Friday, January 27, 2012

The Mischievious Raccoon


Raccoons
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD:  1-3 (d8)
MOVE:  9ft
AC: 11 or by armor type
ATTACKS: 1 (bite 1d6) or by weapon type
SPECIAL: None
SAVES: Physical
INT: Average
ALIGNMENT: Neutral (evil)
TYPE: Animal
TREASURE: 2
XP: 5+1/hp to 20 + 3/hp

These animals are easily identifiable by their facemasks and striped tails. Their body fur can range from a light brown to a dark gray. Raccoons are often seen in the company of foxes. Because of their nimbleness of fingers, they are often hired by foxes for thieving (i.e. lock-picking, pick-pocketing). Like most thieves, they prefer to use short swords and daggers for fighting and leather/studded leather for protection. It is possible for raccoons to reach the fifth level in thievery. They are also hired as thugs or body guards and can be trained as fighters which they can reach up to sixth level. Unless they are exceptionally gifted, most will never reach that level due to the vigilance of law and order.

Red Fox

Fox, Red
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1-2
SIZE: Medium
HD:  2 (d8)
MOVE:  12ft.
AC:  11 (or by armor type)
ATTACKS:  1 bite (1d6) or by weapon type
SPECIAL: None
SAVES: Physical
INT: High
ALIGNMENT: Neutral (evil)
TYPE: Animal
TREASURE: 3
XP:  10+1
To know a fox is to not trust it. Wherever a fox shows up, it doesn’t matter where, they are more than likely trying to scheme or pull a fast one. Although they are typically adventurers, they are drawn to the thieving, fighting, or the shaman lines of work. They can reach up the seventh level in each. They tend
to be rovers and move from town-to-town - not staying long lest they draw the ire of the local constable.
Foxes are known for their red fur and their sly talking. They should be avoided at all costs. To join up with them is to likely end up in jail or at the end of a rope. Most foxes prefer to use either short swords or daggers. Armor is either leather or chainmail. Shamans/clerics will have the necessary items for their station.

A couple of changes...

As with most things in life, there is always the possibility of things changing - which I have done with a couple of critters that were originally posted in the Harvesters adventure (foxes and raccoons) and one that I somehow missed when it was first released (weasel). The weasel has already been posted (Wed. the 25th) and the other two will be done shortly. After looking through all the animals from the Harvesters, I just thought the fox and raccoon were a little under-powered - nothing drastic, but they should be a little stronger than when originally written.

Enjoy and let me know if I missed anything. Why, oh why, did I ever start this??!! :o)

Wednesday, January 25, 2012

Da Weasel

Weasel
Frequency:  Uncommon
NO. ENCOUNTERED:   2 - 8
SIZE:  Small/Medium
HD:  1+1 (d8)
MOVE:  12ft
AC:  14 (or by armor type)
ATTACK:  1 (Bite 1d4) or by weapon type
SPECIAL:   Speed (2 attacks/round) - hand held weapons
SAVES:  Physical
INT:  Low to Average
ALIGNMENT:  Evil
TYPE:  Animal
TREASURE:  1
XP:  7 + 1/hp
These little creatures are sneaky and dangerous. Even for their small size, they can take on and defeat creatures many times their own size. They are small, thin and wiry with small ears and dark beady eyes. They are reddish-brown in the summer that will change to white in the winter. They favorite prey is mice and voles. If they should come upon them at any time, they will try and find a way to kill them for food.
They will mostly be found in the woods and forests, but it is possible to run into them just about anywhere.  Although they have a nasty bite, they prefer to use small weapons (i.e. daggers, short swords, slings). They will use armor if they can get their hands on it. They will often join up with other bands of low-life vermin (i.e. rats, mink, etc) to bully, steal, and cause problems wherever they go

Friday, January 20, 2012

The Polar Bear

Bear, Polar
Frequency:  Rare
NO. ENCOUNTERED:  1-2
SIZE:  Huge
HD:  10-12 (d12)
MOVE:  12ft
AC:  12
ATTACK:  3 (2 claws 1d10, 1 bite 1d8) or by weapon type
SPECIAL:  Hug attack 2d8/rd, save vs. strength to break free; ½ damage from cold based spells
SAVES: Physical
INT: Average
ALIGNMENT:  Neutral
TYPE:  Animal
TREASURE:  8
XP:   1050 + 10/hp to 1600 + 12/hp
These giant white bears are the Lords of the North. They control the tundra and the frozen lands by brute force. Although they are not as stocky as their cousins the brown bear, they are just as strong. They prefer to use giant icicles as clubs, doing 3d8+4 (strength) points of damage, but are just as comfortable using their two paws and bite attack. If both paws are successful in hitting, they will use their bear hug attack for an additional 2d8 points of damage. They will continue this attack until the victim is subdued, killed, or the opponent is able to break free (save vs. strength). Because of their thick fur and skin, they will only take half damage from cold base spells (1/4 damage if savings throw is made).
Polar bears will often reside in large caves, if possible, or build large castles made out of ice and snow. They will often have arctic foxes, ermines (weasels), and, at times, wolverines as their servants and guards. In rare cases, they may ally themselves with the lynx. They prefer fresh meat to plants and will happily take unfortunate adventurers as food. If they are lucky, he will use them as slaves first, then food.  Their territory usually covers large areas (i.e. miles) of land. It is not unheard of for one polar bear to be at war with other polar bears over territory and feeding lands.
The statistics given above are for the adults only - for the young, start with one HD per year of age until they hit adulthood (10-12 HD).

Wednesday, January 11, 2012

The Hedgehog

Hedgehog
Frequency:  Common
NO. ENCOUNTERED:  2 - 6
SIZE:  Small to Medium
HD:  1 - 2 (d6)
MOVE:  9ft
AC:  15
ATTACK:  Bite (1d3) or by weapon type
SPECIAL:  Quills,  Possible immunity to snake poisons
SAVES:  Physical
INT:  Average
ALIGNMENT:  Neutral to Good/Evil (5%)
TYPE:  Animal
TREASURE:  1
XP:  7 + 1/HP
As adventurers:  -1 Dexterity/+1 Constitution
These spiny critters are friendly and hospitable, but the spines tend to keep others away (never try to hug a hedgehog when they are not expecting it!). They are bigger than mice, but smaller than rabbits and squirrels. They are covered whitish-gray spines, have dark brown eyes, and a pointy snout. They can be found in most towns and villages of the Wheat Hollow area, but if they are found in the countryside they will usually be living in a cavity that has been dug out under a row of trees or hedge.  Hedgehogs love to eat insects, worms, fungi, and all kinds of berries. They are not known for having grand adventures, but it doesn’t mean that they won’t strap on the backpack every once and awhile to go looking for some “fun”.  They will not typically wear armor due to their spines getting in the way. They can use any small to medium sized weapons. They have a special self-defense mechanism of rolling into a ball. When they do this they look like a big ball of spines that no one wants to touch. Anyone trying to grab them or bite them while they are in this position will receive 1d4 points of damage per attempt. However, it won’t protect them from swords or arrows. They do have some immunity to snake poisons (roll versus constitution, success will negate poison effects), but this does not pertain to any other type of poisons.