Conan RPG - Bestiary of the Hyborian Age

Download Conan RPG - Bestiary of the Hyborian Age

Post on 13-Apr-2015

466 views

Category:

Documents

9 download

Embed Size (px)

TRANSCRIPT

<p>Bestiary of the Hyborian Age</p> <p>Credits and ContentsAuthorBryan Steele</p> <p>PlaytestersTina Cook, Jason Ellis, Robert Poulin</p> <p>Additional TextLaszlo Cook</p> <p>Special ThanksFredrik Malmberg and Joakim Zetterberg at Conan Properties</p> <p>EditorChris Longhurst</p> <p>Cover ArtChris Quilliams</p> <p>Creator of Conan and HyboriaRobert E. Howard</p> <p>Credits and Contents Introduction Monsters Animals Beastmasters Under the Skin Index Licence</p> <p>1 2 6 128 159 163 172 174</p> <p>Interior ArtistsRobin Bowles, Jim Brady, Lonny Chant, Robin Everett-McGuirl, Nathan Furman, Ryan Horvath, Germn Ponce, Chad Sergesketter Bestiary of the Hyborian Age is 2008 Conan Properties International LLC. CONAN, CONAN THE BARBARIAN, HYBORIA and related logos, names, characters, and distinctive likenesses thereof, are trademarks or registered trademarks of Conan Properties International LLC unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorised User. Bestiary of the Hyborian Age is released under version 1.0 of the Open Game License. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. See page 174 for the text of this licence. With the exception of the character creation rules detailing the mechanics of assigning dice roll results to abilities and the advancement of character levels, all game mechanics and statistics (including the game mechanics of all feats, skills, classes, creatures spells and the combat chapter) are declared open content. First printing 2008. Printed in the UK.</p> <p>1</p> <p>Introduction</p> <p>IntroductionThe world of Robert E. Howards Conan was rife with savage beasts and craven men that made readers shiver to think of in their minds eye or inwardly cheer when the great Cimmerian hero plunged his sword into them. From wild apes as large as mythic giants to ancient serpentmen lled with the blood of very real dragons, the stories of Hyboria showed us a primal world that thrilled and terried all at once. With this tome in their hands, Games Masters can hope to ll their Conan campaigns with the same horric creatures and visceral challenges that the characters in the stories and novels had to overcome and many more. Finally, the book is nished off with a look at the rules that underlie all the creatures presented here and a detailed description of how to create unique creatures through adding Hit Dice and character levels.</p> <p>Creature EntriesWith the update to a second edition of the Conan Roleplaying game, we have decided to streamline the way creatures and encounters are presented to our readers. A new look to our creature entries makes them easier to utilise quickly, but also gives our readers the ability to use these monsters elsewhere, even perhaps in other similar roleplaying games. What each piece of a creature entry means is detailed in the list below.</p> <p>How to Use This BookMuch like any other collected sourcebook for a roleplaying game, The Hyborian Bestiary is dominated by the vast number of individual creature entries that make up the meat of its contents. From the deft aaryx to the alien yaggite, this book covers dozens upon dozens of different beings, animals and creatures. Some might be useful as pets or companions to Player Characters; others are designed to be the ultimate foes for sword or sorcery alike. There is no corner of Conans world that we did not go to in order to nd these beasts, and Games Masters can rest easy knowing that their adventures no longer always have to revolve around Picts, polar bears or wolves in the night. After the reams of creature entries that make up the body of this book, we decided to give readers and collectors a little treat. With the newly designed beastmaster prestige class, a role caught somewhere between huntsman and trainer, characters can learn to deal with many of the creatures in this book in a way that does not always require a sharp arrow or stiff spear. If a player has ever wanted a pet nordwolf or a trained hyena, the skills and abilities of the beastmaster will be perfect for him.</p> <p>Basic InformationThe rst section of every entry details the identity and introductory information about the creature. Name This is what the creature is generally known as. There could be more denitive labels in the creatures description text, especially in the case of titles or names that would be greatly unknown to the general populace (demons, exotic creatures, etc.). Size This line explains how large (or small) the creature is generally, and what manner of creature it happens to be. The size of a creature determines how physically large it is in comparison to a normal human being. Creatures receive a modier to both their Defence and their attack rolls against other creatures as shown on the table opposite. Just as it is easier for a human warrior to strike a house than another human, and more challenging for him to swat a y, a house-sized Hyborian dragon is easier to hit for human-sized foes and nds it more difcult to retaliate against these smaller antagonists. Type All creatures also have a type perhaps animal, or humanoid, or elemental and some have subtypes as well.</p> <p>2</p> <p>Introduction</p> <p>Sizes and ModifiersBase Defence Modier Colossal Dragon of the Mountain 8 Gargantuan Son of Set 4 Huge Elephant 2 Large Giant-kin, Grey Ape 1 Medium Human +0 Small Badger, Dog +1 Tiny Raven, Housecat +2 Diminutive Rat +4 Fine Insect, Mouse +8 Types and subtypes function as hooks for game rules. For example, when an ability affects any animal it can affect any creature with the animal type. Further details regarding types and subtypes, including some special rules, can be found on page 163. Size Example</p> <p>EnvironmentThis entry section shows what part of Hyboria, in geographical descriptions, the creature can generally be found within. This is their natural environment, if they have one, and Games Masters should check if they have some kind of special benets within this natural surrounding. Organisation This line details the average number of the creatures that should appear in a single encounter. There could be a variable amount, meaning that the Games Master must roll or decide how many appear. There could also be different levels of encounter, from a single random crocodile swimming by to the communal basking dens on the shores of the Styx. Initiative This shows what sort of modier, if any, the creature gets to its Initiative checks in combat. Sensory Traits This line shows any special abilities that might help the creature see or otherwise sense their surroundings. Languages This line shows any languages the creature might understand or speak, if any.</p> <p>Terror of the UnknownMany of the creatures in this book inict the Terror of the Unknown as described as page 376 of Conan the Roleplaying Game. As a general rule of thumb, any creature of the following types (see page 163 for more about types) will provoke a Terror check:* * * * * *</p> <p>Defensive InformationThe next section of every entry details how the creature fares when attacked and how well it can shrug off any damage. Defence The Defence entry gives the Dodge and Parry defences for the creature. Most creatures only have Dodge defences as they are either unskilled or unequipped for parrying. Hit Points, Hit Dice and Damage Reduction (DR) The hit points of a creature are self-explanatory. The number of Hit Dice it has is used to determine the difculty of resisting its various special abilities and also as the basis for advancement (see page 167). The damage reduction of all the creatures presented here is natural DR from their tough hide or supernatural nature. None are wearing armour, although many have the capability to do so (adding to their natural DR normally).</p> <p>Aberration Construct Elemental Ooze Outsider Undead</p> <p>Other creatures may provoke a Terror check if they appear sufciently unusual or frightening to the character an elephant is quite normal to Vendhyans, but an Aquilonian who suddenly nds himself face-to-face with one may be considerably less sanguine. Other good candidates for this are the various magical beasts, any of the larger animals such as the great shark (see page 56), and large gatherings of monstrous humanoids.</p> <p>3</p> <p>Introduction</p> <p>Damage Reduction and Swallowing: Some creatures have the ability to swallow their enemies whole. Such creatures normally have half their usual damage reduction from the inside most creatures have no damage reduction from the inside, but creatures that typically swallow prey whole tend to have very robust digestive systems. Saves This entry line gives the creatures Fortitude, Reex and Will save modiers. Immunities This line describes any forms of damage that the creature is wholly immune to. Further detail can often be found in the creatures detailed write-up. Weaknesses Conversely, this line describes any forms of damage that the creature is specially vulnerable to and what form that vulnerability takes. Once again, more details can usually be found in the creatures detailed write-up</p> <p>most do not then that attack only threatens a critical on a natural 20 and does double damage. If a threat range or multiplier is listed, use that instead. Base Attack This line shows how procient the creature is at making normal attacks, ignoring any modiers from abilities and feats. Grapple This shows the creatures total modier for making a grapple check something that many creatures do in order to better bring other attacks to bear. Sorcery Some demons and creatures can have access to sorcery. Any creature that has the ability to cast spells will have its abilities detailed here. Special Attacks This entry shows whether or not the creature has any special abilities that they can call upon to aid them in combat. For most special attacks, the creatures entry will detail the ability listed and how it works in game mechanics, but many special qualities are commonplace throughout the book and are listed in greater detail in the section starting on page 166.</p> <p>Offensive InformationThis details how well the creature can perform when placed in an attacking situation. All normal combat options should be detailed here. Speed This entry gives the creatures tactical speed. If a creature has an alternate form of movement it will be noted separately, and with a description as to what that movement is. Space / Reach This entry line shows how large the creature is for the purposes of combating it. A creatures space is a square of the indicated length on each size, and its reach is the indicated distance. Some creatures do not have a space or reach entry these creatures have a normal 5 foot space and 5 foot reach. Attacks The attack line assumes a full attack is made. In cases where a creature can only make a single attack, such as when it has made a move action already in the round, only a single attack can be made (usually the rst one listed, with the highest attack bonus). If an attack form has no critical threat range listed and</p> <p>Other InformationThis section explains any interesting game mechanics and useful details about the creature. Abilities This line details the average basic Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma of the creature. These numbers are determined from an average score of 11 or 10, meaning that exceptional and substandard versions of the creature exist on both sides of the given average. Special Qualities This line shows any specic traits or qualities that the creature has that were not detailed elsewhere. As with special attacks, these will either be described in detail in the creatures entry or will be a common quality described in the section starting on page 166. Feats This line shows any feats the creature has access to. Skills This section of the entry gives any skills the creature has. The listed modier already includes any ability or</p> <p>4</p> <p>Introduction</p> <p>Awesome Blow (General feat)Certain creatures of primal power can knock their enemies ying. Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger. Benet: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reex save (DC = damage dealt) or be knocked ying 10 feet in a direction of the attacking creatures choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent may not move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponents move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.</p> <p>Titanic Blow (General feat)</p> <p>Monstrous creatures from a more primal age can deliver truly titanic blows, knocking their enemies well away from the combat. Prerequisites: Str 35, Power Attack, Improved Bull Rush, Awesome Blow, size Huge or larger. Benet: As the Awesome Blow feat except that the creature need no longer subtract 4 from its attack roll when delivering an awesome blow. Furthermore, if the creature hits a corporeal opponent at least two sizes smaller than itself with an awesome blow, its opponent must succeed on a Reex save (DC = damage dealt) or be knocked ying (1d4 + creatures strength bonus) 5-foot squares in a direction of the attacking creatures choice and fall prone. The opponent is dealt an additional 1d6 damage for each 5-foot square he ew. If desired, he may make a Tumble check (DC = additional damage dealt) to change this additional damage from lethal to nonlethal damage, but he will still y the full distance. If an obstacle prevents the completion of the opponents move, the opponent and the obstacle each take the full damage the creature would have taken had he gone the whole distance, and the opponent stops in the space adjacent to the obstacle. He may make a Tumble check as usual to change the damage to nonlethal.</p> <p>miscellaneous modiers but not conditional ones (such as +4 to Hide checks in snowy areas). Creatures can use other skills untrained with their normal ability score modiers. Possessions This section shows any material goods that the average creature of this type might be carrying. For any animal entries that have information listed here, the item is likely hidden nearby in a den or nest. Advancement The entries in this book generally describe the average example of each creature detailed but tougher, stronger and larger specimens can be found. Creatures can be advanced up to a number of Hit Dice as listed in this eld. Some creatures are intelligent enough to have actual character levels instead of commonplace Hit Dice, and a progression of the listed character class will take</p> <p>the place of any additional Hit Dice. To make a tougher or more experienced version of these creatures, simply add levels...</p>