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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9235343" data-attributes="member: 6915329"><p>Three monstrous beasts today.</p><p></p><p>In real-world history, the <em>pard </em>is a semi-mythical creature, another name for leopard (the name pard is Greek for “male panther). If a leopard mated with a lioness, the offspring, according to the myths, would be cheetahs. Depending on which ancient bestiary you consult, the pard is either a demonic creature of evil whose many spots represented sins or vices, or as a gentle creature with sweet-smelling breath whose only enemy is the dragon.</p><p></p><p>In this issue of Dragon, the <strong>pardal</strong> has basically nothing to do with these myths. Instead, this version of the pardal is a lazy great cat with hypnotic markings.</p><p></p><p>[ATTACH=full]342647[/ATTACH]</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Pardal</span></span></strong></p><p>Dragon’s Bestiary, Dragon Magazine #187</p><p>Creature by Spike Y. Jones</p><p></p><p>Pardals look much like jaguars, but is primarily a glossy black and covered with ginger spots. Their fangs and claws are noticeably smaller than those of regular jaguars, but they don’t rely on their natural weapons because the spots on their fur swirl in hypnotic patterns, making it easy for them to catch their prey.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(41, 105, 176)">Pardal</span></span></strong></p><p><strong>Medium monstrosity; Challenge 1/4 (50 XP)</strong></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 18 (4d8; bloodied 9)</p><p><strong>Speed</strong> 40 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 10 (+0)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +4, Stealth +4</p><p><strong>Condition Immunities</strong> charmed, frightened, rattled</p><p><strong>Senses</strong> truesight 10 ft., passive Perception 14</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Keen Smell. </em></strong>The pardal has advantage on Perception checks that rely on smell.</p><p></p><p><strong><em>Scentless. </em></strong>The pardal can’t be tracked by scent.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) slashing damage. If the pardal moves at least 20 feet straight towards the target before the attack, the target must make a DC 12 Strength saving throw, falling prone on a failure.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>7 (2d4+2) piercing damage.</p><p></p><p><strong><u><span style="font-size: 18px">Bonus Actions</span></u></strong></p><p><strong><em>Hypnotic Fur (Recharge 5-6). </em></strong>The pardal’s fur swirls and changes color. Each creature within 40 feet of the pardal that can see it must make a DC 11 Wisdom saving throw. On a failure, a creature becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends early for a creature if the creature takes any damage, if another creature uses its action to shake the creature out of its stupor, or there is a very loud noise (Narrator’s discretion) within 10 feet of the creature.</p><p></p><p>*</p><p></p><p>Then we have the <strong>dragonfish</strong> This is a giant version of the real life animal from the Stomiidae—the name basically means <em>mouth</em> and is one of those fish that cause thalassophobia among many. These guys are some of those big-eyed, glow-in-the-dark deep-sea fish that’s more fang-filled mouth than body that are capable of unhinging their jaws and opening them to over 100 degrees, and allows them to consume prey that’s as much as 50% larger than them. Perhaps fortunately, in the real world, the largest dragonfish are only about 16 inches long (that's the females; the males are 6 inches). If you go deep sea diving and encounter a dragonfish, your toes might be trouble.</p><p></p><p>The D&D version, of course, is a heck of a lot bigger—about ten feet long. And (going by the article, which I’m not), <em>evil </em>for some reason.</p><p></p><p>As I mentioned, dragonfish are bioluminescent. They have glowing red bars under their eyes, which they use to lure their prey. But even more interestingly, they're basically the only deep sea fish that can even see the color red. Because of the way light scatters in water, a lot of deep sea fish have evolved to be red, which looks like black and therefore hides the fish. But dragonfish can see red, and their bioluminesence is red—almost <em>infrared,</em> according to Wikipedia—and they use their lights not as a lure but as a searchlight. They can see their prey but are basically invisible at the same time!</p><p></p><p>[ATTACH=full]342646[/ATTACH]</p><p>Image from Wikimedia Commons</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Dragonfish</span></span></strong></p><p>Deep Beneath the Waves, Dragon Magazine #190</p><p>Creature by Bryan K. Bernstein</p><p></p><p>Giant dragonfish are deep sea creatures, although the females—which can reach well over ten feet in length and are pure black in color—often travel to the surface during the day to hunt. They have glowing red bars under their eyes and are capable of distending their jaws and even rearranging their internal organs in order to swallow animals as big as themselves.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Giant Dragonfish</span></span></strong></p><p><strong>Large beast; Challenge 3 (750 XP)</strong></p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 60 (7d10+21; bloodied 30)</p><p><strong>Speed</strong> 0 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 5 (-3) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 4 (-3)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +3, Stealth +3 (+1d6)</p><p><strong>Damage Resistances</strong> cold</p><p><strong>Senses</strong> blindsight 30 ft., passive Perception</p><p><strong>Languages</strong> understands Aquan but can’t speak</p><p></p><p><strong><em>Aquatic. </em></strong>The dragonfish breathes only water.</p><p></p><p><em><strong>Deep Sea Stealth. </strong></em>When deep underwater, the dragonfish has advantage on Stealth checks.</p><p></p><p><em><strong>Bioluminescence. </strong></em>The dragonfish sheds dim light to 10 feet.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit: </em>13 (2d8+4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the dragonfish can’t bite another target.</p><p></p><p><strong><u><span style="font-size: 18px">Bonus Actions</span></u></strong></p><p><strong><em>Swallow. </em></strong>The dragonfish makes a bite attack against a Large or smaller creature it is grappling. If the attack hits and the dragonfish has not swallowed another creature, the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks outside the dragonfish, is blinded and restrained, and it takes 14 (4d6) acid damage at the start of each of the dragonfish’s turns. If a swallowed creature deals 20 or more damage to the dragonfish in a single turn, or if the dragonfish dies, the dragonfish vomits up the creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Variant: Electric Dragonfish</span></span></strong></p><p>This species of dragonfish is smaller but no weaker than the other species, and unlike those species, it is a pack hunter. It loses the Swallow action. The dragonfish’s Intelligence is 7 (-2), it has immunity to lightning damage, and it has the following trait and action:</p><p></p><p><strong><em>Pack Tactics. </em></strong>The dragonfish has advantage on attack rolls against a creature if at least one of the dragonfish’s allies is within 5 feet of the creature and is not incapacitated.</p><p></p><p><strong><em>Jolt (Recharge 6). </em></strong>The dragonfish emits electricity in a 30-foot-sphere centered on it. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much on a successful one. In addition, on a failed save, a creature is stunned until the start of its next turn.</p><p></p><p>*</p><p></p><p>And finally, a beast that needs no introduction: the <strong>kangaroo</strong>!</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Kangaroo</span></span></strong></p><p>The Voyage of the Princess Ark part 33, Dragon Magazine #186</p><p>Creature by Bruce A. Heard (and Nature, © 3,000,000 b.c.e.)</p><p></p><p>[ATTACH=full]342645[/ATTACH]</p><p><a href="https://commons.wikimedia.org/w/index.php?curid=94036615" target="_blank">By Francesco from Parma, Italy - Jumping kangaroo, CC BY 2.0</a></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Kangaroo</span></span></strong></p><p><strong>Medium beast</strong>; <strong>CR 1/8 (25 XP)</strong></p><p><strong>AC</strong> 11</p><p><strong>HP</strong> 9 (2d8)</p><p><strong>Speed</strong> 50 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 13 (+1) <strong>CON</strong> 11 (+0)</p><p><strong>INT</strong> 2 (-4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +3</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Keen Smell. </em></strong>The kangaroo has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p><strong><em>Standing Leap. </em></strong>The kangaroo’s long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Kick. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) bludgeoning damage.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9235343, member: 6915329"] Three monstrous beasts today. In real-world history, the [I]pard [/I]is a semi-mythical creature, another name for leopard (the name pard is Greek for “male panther). If a leopard mated with a lioness, the offspring, according to the myths, would be cheetahs. Depending on which ancient bestiary you consult, the pard is either a demonic creature of evil whose many spots represented sins or vices, or as a gentle creature with sweet-smelling breath whose only enemy is the dragon. In this issue of Dragon, the [B]pardal[/B] has basically nothing to do with these myths. Instead, this version of the pardal is a lazy great cat with hypnotic markings. [ATTACH type="full" alt="1704473688324.png"]342647[/ATTACH] [B][COLOR=rgb(41, 105, 176)][SIZE=6]Pardal[/SIZE][/COLOR][/B] Dragon’s Bestiary, Dragon Magazine #187 Creature by Spike Y. Jones Pardals look much like jaguars, but is primarily a glossy black and covered with ginger spots. Their fangs and claws are noticeably smaller than those of regular jaguars, but they don’t rely on their natural weapons because the spots on their fur swirl in hypnotic patterns, making it easy for them to catch their prey. [B][SIZE=7][COLOR=rgb(41, 105, 176)]Pardal[/COLOR][/SIZE] Medium monstrosity; Challenge 1/4 (50 XP) AC[/B] 12 [B]HP[/B] 18 (4d8; bloodied 9) [B]Speed[/B] 40 ft., climb 30 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 10 (+0) [B]INT[/B] 3 (-4) [B]WIS[/B] 14 (+2) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +4, Stealth +4 [B]Condition Immunities[/B] charmed, frightened, rattled [B]Senses[/B] truesight 10 ft., passive Perception 14 [B]Languages[/B] — [B][I]Keen Smell. [/I][/B]The pardal has advantage on Perception checks that rely on smell. [B][I]Scentless. [/I][/B]The pardal can’t be tracked by scent. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) slashing damage. If the pardal moves at least 20 feet straight towards the target before the attack, the target must make a DC 12 Strength saving throw, falling prone on a failure. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (2d4+2) piercing damage. [B][U][SIZE=5]Bonus Actions[/SIZE][/U] [I]Hypnotic Fur (Recharge 5-6). [/I][/B]The pardal’s fur swirls and changes color. Each creature within 40 feet of the pardal that can see it must make a DC 11 Wisdom saving throw. On a failure, a creature becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends early for a creature if the creature takes any damage, if another creature uses its action to shake the creature out of its stupor, or there is a very loud noise (Narrator’s discretion) within 10 feet of the creature. * Then we have the [B]dragonfish[/B] This is a giant version of the real life animal from the Stomiidae—the name basically means [I]mouth[/I] and is one of those fish that cause thalassophobia among many. These guys are some of those big-eyed, glow-in-the-dark deep-sea fish that’s more fang-filled mouth than body that are capable of unhinging their jaws and opening them to over 100 degrees, and allows them to consume prey that’s as much as 50% larger than them. Perhaps fortunately, in the real world, the largest dragonfish are only about 16 inches long (that's the females; the males are 6 inches). If you go deep sea diving and encounter a dragonfish, your toes might be trouble. The D&D version, of course, is a heck of a lot bigger—about ten feet long. And (going by the article, which I’m not), [I]evil [/I]for some reason. As I mentioned, dragonfish are bioluminescent. They have glowing red bars under their eyes, which they use to lure their prey. But even more interestingly, they're basically the only deep sea fish that can even see the color red. Because of the way light scatters in water, a lot of deep sea fish have evolved to be red, which looks like black and therefore hides the fish. But dragonfish can see red, and their bioluminesence is red—almost [I]infrared,[/I] according to Wikipedia—and they use their lights not as a lure but as a searchlight. They can see their prey but are basically invisible at the same time! [ATTACH type="full" alt="1704472209806.png"]342646[/ATTACH] Image from Wikimedia Commons [B][SIZE=6][COLOR=rgb(41, 105, 176)]Dragonfish[/COLOR][/SIZE][/B] Deep Beneath the Waves, Dragon Magazine #190 Creature by Bryan K. Bernstein Giant dragonfish are deep sea creatures, although the females—which can reach well over ten feet in length and are pure black in color—often travel to the surface during the day to hunt. They have glowing red bars under their eyes and are capable of distending their jaws and even rearranging their internal organs in order to swallow animals as big as themselves. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Giant Dragonfish[/SIZE][/COLOR] Large beast; Challenge 3 (750 XP) AC[/B] 14 (natural armor) [B]HP[/B] 60 (7d10+21; bloodied 30) [B]Speed[/B] 0 ft., swim 40 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 12 (+1) [B]CON[/B] 16 (+3) [B]INT[/B] 5 (-3) [B]WIS[/B] 12 (+1) [B]CHA[/B] 4 (-3) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +3, Stealth +3 (+1d6) [B]Damage Resistances[/B] cold [B]Senses[/B] blindsight 30 ft., passive Perception [B]Languages[/B] understands Aquan but can’t speak [B][I]Aquatic. [/I][/B]The dragonfish breathes only water. [I][B]Deep Sea Stealth. [/B][/I]When deep underwater, the dragonfish has advantage on Stealth checks. [I][B]Bioluminescence. [/B][/I]The dragonfish sheds dim light to 10 feet. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 10 ft., one target. [I]Hit: [/I]13 (2d8+4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the dragonfish can’t bite another target. [B][U][SIZE=5]Bonus Actions[/SIZE][/U] [I]Swallow. [/I][/B]The dragonfish makes a bite attack against a Large or smaller creature it is grappling. If the attack hits and the dragonfish has not swallowed another creature, the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks outside the dragonfish, is blinded and restrained, and it takes 14 (4d6) acid damage at the start of each of the dragonfish’s turns. If a swallowed creature deals 20 or more damage to the dragonfish in a single turn, or if the dragonfish dies, the dragonfish vomits up the creature. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Variant: Electric Dragonfish[/SIZE][/COLOR][/B] This species of dragonfish is smaller but no weaker than the other species, and unlike those species, it is a pack hunter. It loses the Swallow action. The dragonfish’s Intelligence is 7 (-2), it has immunity to lightning damage, and it has the following trait and action: [B][I]Pack Tactics. [/I][/B]The dragonfish has advantage on attack rolls against a creature if at least one of the dragonfish’s allies is within 5 feet of the creature and is not incapacitated. [B][I]Jolt (Recharge 6). [/I][/B]The dragonfish emits electricity in a 30-foot-sphere centered on it. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much on a successful one. In addition, on a failed save, a creature is stunned until the start of its next turn. * And finally, a beast that needs no introduction: the [B]kangaroo[/B]! [B][SIZE=6][COLOR=rgb(41, 105, 176)]Kangaroo[/COLOR][/SIZE][/B] The Voyage of the Princess Ark part 33, Dragon Magazine #186 Creature by Bruce A. Heard (and Nature, © 3,000,000 b.c.e.) [ATTACH type="full" alt="1704471965944.png"]342645[/ATTACH] [URL='https://commons.wikimedia.org/w/index.php?curid=94036615']By Francesco from Parma, Italy - Jumping kangaroo, CC BY 2.0[/URL] [B][COLOR=rgb(41, 105, 176)][SIZE=7]Kangaroo[/SIZE][/COLOR] Medium beast[/B]; [B]CR 1/8 (25 XP) AC[/B] 11 [B]HP[/B] 9 (2d8) [B]Speed[/B] 50 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 13 (+1) [B]CON[/B] 11 (+0) [B]INT[/B] 2 (-4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +3 [B]Senses[/B] passive Perception 13 [B]Languages[/B] — [B][I]Keen Smell. [/I][/B]The kangaroo has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Standing Leap. [/I][/B]The kangaroo’s long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. [B][U]Actions[/U] [I]Kick. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) bludgeoning damage. [/QUOTE]
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