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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: 9305904" data-attributes="member: 6915329"><p>Hi again! I'm back--this time I'm actually trying to distract myself from overthinking and overplanning my upcoming game, so have some more monsters. Or, well, animals. Not the most exciting return, yeah, but Wednesday's should be cooler.</p><p></p><p>(Game won't even start for a couple more months and I'm driving myself to distraction with the what-ifs.)</p><p></p><p>The article is called Demihuman Pets, and it's specifically about breeds of animals bred by elves, dwarfs, gnomes, and halflings. Which is a nice worldbuilding thing--this is one of those things we rarely think about in-depth. However, in writing them up, they felt almost too magical to be proper pets. At least for the mortal peoples. Thus, I made them into wondrous fey beasts. Here's the <strong>brak twan</strong>, or tunnel hound; the <strong>twil</strong>, or pocket rat, and <strong>yyllethyn</strong>, or faerie horse.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Fey Pets</span></span></strong></p><p>Dragon’s Bestiary, Dragon Magazine #269</p><p>Creature by Jack Pitsker; art by David Day</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Brak Twan (Tunnel Hound)</span></span></strong></p><p>These ugly bulldogs have impressively large jaws and teeth and small, glowing silver eyes. They are primarily hairless with patches of silvery fur on their stubby tails, the top of their heads, and their bellies, and their owners—the subterranean fey—often mark their skin with runes and patterns. Brak twan often are used for for hunting and pit fighting, but they were bred to be tunnelers.</p><p></p><p>[ATTACH=full]355474[/ATTACH]</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Brak Twan</span></span></strong></p><p><strong>Medium beast (fey); Challenge 1/8 (25 XP)</strong></p><p><strong></strong></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 9 (2d8; bloodied 4)</p><p><strong>Speed</strong> 30 ft., burrow 10 ft.</p><p></p><p><strong>STR</strong> 12 (+1) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 10 (+0)</p><p><strong>INT</strong> 4 (-3) <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>Saving Throws</strong> Str +3</p><p><strong>Skills</strong> Perception +3</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Keen Hearing and Smell. </em></strong>The brak twan has advantage on Perception checks that rely on smell.</p><p></p><p><strong><em>Loyal. </em></strong>The brak twan can’t be magically compelled to disobey or harm its owners.</p><p></p><p><strong><em>Limited Magic Resistance. </em></strong>The brak twan has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.</p><p></p><p><strong><em>Siege Monster. </em></strong>The brak twan deals double damage to objects and structures.</p><p></p><p><strong><em>Tunneler. </em></strong>The brak twan can tunnel through earth and solid rock, leaving behind a 5-foot-diameter tunnel.</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> +3 to hit, reach 5 ft., one target. <em>Hit: </em>3 (1d4+1) piercing damage. If the target is a creature, it must make a DC 11 Strength saving throw or fall prone.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Twil (Pocket Rat)</span></span></strong></p><p>Rats can live nearly anywhere, including the Dreaming—although those that do have been altered by that plane’s fey energy. Twils, also called pocket rats, are intelligent creatures that look like regular wild rats. Their coats have the range of colors and patterns normally only found on domesticated fancy rats. Unusually, though, even though they aren’t marsupials, both sexes have a tiny pouch capable of holding a surprising amount of stuff in them. When they venture out of the Dreaming, twil often live among gnomes and other forest fey.</p><p></p><p>[ATTACH=full]355473[/ATTACH]</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Twil </span></span></strong></p><p><strong>Tiny beast (fey); Challenge 0 (10 XP)</strong></p><p><strong></strong></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 1 (1d4-1)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 2 (-4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 8 (-1)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +2, Stealth +4</p><p><strong>Condition Immunities</strong> charmed</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> Understands Gnomish and Sylvan but can’t speak it</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The twil has advantage on saving throws against being charmed or frightened</p><p></p><p><strong><em>Invisible to Darkvision. </em></strong>The twil is invisible to darkvision.</p><p></p><p><strong><em>Keen Smell. </em></strong>The twil has advantage on Perception checks that rely on smell.</p><p></p><p><strong><em>Marsupium. </em></strong>The twil has a magical pouch in which it can store up to two Tiny objects, regardless of that item’s shape or weight. While in the pouch, they do not encumber the twil.</p><p></p><p><strong><em>Speak With Rats. </em></strong>The twil can speak to normal and giant rats.</p><p></p><p><strong><em>Treasure Sense. </em></strong>The twil can locate by smell coins and gems within 60 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> +3 to hit, reach 5 ft., one target. <em>Hit: </em>1 piercing damage</p><p></p><p>*</p><p></p><p>[ATTACH=full]355475[/ATTACH]</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Yyllethyn (Faerie Horse)</span></span></strong></p><p>These horses are often used by faerie nobles as riding beasts. Yyllethyn resemble normal horses, although somehow more elegant and delicate in appearance. They are always uniform in color, typically charcoal gray, white, golden, roan, sorrel, or black, without any other markings, and their eyes are invariably blue-green.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(41, 105, 176)">Yllethyn</span></span></strong></p><p><strong>Large beast (fey); Challenge 1/2 (100 XP)</strong></p><p><strong></strong></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 30 (4d10+8; bloodied 15)</p><p><strong>Speed</strong> 60 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> understands Sylvan but can’t speak it</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The yyllethyn has advantage on saving throws against being charmed or frightened</p><p></p><p><strong><em>Feytrotter. </em></strong>The yyllethyn’s hooves make no noise when walking, and its movement is not hindered by difficult terrain made of plants, mud, or unworked stone. It can also walk on still liquids as if they were difficult terrain.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Hooves. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>7 (1d6+4) bludgeoning damage. If the yyllethyn moves at least 20 feet strait towards the target before the attack, the target must make a DC 14 Strength saving throw or fall prone.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9305904, member: 6915329"] Hi again! I'm back--this time I'm actually trying to distract myself from overthinking and overplanning my upcoming game, so have some more monsters. Or, well, animals. Not the most exciting return, yeah, but Wednesday's should be cooler. (Game won't even start for a couple more months and I'm driving myself to distraction with the what-ifs.) The article is called Demihuman Pets, and it's specifically about breeds of animals bred by elves, dwarfs, gnomes, and halflings. Which is a nice worldbuilding thing--this is one of those things we rarely think about in-depth. However, in writing them up, they felt almost too magical to be proper pets. At least for the mortal peoples. Thus, I made them into wondrous fey beasts. Here's the [B]brak twan[/B], or tunnel hound; the [B]twil[/B], or pocket rat, and [B]yyllethyn[/B], or faerie horse. [B][COLOR=rgb(41, 105, 176)][SIZE=6]Fey Pets[/SIZE][/COLOR][/B] Dragon’s Bestiary, Dragon Magazine #269 Creature by Jack Pitsker; art by David Day [B][COLOR=rgb(41, 105, 176)][SIZE=5]Brak Twan (Tunnel Hound)[/SIZE][/COLOR][/B] These ugly bulldogs have impressively large jaws and teeth and small, glowing silver eyes. They are primarily hairless with patches of silvery fur on their stubby tails, the top of their heads, and their bellies, and their owners—the subterranean fey—often mark their skin with runes and patterns. Brak twan often are used for for hunting and pit fighting, but they were bred to be tunnelers. [ATTACH type="full"]355474[/ATTACH] [B][COLOR=rgb(41, 105, 176)][SIZE=7]Brak Twan[/SIZE][/COLOR] Medium beast (fey); Challenge 1/8 (25 XP) AC[/B] 12 [B]HP[/B] 9 (2d8; bloodied 4) [B]Speed[/B] 30 ft., burrow 10 ft. [B]STR[/B] 12 (+1) [B]DEX[/B] 14 (+2) [B]CON[/B] 10 (+0) [B]INT[/B] 4 (-3) [B]WIS[/B] 12 (+1) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 12 [B]Saving Throws[/B] Str +3 [B]Skills[/B] Perception +3 [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] — [B][I]Keen Hearing and Smell. [/I][/B]The brak twan has advantage on Perception checks that rely on smell. [B][I]Loyal. [/I][/B]The brak twan can’t be magically compelled to disobey or harm its owners. [B][I]Limited Magic Resistance. [/I][/B]The brak twan has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects. [B][I]Siege Monster. [/I][/B]The brak twan deals double damage to objects and structures. [B][I]Tunneler. [/I][/B]The brak twan can tunnel through earth and solid rock, leaving behind a 5-foot-diameter tunnel. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: [/I]3 (1d4+1) piercing damage. If the target is a creature, it must make a DC 11 Strength saving throw or fall prone. * [B][SIZE=5][COLOR=rgb(41, 105, 176)]Twil (Pocket Rat)[/COLOR][/SIZE][/B] Rats can live nearly anywhere, including the Dreaming—although those that do have been altered by that plane’s fey energy. Twils, also called pocket rats, are intelligent creatures that look like regular wild rats. Their coats have the range of colors and patterns normally only found on domesticated fancy rats. Unusually, though, even though they aren’t marsupials, both sexes have a tiny pouch capable of holding a surprising amount of stuff in them. When they venture out of the Dreaming, twil often live among gnomes and other forest fey. [ATTACH type="full"]355473[/ATTACH] [B][COLOR=rgb(41, 105, 176)][SIZE=7]Twil [/SIZE][/COLOR] Tiny beast (fey); Challenge 0 (10 XP) AC[/B] 12 [B]HP[/B] 1 (1d4-1) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 2 (-4) [B]DEX[/B] 14 (+2) [B]CON[/B] 8 (-1) [B]INT[/B] 8 (-1) [B]WIS[/B] 10 (+0) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +2, Stealth +4 [B]Condition Immunities[/B] charmed [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] Understands Gnomish and Sylvan but can’t speak it [B][I]Fey Ancestry. [/I][/B]The twil has advantage on saving throws against being charmed or frightened [B][I]Invisible to Darkvision. [/I][/B]The twil is invisible to darkvision. [B][I]Keen Smell. [/I][/B]The twil has advantage on Perception checks that rely on smell. [B][I]Marsupium. [/I][/B]The twil has a magical pouch in which it can store up to two Tiny objects, regardless of that item’s shape or weight. While in the pouch, they do not encumber the twil. [B][I]Speak With Rats. [/I][/B]The twil can speak to normal and giant rats. [B][I]Treasure Sense. [/I][/B]The twil can locate by smell coins and gems within 60 feet. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: [/I]1 piercing damage * [ATTACH type="full"]355475[/ATTACH] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Yyllethyn (Faerie Horse)[/SIZE][/COLOR][/B] These horses are often used by faerie nobles as riding beasts. Yyllethyn resemble normal horses, although somehow more elegant and delicate in appearance. They are always uniform in color, typically charcoal gray, white, golden, roan, sorrel, or black, without any other markings, and their eyes are invariably blue-green. [B][SIZE=7][COLOR=rgb(41, 105, 176)]Yllethyn[/COLOR][/SIZE] Large beast (fey); Challenge 1/2 (100 XP) AC[/B] 12 [B]HP[/B] 30 (4d10+8; bloodied 15) [B]Speed[/B] 60 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 14 (+2) [B]CON[/B] 14 (+2) [B]INT[/B] 7 (-2) [B]WIS[/B] 14 (+2) [B]CHA[/B] 7 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +4 [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] understands Sylvan but can’t speak it [B][I]Fey Ancestry. [/I][/B]The yyllethyn has advantage on saving throws against being charmed or frightened [B][I]Feytrotter. [/I][/B]The yyllethyn’s hooves make no noise when walking, and its movement is not hindered by difficult terrain made of plants, mud, or unworked stone. It can also walk on still liquids as if they were difficult terrain. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Hooves. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (1d6+4) bludgeoning damage. If the yyllethyn moves at least 20 feet strait towards the target before the attack, the target must make a DC 14 Strength saving throw or fall prone. [/QUOTE]
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