[C&C] Hyborian Bestiary

So, here are some Conan critters (the ones in the Tower of the Elephant) for use with Castles & Crusades. I plan to slowly convert also the other creatures, starting with the ones in the AE book, as the need (and my time and will!) arises.

Son of Set, lesser


NO. ENC: 1
SIZE: Large
HD: 11 (d8)
MOVE: 20 ft., 20 ft. (climb), 20 ft. (swim)
AC: 18
ATTACKS: Bite (2d10), Coil (2d8)
SPECIAL: Constrict
SAVES: P
INT: Animal
ALIGN: Neutral
TYPE: Animal
TREASURE: Nil
XP: 1300+11

Son of Set

NO. ENC: 1
SIZE: Large
HD: 22 (d8)
MOVE: 30 ft., 30 ft. (climb), 30 ft. (swim)
AC: 18
ATTACKS: Bite (3d8), Coil (3d8)
SPECIAL: Constrict
SAVES: P
INT: Animal
ALIGN: Neutral
TYPE: Animal
TREASURE: Nil
XP:

Son of Set, greater

NO. ENC: 1
SIZE: Large
HD: 44 (d8)
MOVE: 30 ft., 30 ft. (climb), 30 ft. (swim)
AC: 19
ATTACKS: Bite (5d6), Coil (5d8)
SPECIAL: Constrict
SAVES: P
INT: Inferior
ALIGN: Neutral
TYPE: Animal
TREASURE: Nil
XP:

Constriction: A successful attack by the Son of Set can lead to a constriction
attack. In the round following the successful attack, the victim must make a
strength save. If this save fails, the victim is constricted by the snake (damage varies depending on the snake’s size). A victim can make additional strength saves every round to escape constriction, but escape becomes more difficult as the snake tightens its grip. Strength saves to escape therefore suffer a -2 cumulative penalty for each round after
the first that the victim is constricted.

Shuo-ji

NO. ENC: 1
SIZE: Large
HD: 4 (d8)
MOVE: 0 ft.
AC: 14
ATTACKS: Vine (1d6)
SPECIAL: Improved Grab, Camouflage, Poison
SAVES: P
INT: Not ratable
ALIGN: Neutral
TYPE: Plant
TREASURE: Nil
XP:

Improved Grab: Shuo-ji vine can entangle prey. An opponent struck by the vine must make a successful strength save to avoid entanglement. An entangled target cannot move, but may attempt to break free of the vine’s grip or attack the vine itself. After being entangled, the victim begins suffering the effects of the shuo-ji’s poison ability. On each subsequent round, after suffering the effects of the poison, a victim is allowed to make a strength save to try to break free of the entanglement.

Camouflage: A shuo-ji vine is indistinguishable from an ordinary plant, allowing it to automatically gain surprise on a result of 1-7 on a d8.

Poison: On a successful attack, the vine injects a poison which reduces the strength of the victim. Immediately following the attack, the victim must succeed at a constitution save. If the save fails, the victim loses one point of strength, and must succeed at a further save after one minute. If this second save fails, the victim loses further 1d4 points of strength. The effects of the poison vanish after 1d4 hours. Should the victim be reduced to 0 strength, it dies.

Shambling boar-thing

NO. ENC: 1
SIZE: Medium
HD: 4 (d8)
MOVE: 40 ft., 20 ft. (climb)
AC: 17
ATTACKS: 2 slam (2d4), gore (3d6)
SPECIAL: Darkvision 60 ft.
SAVES: P
INT: Inferior
ALIGN: Neutral
TYPE: Monstrous Humanoid
TREASURE: Nil
XP:

Yothga

NO. ENC: 1
SIZE: Large
HD: 9 (d8)
MOVE: 0 ft.
AC: 15
ATTACKS: 4 tendrils (1d6)
SPECIAL: Improved Grab, Loathsome Caress, Poison
SAVES: P
INT: Not ratable
ALIGN: Neutral evil
TYPE: Plant
TREASURE: Nil
XP:

Improved Grab: Yothgas can entangle prey. An opponent struck by a tendril must make a successful strength save to avoid entanglement. An entangled target cannot move, but may attempt to break free of the plant’s grip or attack the plant itself. After being entangled, the victim begins suffering the effects of the yothgas’s poison ability. On each subsequent round, after suffering the effects of the poison, a victim is allowed to make a strength save to try to break free of the entanglement.

Poison: Anything that comes into contact with the leaves or flowers of a yothga is at risk of being poisoned by its mind-numbing pollen. Targets suffering damage from the yothga’s tendril attacks or who start their round grappled by the yothga are immediately exposed. They must succeed at a constitution save. If the save fails, the victim loses 1d4 points of intelligence, and must succeed at a further save after one minute. If this second save fails, the victim loses further 1d4 points. The effects of the poison vanish after 1d4 hours. Should the victim be reduced to 0 intelligence, it becomes subject to the Loathsome Caress ability.
Yothgas who are not in imminent danger will often gently caress grappled victims to speed the progress of the poison. Treat these as melee attacks that do no damage but expose the touched person to yothga’s toxins.

Loathsome Caress: When a victim has been reduced to intelligence 0 by the poison, the yothga can begin to drink their soul. Each month the victim must succeed at a charisma save; if the save fails, the yothga drains 1 level (or HD). Levels lost to the yothga are permanently gone and must be re-earned. A victim reduced to 0 level/HD by a yothga dies, his soul nourishing the evil plant. A yothga unable to feed on souls for more than 5 months must make a Physical save each month (CL 0 + 1 per previous save) or become dormant. Dormant yothgas resemble normal, if slightly unusual-looking, plants and are inanimate.
They can be revived if a living sacrifice is left at their roots for them to begin feeding from again.
 
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