Oddities

Strange creatures exist for which we have no category. They do not hail from the realm of fae, they are surely not normal animals, and are most definitively not undead of any kind. We have simply placed them here, each one unique, each one seemingly unrelated to any other sort of creature.

See Fighting Animals under Combat if the characters fight any four-legged claw and bite type creatures.

Ojen

Lycanthropes

Rakshasa

Jinn

Krakens

Tramelles

Terick

 

 

 



Ojen


Damage Points- see below
Defense - 30%
Reaction - 7
Weapons     %     DB     Type     Range

See below     70     -            -         20 feet
Armor Rating P- S- C- none
Number of Attacks- 1 to 2, or as animal
Speed Rating - as creature type, -2.
Appearance and Description - The Ojen are plants or slimes of some type, which grow in low, wet places. Most seem to prefer warm areas, but they have been sighted even in the winter moons in the New and Old World. They begin as small, almost black gatherings of slime which attract insects and tiny animals with a sweet-smelling emanation. When the prey is close, the slime will lash out and grab it with a sticky appendage. As it feeds and grows, it absorbs not only nutrition from its prey, but the intelligence, abilities, and shape of its prey. Slowly the slime will gain the ability to form rude appendages and move about. As it takes larger prey, it will begin to take on more convincing forms, so that an Ojen might be seen moving about as a dark-colored, smooth-skinned rabbit or deer. Those which take human prey can even, if enough humans are consumed, begin to speak and gain a small amount of human intelligence and cunning. Thus Ojen can be found in any form and theoretically of any size (though one larger than a forest dragon has never been sighted). An Ojen's damage points are based on its size -- one the size of a rabbit has about 10 damage points, one the size of a dog about 50, and one the size of a human about 100. They can be attacked with any sort of weapon, but such weapons will only do 1/2 damage to the beast. Fire also will hurt them, with a strike by a torch or burning brand doing 1d10 damage.
Ojen attack by lashing out or even throwing a bit of their body as a projectile to a distance of up to 20 feet. If they strike bare flesh, no damage will be done, but a paralytic poison will start to affect the victim. The poison is very potent, taking affect after a number of quint equal to the victim's vitality. Paralyzation will then begin, with the limbs quickly losing mobility, leaving the victim helpless within a number of quint equal to 2x their vitality. The Ojen then makes its way to the fallen prey and oozes over the victim's flesh, releasing a digestive juice which does the equivalent of 1d6 damage per quint. When the victim is dead, the Ojen spreads itself thinly over the entire body and begins digestion. *

Rakshasa


Damage Points- 80
Defense - 50%
Reaction - 9
Weapons             %     DB     Type     Range

As weapon type 85     as type
Claws                  80     4            S             -
Bite                      70     3            P             -
Armor Rating (if furred) P-3 S-4 C- 3
Number of Attacks- 2 (see Fighting Animals)
Speed Rating - 14/18
Appearance and Description - The strange Rakshasa exist mostly in legend, though an isle of them is said to exist far to the south of the Old World. They are an extremely civilized people superficially, living extravagant lifestyles full of indulgence, sophistication, and lavishness. They live always in highly tropical areas, usually in small communes with Japuran-style abodes, and are never too far from the presence of humans.
Perhaps no other creature sees us so purely as prey, for the Rakshasa (and Rakshasi, the feminine variety), are said to adore no other meat as they do that of humans, which they consider a delicacy beyond all others.
The Rakshasa are shape-shifters, able to pass almost instantly between human and tiger form, and the duality of their shape is reflected in the duality of their nature. The favorite sport of these creatures is to capture a human from nearby lands, bring them to their isle, and release them into the jungles. Then the Rakshasa will take tiger forms and enjoy a good hunt.
Little else is known of these people, except that many of them use strange magics and delve into things better left alone.
Rakshasa have a beautiful, exotic look which they readily use to lure humans into entrapment. *

Krakens


Damage Points- 600
Defense - none
Reaction - 5
Weapons     %     DB     Type     Range

See below
Armor Rating P- 4 S- 5 C- 6
Number of Attacks- see below
Speed Rating - 15 swimming
Appearance and Description - The undisputed lords of the ocean, the Krakens are giant squid-like entities which haunt the deepest of places and only arise to collect ships for their legendary treasure holds. Measuring two hundred feet long or more from end to end, the Kraken emerges suddenly from the waters, splaying its tentacles up around the ship it desires. It wraps its tentacles firmly around the hull to anchor itself for its beak-strike, meant to penetrate the bottom of the ship so that the vessel can be pulled under.  10-20 tentacles emerge, instantly wrapping over the ship. Each tentacle can absorb 40 damage points before it is chopped in half, but each tentacle will be pulled back down into the water after 1/2 its damage points are lost. In the second quint the Kraken begins to attack the hull, doing 2d20 damage each quint. If the tentacles cannot be made to retreat before the ship sinks (see Ship Combat under Combat in the Storytelling section), the ship is pulled beneath the waves.
Krakens care nothing for the humans, and make no attempt to pull them under the waves, but they will drag the ship and its contents down into the deeps, where they are said to have lairs filled with old wrecks and ancient treasure. *

Terick-


Damage Points- 260
Defense - 30%
Reaction - 8
Weapons     %     DB     Type     Range

Claws         75         7         S             -
Bite             70         5         P             -
Spear          80         12       P             -
Armor Rating P- 6 S- 10 C- 8
Number of Attacks- 2 (see Fighting Animals)
Speed Rating - 16 running, 18 flying
Appearance and Description - These huge, furred beasts are strange indeed, appearing like large, immensely strong dog-like creatures with sharp, tearing teeth, long claws, and hands which can grasp weapons and tie rope. They are winged as well, with vast, leathery wings which allow them to fly, if not impressively, at least functionally.
A Terick is truly huge, standing nearly eight feet at the shoulder and built heavy and powerful. They have acute senses, are quick and quiet, and have fur thick enough to repel most blades. Indeed, the Terick could be considered the perfect predator.
It is lucky for us, then, that none have been seen in over a hundred years in any of the Known Lands, and that they are actually peaceful creatures who seem to want nothing more than to live in their forest homes, where they build elaborate communities among the trees and hunt small dragons and other large predators. Though they are little known, it is said that they pride themselves on their hunting skill, and live for the challenge of larger, faster, and more powerful prey.
Ancient reports tell of seeing Terick or creatures like them at sea, sailing in huge, strange ships, perhaps leaving places haunted by humans and seeking other lands. *

Lycanthropes  
See Lycanthropy Treatise for more in-depth information.

Damage Points- 60
Defense - 40%
Reaction - 8
Weapons     %     DB     Type     Range

As weapon type if human
Bite/Claw, as animal type
Armor Rating P- S- C- as armor or animal type
Number of Attacks- 2 (see Fighting Animals)
Speed Rating - 12 or as animal type
Appearance and Description - Victims of the feared disease of lycanthropy, most lycanthropes are insane, moving between life as a crazed animal and a mind-lost human, naked in the woods. Some, however, have retained sanity, and a few can even control their changes and walk among us unknown.
Lycanthropes, then, are either of human form or animal form. If insane, lycanthropes tend to approach people, both in human and animal form, desiring human contact. Sane lycanthropes will often never be encountered, for they keep their changes secret and do not risk approaching humans in animal form.
Anyone bitten or scratched by a lycanthrope has a chance of contracting the disease. (Bite, 80%, scratch 30%) The victim will become ill a few days later, and if taken to a Gifted healer, the healer will no doubt feel the presence of the disease and cure it. If such is not possible, the victim will become more and more ill, the disease progressing for about a moon before the first change occurs. For each day that passes, the disease becomes more difficult to cure, and all hope is lost if the person actually changes.
Lycanthropes are much feared by society, and are killed in all provinces save the Old World, where they are exiled to the isle of Saravai.
Lycanthropes are most often of the wolven variety, though bear and large cat varieties are not unknown. A person infected with the disease will change into the same type of animal that the original lycanthrope was. *

Jinn


Damage Points- 130
Defense - 60%
Reaction - 10
Weapons     %     DB     Type     Range

hands          90      8         C             -
Armor Rating P- S- C- none
Number of Attacks- 3
Speed Rating - 30 flying
Appearance and Description - Jinn (or Jinna, the female variety), are legendary creatures associated with Japura and Jedda Felsuin. They are obviously some sort of spirit or air elemental, for they move through the air as if they were the wind itself, and can wield powerful magics.
Jinn and Jinna are controllable by Japuran and Jeddan magics, and it is under this context that most of them are encountered, for free Jinn or Jinna presumably dwell in their own Realm. If commanded by the proper magics, the Jinn or Jinna's essence is condensed and confined to a container. When released from this container, the Jinn or Jinna will be bound to do the bidding of the releaser, and they make excellent spies, scouts, and messengers. 
The Jinn or Jinna does combat with mighty blows that burst forth with the power of wind and strike for great damage.
It is said that they can grant wishes, but this is likely due to the fact that the person who commands them can request anything, such as the theft of great riches or the searching out of some lost item.  Jinn and Jinna appear as powerfully built (Jinn) or curvaceous (Jinna) men and women who hover in the air with their hair wild about them.  They can assume the shape of a gaseous cloud at will, which allows them to slip through the smallest crack or keyhole, and can often command the winds to rise or fall at their bidding.  A Jinn or Jinna can only be harmed by normal means when they are in their human form. *

Tramelles


Damage Points- 500
Defense - 10%
Reaction -4
Weapons     %     DB     Type     Range

Limb strike 60      4            -             -
Bite              50      9           C            -
Armor Rating P- S- C- none, but no grievous damage is ever suffered.
Number of Attacks- 6
Speed Rating - 3
Appearance and Description - These rare, predatory trees are nearly gone from the world, for in all the Known Lands they have been actively hunted and destroyed. Frequenting deep forests or lowland swamps, they appear as squat, twisted, gnarly trees, sprouting a jumble of thick limbs. Tramelles are carnivorous, and will readily make their way toward any movement, attempting to corner their prey and then whip out with their limbs until the prey is subdued. Then they will pick the prey up and devour it through their dark maw. Tramelles can also attempt to grab their prey and bite it. If a single target is successfully struck by four or more limbs, the Tramelle has managed to grab the prey. The prey will only get 1/2 its attacks, but if it can manage to sever even one of the limbs (each one can absorb 20 damage points), the Tramelle will drop them. Two quints after the prey has been grabbed it will be brought to the Tramelle's mouth, where the Tramelle will attempt to bite the prey to death and then eat it.
Tramelles are leafless and have smooth, dark flesh that bleeds a clear, syrupy sap. They are not affected by fire, as one would imagine, for if fire strikes a Tramelle's flesh the clear sap will ooze out through small pores and extinguish the flame. *

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