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- A CLOISTER PUBLICATION -

CREATURE SET 0 - DEMO

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CronLychma

CronLychma Characteristics
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm

Speed

Magic Power
Hit Points

Creature Info

Category
Terrain

Food
Aggression
Size

Numbers

CronLychma Description
The ChronLychmas are efficient and fast killer. Held

ADVENTURE?

together by a light, beetle-like exoskeleton they weigh

1. The PCs must pass through an area reported

very little for their size. By cramming their small feet

densely occupied by CronLychmas. They are rec-

and hooks into cracks and crevices, they can climb and

ommended to (or realize they can) travel by boat

hang on to the walls of the grottoes and tunnels they

through a subterranean waterway, and may retrieve a

inhabit.

potion which can temporarily stops or severely slows


down their heart-beats, making them unconscious

The evenly distributed dark areas upon their heads proj-

or really weak for a while. Slip by defenseless or fight?

ect a sensitive electrical field before the creatures, which

What if something goes wrong? Of course it does.

pick up the slightest disturbance within it. Positioning


themselves in strategic locations they hook bats in flight,

2. The PCs travel (or guard, or arrange) a caravan,

or catch swift lizards and rodents as they run by.

including two ogre captives, which must pass underneath a mountain. Halfway through the mountain they

Larger prey are located by their heart beats. The acute

learn about the CronLychmas living there, and their

hearing of the CronLychmas is extremely specialized

ways, by a corpses diary, or by the words of a fellow trav-

and their brains are wired to exclude all sounds but

eler who recognize the first encountered creature. Strat-

the distinct patterns and frequencies of hearts beating.

egy? Keep in the middle and stay alive? Try to protect

These can be picked up from miles away in the tunnels,

everyone? Turn back? Bait?

and the creatures never spoil an opportunity to feast on


greater chunks of meat. The pursuit of flesh may turn

3. Redirecting a stream to make the water-dependent

them single-minded, and careless. Bringing a wag-

creatures move?

on-load of sheep into a dungeon where CronLychmas


live may be the only way to slip past, or defeat them.

4. Disturb electrical fields by bringing/producing a magical item of lightning?

Smarter than dogs, the creatures still live out their 30


year lives hunting, feeding, sleeping, and breeding. They
require a damp subterranean climate, or water in which
to submerge themselves regularly. The cells of their exoskeleton depend on external moist or it will dry out and
become brittle. Where water is scarce the CronLychmas
drench themselves in the blood of their prey.
The creatures make no sounds to communicate,
which is probably done through electrical currents, but they tend to hiss when new heart-beats are
detected, perhaps to express the joys of expectation.
Females and males are more or less inseparable, and
their young grow quickly.

Parnirion

Parnirion Characteristics
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm

Speed

Magic Power
Hit Points

Creature Info
Category

Terrain
Food
Aggression
Size

0
2

Numbers

Parnirion Description
The Parnirions are sly. Everyone who has ever heard

without second thought, but prefer less bloody ways of

about them knows that. They are tricky opportun-

acquiring the wealth of someone else, and disposing of

ists who shy no means to achieve their aims. That to,

oh so many enemies.

is known. Yet the creatures tend to have access to what


you need, and a tendency to know what youre looking

The Parnirion learn new languages exceptionally fast,

for. Parnirions love knowledge, not for the sake of wis-

and are good at picking up the customs and etiquette of

dom, but for its commercial value. They are experts on

new cultures. They stay out of deserts and extreme cold,

woodland survival, and will ensure you that they are the

and are rarely welcome in town and cities. Shortage

only ones who can guide you safely through the forest

on sleep and food bothers them little, and they tend to

canyon, find and reveal the password to the elven halls,

gather their treasures in secret excavated underground

produce an antidote to the golden snakes bite, summon

palaces, rather than buying (acquiring) property.

the wood spirits, find the magic mushrooms, and so on.


If no such exotic venture needs your attention they will

Long-lived, a lucky Parnirion can last for 300 years.

have those extra torches, yards of rope, or rations that

They breed only in their youth, and abandon their

you urge for.

young before they have reached their teens. The creatures are less gifted with magic than human beings, but

Parnirions often camp along the paths leading into a

the powers of magic items are increased when worn or

great forest. There they put up shop, and offer buy-or-

used by a Parnirion.

die goods and knowledge to traders and adventurers


passing by. Often they tally along, together with a com-

ADVENTURE?

pany which reluctantly have accepted their guidance, or

1. A devastated nobleman asks the PCs to rescue a cap-

track them at a few hours distance. When need arises,

tured Parnirion from a band of orcs, and bring it back

due to dangers not rarely arranged by the Parnirions

alive (for the sake of vengeance). The Parnirion have its

themselves, the creatures come to the rescue, bringing

own offers, and lets the PCs in on the many sins and

with them the right equipment or information, at a

magic jewelry of the Noblemans wife. There might be

price.

hidden treasures in the forest, short-cuts through the


swamp, or maybe they will meet the noblemans wife

Naturally suspicious of each other, Parnirions are rarely

and learn how she aided the Parnirion in his scheme on

if ever encountered in groups. Usually alone, two crea-

her husband (which she did only because the Parnirion

tures sometimes join up in a temporary partnership to

blackmailed her) This could go on and on...

conquer riches otherwise unattainable. They are born in


the deep woods, close to the places where fairies and

2. (Adventure hooks somehow seems superfluous for

elves sing. The woodland spirits seem to accept them,

this creature.)

and scholars suspect they were once kin. They adore


riches and have a great interest in objects of antiquity
and magic. All items that can aid them in their next plot
or business deal, will attract their attention.
The creatures are not especially strong, and not very
skilled with arms. With a clear upper hand, they will kill

Agi Septhoron

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Agi Septhoron Characteristics


Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm

Speed

Magic Power
Hit Points

Creature Info

Category
Terrain
Food
Aggression
Size
Numbers

0+2

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Agi Septhoron Description


Great and powerful, the Septhorons are different from

and in order to ambush by-swimming and curious prey.

the giant octopus in a number of ways. Typically they


will be found still upon the bottom, close to their dens,

The creatures surface now and then for reasons

passively filtering seawater through openings in their

unknown, and when they do they let out long groans

heads and the tentacle hands. Other than these they

which is fairly similar to complaining, or angry human

have no mouths, and can survive on plankton for weeks,

voices. Traits like these, and the sheer size of the beasts,

but will not be fully sustained by them. Now and then

have given rise to many myths and several cults around

they need attack larger life-forms like sharks, dolphins,

them. They are attracted to reefs and rocks, and prefer

seals, and great eels. These they kill and work at with

to settle in shallow waters. Any climate will do, but they

their claws, until they are shredded to pieces small

stay away from polar regions. They can live for 300 years.

enough to be inhaled through their baleen-like filters.


ADVENTURE?

Blood especially is savored, and the Septhorons prefer


their meals fresh.

1. A wizard claims Septhoron ink increases the


power of scrolls, and need the PCs to fetch some.

All vital inner organs, apart form the brain, is located in


the main body, which looks much like a broader tenta-

2. A tribe or cult, worshiping the Septhoron, sacrifices

cle. Here dark ink is produced in a surface layer of frag-

maids at the end of a rickety pier. As the beast emerges

ile bags. These are easily destroyed by harm toward the

the most devoted throw rocks at it, hoping to be hit by

body and release a confusing, bad tasting gush of ink,

jets of ink. The high-priest(s)/shaman/tribe elders have

meant to discourage predators bold enough to attack it.

inherited several tentacles (perhaps multiple eyes, ink

The Septhorons can also eject spurts of ink through the

bags on the back and able to shoot ink themselves?) and

holes of their eyes. One or several eyeballs roll away and

patchy black skin. They might have been able to collect/

are replaced by tubes connected to the ink bags.

produce ink, and have tattooed themselves (or their


prisoners) heavily with it. Perhaps a crazed tattooed

Unlike that of the octopus, the ink of these creatures

disfigured ex-captive(or cult-member) is encountered

penetrate the skin and vessels, and permanently dis-

in the gutters of a city, rambling about his daughter in

colors most surfaces it makes contact with. Life-forms

danger?

exposed heavily to the ink may also be contaminated


by Septhoron DNA, start growing tentacles, and be

3. When someone is marked by Septhoron ink, the crea-

subjected to other disfigurements. Even if no physical

ture will no longer attack them. The members of secret

changes occur, their offspring may suffer the conse-

society swim through a Septhoron inhabited cave in

quences of exposure. Some scholars claim that the crea-

order to arrive at their headquarters/meetings, which

tures lack normal means of reproduction, and survive

the PCs must infiltrate. How will the PCs find the ink?

as a species only by infecting and transforming other

Will they risk contamination? How will they learn what

animals.

they must know about the creature to begin with?

Septhorons seek nothing particular in life, but make


long-time or permanent dwellings in caves, wrecks, and
similar hollows, which may be of interest for adventurers. They take shelter there especially when short on ink,

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Michilaft

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Michilaft Characteristics
Strength
Agility
Endurance
Intelligence
Wisdom
Mental Force
Charm

Speed

Magic Power
Hit Points

3
1

Category
Terrain

Food
Aggression
Size
Numbers

1
15

Michilaft Description
The Michilafts are natural protectors of the forests, who

campfires.

live in the most enchanted places, where faerie magic


flows potently, and ancient woodland powers roam.

When the creatures die, and only then, a shelled seed

Here they live in small groups, feeding on berries,

(similar to a walnut) are ejected from every pipe, landing

mushrooms, fruit, and may occasionally snatch an egg

15-150 feet away from the Michilaft. These instantly emit

or two. Snails and bugs also slip down, but the creatures

a highly hallucinogenic gas, which will cause a 2-4 hour

keep to a mainly vegetarian diet.

state similar to dream walking in those who inhale it, as a


means of protection. Seeds landing in nutritious soil will

Along a second hollow spine, tubes of wood grow from

sprout in two weeks, and grow into a new Michilaft in a

the Michilafts back. These are instruments used to pro-

single season. During this time flies and other insects are

duce music of great beauty and enchantment. Ordi-

attracted by scent into their bellies to provide them with

narily the creatures play to enlighten and make merry

protein. The creatures do not open their eyes or gain con-

the atmosphere in the sacred groves where they are

sciousness until they are fully grown and ready to walk.

found, but the pan-pipe music can weave melodies of


dreamy depth and true power.

Michilafts communicate telepathically between themselves, but not with other species. Many know elven

When creatures endangering the forest enter the realm

tongues, but are unused to talking. All body parts except

of trees, the Michilafts leave their gentle lives and are

the head and thorax of the creatures regenerate if cut off,

moved to protect their homelands. By luring and con-

which takes a few weeks. They keep fairly calm, even in

fusing melodies, they keep hostiles away from the secret

combat, but turn aggressive if fire is used against them.

parts of the woods. If that is not enough, they unani-

They live for up to 500 years.

mously conjure tones and harmonies of power, to throw


spells of the earth, and faerie sorcery towards ill-willed

ADVENTURE?

or undesired intruders. Occasionally they may assist

1. A true master flute player has traveled from afar to

elves, druids, and rangers in some quest aligning with

find a Michilaft and play with it, which he claims is the

their motifs, but the Michilafts are rarely witnessed, and

only way he can increase his skills beyond his pres-

prefer to operate in the hidden.

ent level. He brings tales about the creatures and offer


rewards if the PCs will help him find one. Can a man

The skin of the Michilafts can range from green to

actually learn the magic of the Michilafts?

brown. During the winter, they root themselves in the


soil, and may live, or temporarily pose, as a tree for sev-

2. Tracking a band of orcs (or evil men), which has

eral months. Their fur and skin then change color to

entered the forests in search of a lost elven treasure,

that of bark and moss, and their facial features grow stiff

the PCs witness a Michilaft distracting the orcs with

and are harder to make out.

unearthly melodies, but fails to spot the PCs. The band


is lured away into a gulch where giant spiders (or other

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Solitary creatures have sometimes been spotted on

monsters) live, carrying the map of the treasure. Help

top of high cliffs in the middle of storms, to inhale the

the orcs to save the map? Help the Michilaft which is

strong gale and challenge the winds roar with their

challenged by a powerful orc shaman? Let the orcs van-

music, but nothing but their melodies are normally spo-

ish in the web of spiders, and seek out the map in their

ken of among travelers meeting in inns and by roadside

lair?

3. A Michilaft nut is found and taken to a gardener

sumed the hearts of seven unicorns and seven satyrs,

who suggests they plant it and see what happens.

as part of a ritual which would grant him terrible

When the Michilaft comes alive and starts playing

power. The ritual failed and strange metamorpho-

other Michilafts might come to its call and fetch it, or

sis turned him into the very first Michilaft. If a drop

the PCs start dreaming about a forest far away, and

of goblin blood enters the veins of the creatures, the

stunning kingdoms neath the leaves and branches.

transformation will be reversed, degrading them into

Will they venture there bringing their new child? Does

goblinoids once more. This is dangerous information.

the gardener know more than he says, and who else

Can it be used? Should it be hidden?

has he told about the strange seed?


4. According to an ancient book (which the PC:s happen upon) a goblin king once, a long time ago, con-

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Understanding the Stats

The creature data in this book has been shaped for easy access. Everyone with some experience of role-playing-games
should be able to understand it quickly, and have little trouble translating it into their system of choice. For those still confused, the following explanatory information may be of assistance.

CHARACTERISTICS
The attributes in this bestiary are declared by a visual
diagram, featuring symbolic images, which represent
the characteristics of familiar creatures. To allow simple
translation to any RPG system, I have refrained from
using numbers. At the left end of the scale are tiny creatures like snails and butterflies, while at the right are
great dragons and angels, to represent extreme values.
The human beings stand for the characteristics of an
average human being, and the darker fields surrounding
them indicate the range and possibilities of our species.
Strength, for example, can only be taken so far, unless
supernatural means like magic are applied, while wisdom can reach divine levels, at least according to the
Buddha.
STRENGTH: represents the physical strength of a creature. This is the power of lifting and pressing. It doesnt
include the mass of the beast, which could be put behind
a charge for example, but states only the pure muscular
power.
AGILITY: informs about the creatures ability to
manoeuvre its body. How flexibly and swiftly does it
move? How gracefully and simply can it dodge swords,
spin around, or balance on a rope? The illustration and
descriptive text of the creature will hopefully give some
idea of what kind of agility the creature possesses. Some
creatures may have fast and nimble digits to deal with
tiny objects, while still moving rather sluggishly about.
ENDURANCE: can represent many things, but all have
to do with the physical toughness of the creature. A high
endurance may mean the creature can run for a long
while before becoming exhausted, or that it can stand
long hours of torture before yielding. The Endurance

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figure may inform about a creatures resistance toward


poison or drugs, or how quickly its wounds heal. These
traits may exist all together, but reading the Description section will likely give some idea about the Endurance types of the specific creature.
INTELLIGENCE: states the creatures level of brainpower. How well can it solve riddles, how quickly does it
process information, and how strategically can it act on
a battle-field? Intelligence may represent how apt a creature is for dealing with advanced and powerful magic,
how many languages it can learn, or how easily it picks
up the etiquette and social codes of a newly encountered
culture. A high level of intelligence doesnt necessarily
suggest that a creature can do all of these things, but it
will be better suited for those brain-demanding actions
that are natural for its species, and more likely to learn
new ones.
WISDOM: is the ability to find and make decisions
which harmonizes with the surrounding world, or reality. It is a recognition of, and connection to, the truth
of things, which makes it possible to use ones intelligence in a beneficial manner. Monks and sages tend to
be wise, while scientists tend to be intelligent. Both can
be learned. Knowledge and intelligence do not necessarily result in wisdom.
MENTAL FORCE: indicates the stability of a creatures
psyche. A resilient mind is not as easily charmed or hypnotized, and it can better withstand mentally straining
situations, like the presence of demons, or keep the spirit
up while outnumbered. A strong mental force means
the creature is not as easily manipulated or controlled,
and will generally endure a greater level of mental discomfort.

CHARM: is a mixture of looks and charisma. The num-

here, and some of them simply break the boundaries of

ber reflects to what degree the mere presence of the

real life biology.

creature will generate positive attitudes toward it, and


opinions about it. A very high charm value means a

TERRAIN: states in general terms, the types of cli-

creature can get away with things less charming beasts

mate, environment, or plane of existence that the crea-

couldnt, and that it can more easily persuade others

ture is likely to be encountered in. Normally this coin-

to agree with its suggestions. If an ugly creature has a

cides with its natural habitat, but there are exceptions.

charm value that doesnt reflect its physical appearance,

FOOD: describes what kind of a creature we are look-

the creature is tricky by nature, and has powerful means

ing at, when it comes to eating. Terms like Carnivore,

of persuasion, or an unnaturally strong attractive pres-

Herbivore and Scavenger are used, while the creature

ence, like vampires for example.

Description typically gives a more detailed picture of


feeding habits and diet.

SPEED: is divided into land, water, and air, and indicates the maximum speed attainable by the creature.

AGGRESSION: gives some idea about the creatures

Endurance should be looked at to get an idea of how

temperament and level of aggression, ranging from

long fast speeds can be maintained.

Low to Extreme. Controlled means a healthy level of


aggression, let loose only when necessary, or in excep-

MAGIC POWER: is primarily a scale which represents

tionally stressful or emotional situations.

how much magic a creature can use before it becomes


magically exhausted. A great magic power means the

SIZE: is put in height or length, whichever is most infor-

creature can throw many simple spells or a few high-

mative. If nothing else is stated a height value doesnt

power spells before it runs out of Magic Power, for the

include antlers, tentacles, or other thin protrusions. The

time being. The scale is also (normally) an indication of

height of creatures naturally crouching represents the

how powerful a magic-user the creature is. The systems

crouched state of the beast, while the length of a curled

of magic used in games differ a lot, and this scale is only

up snake for example informs of the full length of the

a general guide-line to the magical abilities of the crea-

creature.

tures here presented.


NUMBERS: informs of the amount of creatures typiHIT POINTS: indicates how much physical damage a

cally encountered, under normal circumstances. An

creature can suffer before it dies. Some creatures are less

additional parenthesized number states amounts pos-

sensitive to pain and stay on their legs longer than oth-

sibly encountered in extraordinary or uncommon

ers, but when the hit points reach zero, the creatures die

circumstances. Consult the creatures Powers and

nevertheless.

Description sections for further information.

CREATURE INFO

CATEGORY: places the creatures in one of several categories, such as Reptile, Plant. Undead, Demon etc,
and may give the reader some idea of where a creature
belongs in the greater scheme of things. Unlike a scientific book of zoology, these categories are not to be
taken too literally. We are dealing with imaginary beasts

PROTECTION
The numbers pointing at the various body parts or surfaces of the creatures indicate how well protected they
are, without adding worn armor. They can be translated like this: 1=Cloth, 2=Leather, 3=Studded leather,
4=Scale mail, 6=Ring mail, 8=Partial plate mail, 10=
Full plate mail, and 15= Dragon scale mail.

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ATTACKS AND DAMAGE


There is no information about the number and kind of
attacks of these creatures, nor of the damage caused by
them. How these thing work (rounds, attacks, damage)
vary a lot in RPGs, so I have left it open to imagination.
The images and descriptions should together provide
enough information to make Game Masters draw out
these things by themselves, and adjust it to their game
of choice.

DESCRIPTION
This is the main descriptive section, but can be confusing if read by itself. In some cases the creatures background may crash with the background of the specific

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game-world or setting. In such cases, and all other cases


for that matter, the Game Master should feel free to
re-invent a more suiting creature story for the campaign
at hand. Like all other parts of this book the descriptions
should be read as a source of inspiration and possibilities. If you miss any desired piece of information, you
know what to do. The fate of these creatures is now in
your hands. Have fun with them!

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