Medieval Monsters

I'm trying to stat out some monsters from medieval and Renaissance bestiaries. Here is the first one:
CALADRIUS
Tiny Magical Beast
Hit Dice: 2d8 (9 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 40 ft. (8 squares)
AC: 16 (+2 size, +4 Dex)
Base Attack/Grapple: +2/-7
Attack: Bite +3 melee (1d4-1 and positive energy)
Full Attack: Bite +3 melee (1d4-1 and positive energy)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities, positive energy
Saves: Fort +3 , Ref +7 , Will +0
Abilities: Str 8, Dex 19, Con 11, Int 8, Wis 11, Cha 10
Skills: Listen +5, Spot +5, Survival +5
Feats: Improved Initiative
Climate/Terrain: Temperate forest, hills, or plains
Organization: Solitary, pair, or flock (3-8)
Challenge Rating: ½
Treasure: None
Alignment: Usually neutral good
Advancement: 3-4 HD (Tiny), 5-6 HD (Small)

A caladrius, or charadrius, is a small white-feathered bird. It has mystical powers of healing and a hatred of undead. It will heal any non-evil being which finds it, but this is difficult. Caladriuses generally dwell on high, barren hills or in deep forests.

It is believed by many that the caladrius is an embodiment of goodness and life. Anyone who kills a caladrius is likely to suffer retaliation from the nearby people, if the crime becomes known.

COMBAT

A caladrius will never attack a living creature. It will attack weak undead, especially in flocks, but is intelligent enough to avoid fighting a foe too powerful for it to defeat.

Spell-Like Abilities: At will - detect evil, disrupt undead. 3/day - cure light wounds. 1/week - cure disease. All at 5th caster level.

Positive Energy (Su): A caladrius's bite attack deals 1d4 additional positive energy damage to undead.
 
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Terebole

TEREBOLEM
Tiny Elemental (Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares)
AC: 15 (+2 size, +3 Dex)
Base Attack/Grapple: +1/-9
Attack: Slam +6 melee (1d4-2 and 1d6 fire)
Full Attack: Slam +6 melee (1d4-2 and 1d6 fire)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities, heat, explosion
Saves: Fort +0 , Ref +6 , Will +0
Abilities: Str 6, Dex 17, Con 11, Int 8, Wis 11, Cha 10
Skills: Spot +5
Feats: Weapon Finesse (slam)
Climate/Terrain: Elemental Plane of Fire or warm mountains
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-4 HD (Tiny), 5-6 HD (Small)

A terebolem, or firestone, resembles a foot-wide meteor. It flies about until it contacts another terebolem, when both explode and spawn two young.

Terebolem are native to the Plane of Fire, but many are found in mountains of the eastern tropics.

COMBAT

A terebolem will attack any creature between it and a potential partner, heedless of its own safety.

Spell-Like Abilities: At will - flare, light. 1/day- burning hands. All at 3rd caster level.

Heat (Ex): A terebolem's slam attack deals 1d6 additional fire damage.

Explosion (Su): If two terebolem at full hit points approach within 10 feet of each other, both explode in a violent blast of flames. Any creature within 10 feet of either terebolem suffers 2d6 fire damage, and both are destroyed. In 1 round, two young terebolem with 2 hp appear in the place of the original terebolem.
 


The Medieval Dragon

This is the dragon described in the bestiary mentioned above - without wings or legs.

Serpentine Dragon
Huge Dragon
Hit Dice: 11d12+25 (74 hp)
Initiative: +3
Speed: 5 ft. (1 square), swim 40 ft.
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +8/+23
Attack: Bite +14 melee (1d8+10 and 1d6 fire)
Full Attack: Bite +14 melee (1d8+10 and 1d6 fire)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, improved grab, heat
Special Qualities: Scent, DR 10/magic
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 25, Dex 17, Con 14, Int 2, Wis 12, Cha 18
Skills: Listen +14, Spot +14
Feats: Alertness, Improved Initiative, Toughness, Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 6
Advancement: 12-16 HD (Huge); 17-32 HD (Gargantuan); 33-66 HD (Colossal)
Level Adjustment: --
A serpentine dragon resembles an enormous snake. It has a glittering crest. When it is hunting or angered, a serpentine dragon is surrounded by heated air. A serpentine dragon is about 35 feet long and 3 feet thick.
COMBAT
A serpentine dragon is fearless, and will attack any creature. They have been known to hunt elephants.
Constrict (Ex): On a successful grapple check, a serpentine dragon deals 1d6+10 points of damage as well as bite damage (and heat damage).
Improved Grab (Ex): To use this ability, a serpentine dragon must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Heat (Ex): A serpentine dragon’s bite attack deals 1d6 points of fire damage.
 

Iale

Here is another:
IALE
Large Magical Beast
Hit Dice: 8d8+8 (44 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
AC: 19 (-1 size, +2 Dex, +8 natural)
Base Attack/Grapple: +8/+15
Attack: Gore +12 melee (1d8+5/19-20)
Full Attack: Gore +12 melee (1d8+5/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Enchanted horns
Saves: Fort +7 , Ref +8 , Will +2
Abilities: Str 18, Dex 15, Con 12, Int 5, Wis 10, Cha 11
Skills: Listen +5, Spot +6, Survival +4
Feats: Alertness, Improved Initiative, Run
Climate/Terrain: Temperate mountains and hills
Organization: Solitary or herd (2-5)
Challenge Rating: 5
Treasure: Horns (see text)
Alignment: Usually chaotic neutral
Advancement: 8-15 HD (Large), 16-24 HD (Huge)

An iale resembles a large antelope with immensely long horns. It is not evil, but is very territorial and aggressive. Iales generally dwell on the slopes of steep hills and rocky mountains, grazing on the tough plants that grow there.

Many mountain tribes use the horns of an iale for the blades of primitive pole arms, though they lose much of their power when removed from the creature. Some tribes will hunt the creature, while others (who reverence the iale as a pure spirit of freedom and wildness) will only use horns from an iale that died of natural causes.


COMBAT

An iale will attack creatures that approach it too closely on its feeding grounds.

Enchanted Horns (Su): An iale's gore has a +1 enhancement bonus to attack and damage rolls, as if it were a magical weapon. If its horns are removed, they lose this enhancement bonus but retain their base damage and threat range. They can then be used as two-handed exotic weapons.
 
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