victim awakes from the fever after 1-3 days. If the first roll is failed but the second is successful, the victim awakes from the fever after a week, but loses 1 point of constitution permanently. A victim with two failed rolls will die after a week of fever unless they receive the benefit of a cure disease spell in the interim; they still lose 1 point of constitution permanently.

In the wild, giant wasps are solitary creatures. They are however often friendly to humans and demihumans. They make excellent pets and guardians if a common mode of communication can be established. Priests, who can use spells to speak with animals, and rangers who have a natural affinity for animal handling, are among those most frequently encountered with a giant mason wasp as a pet or guardian.

Feeding Habits: Omnivore

Lifespan: 300 years

 

Griffin

The griffin, griffon, or gryphon (Greek: grýphōn, or grýpōn; Latin: gryphus) is a legendary creature with the body of a lion and the head and wings of an eagle. As the lion was traditionally considered the king of the beasts and the eagle was the king of the birds, the Griffin was thought to be an especially powerful and majestic creature. The Griffin was also thought of as king of the creatures. Griffins are known for guarding treasure and priceless possessions. In antiquity it was a symbol of divine power and a guardian of the divine.

Griffons are highly prized as aerial steeds due to their gracefulness and valour. In order for this, a griffon must have a friendly attitude towards the tamer/rider. As they are goodly creatures, the rider must be good or neutral himself. Riding a griffon requires six weeks of training, and an exotic saddle. Sometimes griffon eggs are stolen and they are raised to be mounts from birth, but this is rare, as griffons defend their eggs well.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Griffons have the hindquarters of a lion, and the forequarters of a giant eagle. Large wings come from their backs, and their tail is a mix of fur and feathers.

Height: 3 metres

Weight: 225 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual. Griffins not only mate for life, but also if either partner dies then the other will continue throughout the rest of its life alone, never to search for a new mate.

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/flight 9D6, HPs: 7D8, AC: 3, Thac0: 13

Abilities
Griffins attack by pouncing or diving from above, and then slashing with the claws of their front paws. Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 400 years

 

Hippogrif

A Hippogriff (also spelled Hippogryph and Hippogryphe, Italian: Ippogrifo) is a legendary creature, supposedly the offspring of a Griffin and a mare. The Hippogriff is easier to tame than a Griffin. In the few medieval legends when this fantastic creature makes an appearance it is usually the pet of either a knight or a sorcerer. Hippogriffs are highly prized as aerial steeds. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Hippogriffs are closely related to Griffons. Just as Griffons are the result of crossing an eagle with a lion, Hippogriffs resulted from the crossing of an eagle with a horse. Hippogriffs may have been created as a natural prey for the Griffons. Hippogriffs are also related to Pegasi.

Type: Monster

Setting: They live in temperate to tropical hills, in areas where it is particularly flat and barren, allowing them quick and easy access to the skies.

Era: Any

Physical Traits: They appear as a horse with with wings, an eagle's head, a mane and tail of feathers, and feathered lower legs.

Height: 3 metres

Weight: 235 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/flight 10D6, HPs: 4D8, AC: 5, Thac0: 17

Abilities
Hippogrifs
attack by pouncing or diving from above, and then slashing with the claws of their front paws. Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 400 years

 

Manticore

The manticore (Early Middle Persian Martyaxwar) is a legendary creature similar to the Egyptian sphinx. It has the body of a red lion, a human head with three rows of sharp teeth (like a shark), and a trumpet-like voice. It also has horns, wings, and a tail which is that of either a dragon or a scorpion with a cluster of deadly spikes, which the creature can launch at its foes as weapons. It devours its prey whole. It leaves no clothes, bones, or possessions of the prey behind.

Type: Monster

Setting: Any

Era: Any

Physical Traits: The body of a lion, dragon wings, a somewhat humanoid head, and usually a scorpion tail.

Height: 5 metres

Weight: 245 kgs

Mobility: Legs, with mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/5D6 flight, HPs: 7D8, AC: 4, Thac0: 13

Abilities
A Manticore's long tail has a cluster of 6D6 deadly spikes, which the creature can launch at its foes as weapons. The spikes do D6 each.

Feeding Habits: Omnivore

Lifespan: 225 years

 

Roc

A Roc or Rukh (from the Arabic and Persian Rokh, an abbreviated form of Persian Simurgh) is an enormous legendary bird of prey, often said to be white. Rocs are birds so large that one can carry off an elephant. Rocs are usually solitary, but sometimes found in mated pairs.

Type: Monster

Setting: Any but prefer warm mountainous terrain.

Era: Any

Physical Traits: Feathers

Height: 4 metres

Weight: 150 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 2D6/12D6 flight, HPs: 18D8, AC: 4, Thac0: 5

Feeding Habits: Omnivore

Lifespan: 90 years

 

Sphinx

A sphinx (Greek: Σφίγξ /sphinx, Bœotian: Φίξ /Phix) is a mythical creature with a lion's body and a human head or a cat head. In Greek tradition it has the haunches of a lion, the wings of a great bird, and the face of a woman. She is mythicised as treacherous and merciless. Those who cannot answer her riddle suffer a fate typical in such mythological stories, as they are killed and eaten by this ravenous monster. Unlike the Greek sphinx which was a woman, the Egyptian sphinx is typically shown as a man (an androsphinx). In addition, the Egyptian sphinx was viewed as benevolent in contrast to the malevolent Greek version and was thought of as a guardian often flanking the entrances to temples.

They are both knowledgeable and wise, but prize gems and similar wealth. They will only help humans if they are paid - although they will sometimes accept payment in the form of riddles, poetry, prose, or knowledge. If payment is not made, the sphinx will not hesitate to devour the offender(s).

Type: Monster

Setting: Mainly desert

Era: Any

Physical Traits: Male or female head, lion's body and wings

Height: 3 metres

Weight: 350 kgs

Mobility: Legs and mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6 +3, WIS: 3D6 +3, STR: 4D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6/11D6 flight, HPs: 10D8, AC: 0, Thac0: 10

Abilities
Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 1000 years

 

Wyvern

A wyvern or wivern is a legendary winged reptilian creature with a dragon's head, two legs (sometimes none), and a barbed tail. The wyvern is found in heraldry.

Type: Monster

Setting: Wyverns make their homes in caves in cliffs or mountains overlooking forests, jungles, or even plains or deserts.

Era: Any

Physical Traits: None

Height: 11 metres

Weight: 400 lbs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/9D6 flight, HPs: 8D8, AC: 3, Thac0: 13

Abilities
Despite supposedly being stupid, Wyverns are rather deadly and cunning in combat. They prefer to always be in flight, and take any opportunity to take flight if not doing so already. Upon the ground, Wyverns attack with their teeth (3D6 damage), and with their deadly tail stingers (save vs lethal poison or die +D6 damage). If flying Wyverns can also use their teeth and stingers but prefer to swoop down, and slash at prey with their claws, or even grab them, carry them up into the air, and drop them. Wyverns are careful to be silent when flying, and to keep their shadow unseen. This gives them the benefit of stealth if the foes are unaware of the creature. Wyverns eat the remains of those they kill, and take their valuables if they are treasure-hoarding wyverns.

Feeding Habits: Carnivore

Lifespan: 750 years

 

 

Bestiary