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 Beastiary: SB: Outer Territory

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PostSubject: Beastiary: SB: Outer Territory   Mon Jan 14, 2013 3:41 pm

Bes·ti·ar·y [bes-chee-er-ee, bees-]
Noun, Plural bes·ti·ar·ies.
A collection of moralized fables, especially as written in the Middle Ages, about actual or mythical animals.
Dance Dance!
Origin:
1615–25; < Medieval Latin bēstiārium, neuter of Latin bēstiārius. See beast, -ary

---

This is a collection of monsters, and random enemy spawns you may encounter in the outer territories of the Serial Barbarians. These territories include the following Topics: Selgeran-Donguri Path, and Forest Selgeran- Outside the Serial Barbarian Colony forum

This can be helpful if your by yourself and want something to kill. Also used in development of stories, random encounters may occur.

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PostSubject: Imperial Dragon   Mon Jan 14, 2013 10:35 pm

Name: Imperial Dragon
Difficulty: Hard
Language: All
Treasure on Death: Dragon Scales, Max SP Potion (restores Max SP), Max HP Potion (restores Max HP), 200 Diamond talis



Description: This massive serpentine and wingless creature has jade scales and antlers, and sounds like grinding stones as it stalks forth. A large dragon with immense power.

Stats:
SP: 1350
MP: 1350
HP: 1350

Common location: Varied, usually in the Selgeran Forest.

Organization: Solitary creatures normally unless it is mating season.

Offense:

Breath Weapon: (-360 HP) Use of it's firey breath on it's opponent. Potential for serious burns.
Claws: (-1620 HP) A ferocious swipe of it's claws.

Special Abilities:

Stony Death: When an opponent is brought ot 0 health points the foe is turned to stone.

Change Shape: Ability to change into a total three different humanoid shapes in an encounter

Elemental Breath: Once per day, when an ancient or older forest dragon uses its breath weapon, it can summon a greater earth elemental within the cone.

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PostSubject: Wolf   Mon Jan 14, 2013 10:41 pm

Name: Wolf
Difficulty: Easy
Language: None
Treasure on Death: Wolf Pelt, 10 Brown Talis



Description: This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.

Stats:
SP: 600
MP: 600
HP: 600

Common location: Varied, usually in the Selgeran Forest.

Organization: Solitary or in packs of 3 to 12.

Special Abilities: None

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PostSubject: Grimstalker   Mon Jan 14, 2013 11:34 pm

Name: Grimstalker
Difficulty: Moderate
Language: None
Treasure on Death: Max Point Potion (restores max sp, mp, and hp), grimstalker blood

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Description: This creature looks like a hairless elf, slender and graceful, with long arms that end in sharp claws. Its skin is brown and woody and resembles tree bark. It wears clothes made of leaves and vines.

The grimstalker or banaan (as they prefer to call themselves) is a fey creatures that does not share the beauty and goodness of its kin. Whereas other fey creatures have come to represent the beautiful of mischievous side of nature, the grimstalker most certainly reflect nature at its worst. They are dark creatures, their hearts tainted with the foulest of evil. Unfortunate souls that wander into the a forest guarded by grimstalkers are never seen again–except for their skulls, which the grimstalkers hang from the trees as a warning to those that would dare trespass into their domain.

Long thought to be a form of intelligent plant because of their many plant-like features, grimstalkers sulk among the trees of the darkest forests. Even among sylvan communities of elves the grimstalkers are legendary as natural born assassins. Grimstalkers sometimes work together with other evil fey such as redcaps; though such alliances are short and rare, especially with the malevolent and untrustworthy redcap.

It is rumored that powerful evil druids often summon grimstalkers for nefarious purposes.

Grimstalkers strike from ambush if possible, hiding among the trees and dropping on interlopers into their forest. A troupe of grimstalkers that set up an ambush point make ample use of the terrain, using nets woven from living vines, snares, and pit traps. Grimstalkers also employ trained plan creatures such as assassin vines and scythe trees. In melee they are capable of fighting with their claws or with weapons–their favorite weapons being a sort of spiked quarterstaff and longbows knocked with poisoned arrows.


Stats:
SP: 1100
MP: 1100
HP: 1100

Common location: Varied, usually in the Selgeran Forest.

Organization: Solitary or in troupe of 2-5.

Offense:

Double Swipe: (-145 HP) A double swipe of it's claws at it's opponent. Victim has potential of being poisoned.
Sneak Attack: (-585 HP) A vicious backstab attack.

Special Abilities: May inflict Poison

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PostSubject: Dryad   Tue Jan 15, 2013 11:38 am

Name: Dryad
Difficulty: Moderate
Language: Common, Elven, Sylvan (Plant-Speak)
Treasure on Death: Max Point Potion (restores max sp, mp, and hp),



Description: This strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms. Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.

Stats:
SP: 1100
MP: 1100
HP: 1100

Common location: Varied, usually in the Selgeran Forest.

Organization: solitary, pair, or grove of 3–8

Offense:

Dagger: (-158 HP) An attack with a dagger
Longbow: (-585 HP) An attack from the creature's longbow.

Special Abilities:

Tree Meld: A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.

Tree Dependent: A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it.

Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. If the plants are thorned then the creature takes 10 HP damage per turn. Causes Entangled condition.

Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). The humanoid's will isn't controlled only their perspective is changed.

Deep Slumber: Can cause the opponent or opponents (up to 4 people) fall into a deep sleep.

Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. Spell ends once the task is completed.

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PostSubject: Goblin   Tue Jan 15, 2013 11:47 am

Name: Goblin
Difficulty: Easy
Language: Goblin
Treasure on Death: Goblin Sack (Random Item found inside), 10 brown talis, bronze dagger, a gun ammo magazine



Description: This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.


Stats:
SP: 600
MP: 600
HP: 600

Common location: Varied throughout Runa

Organization: gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+)

Offense:

Dagger: (-90 HP) Attacks wildly with a dagger.
Shortbow: (-135 HP) Fires anything through the use of it's shortbow.

Special Abilities: None

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PostSubject: Yellow Musk Creeper   Tue Jan 15, 2013 12:09 pm

Name: Yellow Musk Creeper
Difficulty: Novice
Language: None
Treasure on Death: Anything found on a Yellow Musk Zombie, Pieces of Yellow Musk Creeper



Description: The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper's method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within days to give seed to a new yellow musk creeper

Stats:
SP: 400
MP: 400
HP: 400

Common location: Varied throughout Runa

Organization: patch (creeper plus 1–6 yellow musk zombies

Offense: Yellow Musk Zombies- This walking corpse from which wet green vines have sprouted wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. A zombie that can only make one move per post and has only 200 HP 200 SP. Although a corpse they are plants due to the yellow musk creeper not undead.

Special Abilities:

Create Yellow Musk Zombie: As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 50 points of damage per round. When a creature is reduced to 0, it dies, and the tendrils break off inside its brain. Two posts later, the creature animates as a yellow musk zombie (see description).

Pollen Spray: As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. The creature may become entranced if they are unable to block the magic of the spray. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain.

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PostSubject: Re: Beastiary: SB: Outer Territory   Sun Jan 20, 2013 1:18 pm

Name: Chimera
Difficulty: Medium
Language: Common
Treasure on Death: 2,000 Red Talis, Stat Replenish Potion (All stats are replenished with additional +200)



Description: Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera's dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.

Chimeras prefer meat but can subsist on vegetable matter if necessary (although being forced to do so generally leaves the beasts more ill-tempered than usual). Their flight means they can pick and choose their prey, and they usually hunt a large area in search of easy food. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds might give them offerings. Conversely, they are just intelligent and stubborn enough that they make poor pets, and only a significantly more powerful creature can keep them submissive. They may form equal partnerships with a respectful humanoid or similar creature, and even consent to be used as a mount. A pride of chimeras is very leonine in its hierarchy, with a dominant male leading the group and most of the hunting done by the females. A solitary chimera may be a young male or a female with cubs nearby.


Stats:
SP: 1350
MP: 1350
HP: 1350

Common location: Varied throughout the Donguri Grasslands and Outer Terroritories

Organization: solitary, pair, pride (3–6), or flight (7–12)

Offense:

Bite: (-270 HP) Attempted Bite at the opponent.
Gore: (-360 HP) Use of it's firey breath on it's opponent. Potential for serious burns.
Double Swipe: (-720 HP) A ferocious swipe of it's claws twice in a row.

Special Abilities:

Lightning Breath: Breaths a 40 foot line of blue lightning from it's maw. (-450 HP) Potential Paralysis.

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PostSubject: Re: Beastiary: SB: Outer Territory   Wed Aug 14, 2013 9:02 pm

Name: Spider Swarm
Difficulty: Easy
Language: None
Treasure on Death: Spider Venom, Stamina Potion

Description: A group of spiders smaller than an average human's thumb that crawl in their black and brown forms from cracks in walls, webs, or other places they may fit.

Stats:
SP:100
MP:0
HP:100

Common location: Varied, Herensuge, Adanantite Prison

Organization: Swarm (1-100)

OFFENSE:
Melee: Bite 20 HP

Special Abilities:

Venomous Bite: A strike from this venomous spider and you become poisoned unless blocked.
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PostSubject: The Hania   Wed Aug 14, 2013 9:38 pm

Name: The Hania
Difficulty: Elite/Legendary
Language: Abyssal, Ancient, Common
Treasure on Death: The Orb of Elders, The Hania Familiar, the destruction of the colonial wall

Description: A large being that appears to be made of a mist and have no physical form. The being takes on the form of a human head, the left arm of a cat, the right arm of a dragon, the abdomen of an elf, the legs are a mixture of a rabbits muscles for jumping and the structure of the fastest animal for running, the tail of a monkey, and finally the wings of an angel.

Stats:
SP:2700
MP:2700
HP:4050

Common location: Anywhere along the Colonial Wall, Outer Territories

Organization: Solitary

OFFENSE:
Melee:
Stamina Drain (The Hania touches the opponent with it's form and drains stamina) -200 SP per post (Costs: -200 MP and -100 SP per post)
Ranged: Spiritual Shock (Wave of spiritual energy blasted through opponent) -200 HP (Costs: -200 MP)

Special Abilities:

Incorporal Strikes from normal steel blades have no effect.

Telepathy Has the ability to read minds and use telepathic abilities

Immobilize With a rush of spirit the Hania can cause an opponent's body to become immobile. (-800 MP)
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