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The Heldannic Order - Vaults of Pandius

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THE PEOPLES AND FAUNA OF THE TERRITORIES<br />

Skrimsl<br />

AC 2<br />

HD 7*<br />

Move<br />

60 (20)<br />

Swim<br />

240 (80)<br />

Attacks 2 claws/ 1 bite or<br />

1 special<br />

Damage 1d4+1(x2)/2d10 or<br />

Special<br />

No. Appearing 0 (1d2)<br />

Save As F7<br />

Morale 8<br />

Intelligence 7<br />

Alignment Chaotic<br />

XP 850<br />

<strong>The</strong> skrimsl, or river wyrm, is a type <strong>of</strong><br />

worm-like dragon that inhabits the rivers<br />

<strong>of</strong> Heldann. It lacks wings, and the rear<br />

legs are weak. <strong>The</strong> tail is 10 feet long,<br />

the main body 5 feet, and the neck 10<br />

feet. <strong>The</strong> skrimsl spends most <strong>of</strong> its time<br />

submerged, but it is capable <strong>of</strong> leaving<br />

the water and pursuing prey over land.<br />

For game purposes, the basic statistics<br />

are those <strong>of</strong> the black dragon. <strong>The</strong><br />

skrimsl does not have the ability to attack<br />

with a wing or kick; however, it can<br />

perform a crush against opponents on the<br />

shore (2d10) by leaping from the water (a<br />

charging attack). <strong>The</strong> creature can also<br />

ram ships for 1d6 hull points. On land it<br />

may whip its tail at rearward targets (10<br />

feet behind body).<br />

<strong>The</strong> skrimsl’s normal tactic during open<br />

combat is to grab opponents and drag<br />

them into the water to drown them. <strong>The</strong><br />

bite is used to threaten away other<br />

potential combatants. To grab an<br />

opponent, either both claws must hit<br />

(minimal damage inflicted), or a foe is<br />

bitten and held fast on a natural 19. If a<br />

victim is drug into the water, use the<br />

standard rules for drowning.<br />

<strong>The</strong> acid attack cannot be projected. It<br />

is only used against a victim held in the<br />

teeth. [A bite against a held opponent is<br />

automatic – Ed.] Finally, the skrimsl can<br />

thrash in the water, causing 1d2 to all<br />

within 15 feet.<br />

<strong>The</strong>re are no records <strong>of</strong> river wyrms<br />

being spellcasters. Legend places a huge<br />

skrimsl, the Lorefljótsskrímslið, in the<br />

third Lorelei.<br />

Fiendish Cat<br />

Skuggabaldur Sk<strong>of</strong>fín<br />

AC 0 5<br />

HD 7* 4**<br />

Move 150 (50) 150 (50)<br />

Attacks<br />

1 bite/ 1 bite or<br />

Damage<br />

2 claws<br />

1d6/<br />

1d4x2<br />

19<br />

1 gaze<br />

1d4 or<br />

death<br />

No.<br />

Appearing<br />

0 (1) 1 (1)<br />

Save As D7 E4<br />

Morale 11 10<br />

Intelligence 5 9<br />

Alignment Chaotic Chaotic<br />

XP 850 175<br />

Two types <strong>of</strong> vicious cats are found in<br />

Heldann’s wild regions. Legend claims<br />

that both types are the <strong>of</strong>fspring <strong>of</strong> cats<br />

with dogs or foxes. <strong>The</strong>y have distinct<br />

dietary practices and magical abilities.<br />

<strong>The</strong> Skuggabaldur is a breed <strong>of</strong> ancient,<br />

massive tomcats that prey upon sheep<br />

and goats. <strong>The</strong> skuggabaldur (Shadow<br />

Baldur) is massive, perhaps 150 pounds.<br />

It can pounce at 20 feet, and should it hit<br />

with both foreclaws, the back claws can<br />

rake for 1d8x2. <strong>The</strong> skuggabaldur cannot<br />

be struck by normal missiles, and<br />

magical ones strike at -4 to hit. Further<br />

when attacked by missile-like spells<br />

(magic missile, fireball, lightning bolt,<br />

etc.), the creature may save against death<br />

ray to avoid all damage.<br />

<strong>The</strong> sk<strong>of</strong>fín, also called a trencher cat,<br />

consumes the bodies <strong>of</strong> the dead. It will<br />

burrow into the ground to find corpses,<br />

and they will <strong>of</strong>ten rest atop burial<br />

mounds. <strong>The</strong> creature’s evil gaze can<br />

cause death (3 uses per day). Whoever is<br />

in its sight (cone range 60 feet, 15 feet<br />

wide) must save against spells or die.<br />

Note that the victim need not look into<br />

the sk<strong>of</strong>fín’s eyes (cf. basilisk or<br />

medusa). Those looking at directly at the<br />

creature suffer a -4 to the save.<br />

<strong>The</strong> sk<strong>of</strong>fín can only be hit by magical<br />

weapons or silver weapons inscribed with<br />

holy symbols and blessed by a cleric.<br />

AC<br />

Cock-Wyrm<br />

7<br />

HD 1d4*<br />

Move<br />

10 (3)<br />

Fly<br />

90 (30)<br />

Attacks 1 bite<br />

Damage 1 + special<br />

No. Appearing 2d4 (2d10)<br />

Save As F1<br />

Morale 6<br />

Intelligence 2<br />

Alignment Chaotic<br />

XP 6<br />

<strong>The</strong> cock-wyrm is a small (1 foot long)<br />

creature that resembles a cross between a<br />

segmented worm and a dragon. <strong>The</strong><br />

worm-like body sports draconic wings<br />

and fore- and hind-limbs capable <strong>of</strong><br />

grasping or running, but not attacking.<br />

<strong>The</strong> cock-wyrm is purportedly the result<br />

<strong>of</strong> an old cock rooster laying an egg. In<br />

truth, it is a parasitic organism that takes<br />

over the eggs <strong>of</strong> hens and other fowl. A<br />

pregnant cock-wyrm uses a hypodermic<br />

needle-like barb on its tail to lance the<br />

host egg and inject its own young.<br />

Newborn cock-wyrms feast on the henmother<br />

and its fellow broodlings.<br />

<strong>The</strong> creatures operate during the twilight<br />

hours, and are <strong>of</strong>ten confused with bats,<br />

their natural predator. <strong>The</strong>y attack warmblooded<br />

organisms and attach themselves<br />

to their victim, much like a leech might.<br />

As the outer mouth holds on to the prey,<br />

an inner mouth extends to consume bits<br />

<strong>of</strong> flesh.<br />

<strong>The</strong> cock-wyrm attaches on a successful<br />

hit <strong>of</strong> 20, otherwise only a passing bite is<br />

achieved. Once it is attached, the cockwyrm<br />

automatically inflicts 1 point per<br />

round <strong>of</strong> biting and another 1 point per<br />

round <strong>of</strong> acid. <strong>The</strong> creature is sated after<br />

5 points consumed. When feeding on a<br />

fresh carcass, assume cock-wyrms can<br />

extract 4 points per pound <strong>of</strong> prey.<br />

To remove a feeding cock-wyrm, it must<br />

be hit with fire, cold, or acid (half<br />

damage to the host). It will release and<br />

flee. If the animal is killed during<br />

feeding (say with a dagger), it will drip<br />

out the remaining acid (up to 5 points, 1<br />

pt/rd). <strong>The</strong> mouth must then be cut away<br />

from the flesh (2 pts damage).

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