quinta-feira, 30 de agosto de 2018

Inulpamahuida

 

     The crawling carnivorous plants feared by the elves of Ardenellíe. The name means "that which climbs mountains", but no one can say if they exist outside the giant fig tree's biome. They look like a wooden octopus with thorny roots which climb very well. The curly branches secrete an adhesive and acid gel. The more one struglles to escape, the more he is bound. The animals and individuals caught by the inulpamahuidas are condemned to be digested alive for a long time. The gel prevents bleeding, ensuring that the "food" stays fresh and extending the torture.

Inulpamahuida

 

Huge plant, unaligned

Armor Class 16 (natural armor)
Hit Points 184 (16d12 + 64)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
  16(+3) 8 (-1) 20 (+5)   3(-4) 14 (+2) 12 (+1)

Skills Stealth +6
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses blindsight 120 ft., passive Perception 12
Challenge 9

  • Many-Branched. The Inulpamahuida can grapple up to eight medium creatures, four large creatures or one huge creature.
ACTIONS
  1. Multiattack. The Inulpamahuida makes four constrict attacks. 
  2. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
  3. Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 12 (2d8 +3) bludgeoning damage, plus 1 point of acid damage, and the target is grappled (escape DC 16). If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained.

Megatherium


I was told we're going to have a great fight against the empire, gain our independence.
Didn't think twice before enlisting me and my most agressive megatherium, the Bastard.
-A horseman which participated in the kavajan war of independence.


     As big and heavy as the greatest khejali elephants; slow and four-legged, but capable of rising on its back feet and the trunk-like tail. The great froward claws are used for digging, knock down trees and defense: a megatherium acts like a bear, rising on two legs and giving blows strong enough to launch people meters away and break their bones. This, plus the thick reddish fur reinforced by osteoderms, means that even extraordinary predators such as gryphons hardly can kill a megatherium.

      They are most of the kavajan cattle, the source of nearly all the meat turned into beef jerky. They can eat nearly everything: roots, grass, bark, cactuses, the leaves and fruits of the highest trees. They love avocados and ocasionally eat carrion: are capable of driving off a predator from its slaughtered prey, although they never actually hunt. Megatheriums dig tunnel networks throughout Kavaja. The first halflings to reach the region used them as shelter and their homes are dug out by megatheriums even nowadays.

      The adults are left free in the communal fields of the kavajan villages and towns, under the responsability of the fraternities. The young stay in pens as sson as they're born, the parents bringing them food such like birds. Most are slaughtered as soon as the parents stop doing that, having reached a reasonable size and yeat to develop the osteoderms that make an adult's hide as impenetrable as plate armour. The strongest are marked and released as sson as they form a lifelong couple. When a megatherium dies, its mate gets so agressive and dangerous that the fraternity needs to send horsemen to kill it.

      Kavajans use everything the megatherium provides: meat and milk; nearly the entire hide is too reinforced to make parchment, but it is excellent for leather armour, reinforced coats and the bandanas every kavajan has; the feces are used as fertilizer and burnt in fires; the animal's skeleton is turned into cups, medicine, combs, needles, coats of arms, dice and statues; dozens of meters of guts become ropes for bows and cranes. Kavajan militias usually are armed with bolas, horses, spears, darts, javelins and a couple of megatheriums: monsters, bandits and orcs are some of the threats taken apart by what some foreigners describe as "two elephant-sized bears with claws as big as my arm".


Megatherium

Huge beast, unaligned

Armor Class 16 (natural armor)

Hit Points 126 (11d12 + 55)

Speed 40 ft., swim 20 feet.

STR          DEX       CON         INT        WIS          CHA
24 (+7)      9 (-1)      21 (+5)      3 (-4)     12 (+1)       6 (-2)

Senses passive Perception 11

Challenge 6

  •  Grief-Mad. At the start of its turn, the megatherium can gain advantage on all gore attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
 ACTIONS
  1. Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
  2. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.
Mates for Life - Adult megatheriums form life-long pairs. If one of them dies, the other becomes insane, gaining the Grief-Mad trait, resistance to bludgeoning, piercing, and slashing damage, and it also can’t be charmed or frightened.

Gaúdan



     Red wolves with dark stripes which can move in trunks and branches like if they were monkeys. Their tail resembles the latter's, prehensil and three times longer than that of a normal wolf. The long snout hides strong mandibles with big teeth. A gaúdan's favorite way to kill is to bite the neck. They may be found in many woods, specially the three-dimensional environment of Ardenellíe's giant fig trees, where they're very feared: the Knowledge 's Orchards have a tale of how a pack with over two hundred wolves, each one ripping off the throat of ten people. This would have happened in 120 Post-Idura, when Ardenellíe still was the kingdom of Arcadia. This catastrophe was responsible for making the feidralin elves demand that everyone should lear how to handle a bow, while the feidarashi learned how to use chakrams. The species has also changed since then: centuries dealing with elven hunters seems to have made them more agile and cunning.

Gaúdan

Large beast, unaligned


Armor Class 12
Hit Points 26 (4d10 + 4)  
Speed 50 ft., climb 30 ft.




STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 12 (+1) 3 (-4) 12 (+2)   10 (-1)


Skills Acrobatics +5, Perception +4, Intimidation +2, Stealth +5  
Senses passive Perception 13  
Challenge 1 (200 XP)



  • Keen Smell. The gaúdan has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The gaúdan has advantage on an attack roll against a creature if at least one of the gaúdan's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Pounce. If the gaúdan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gaúdan can make one bite attack against it as a bonus action.
  • Running Leap. With a 10-foot running start, the gaúdan can long jump up to 25 feet.

ACTIONS


  1. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Isonade

     Fishers share many odd and unlikely stories for those who don't live in the sea or even haven't seen the ocean. One of them is about a fish tail long and agile as a octopus' tentacle, whose scales end in barbs and its fins have many hooks. It catches people off a deck, like if the sea life was fighting back against those that fish it. Nanpuunians call this creature isonade, and know a few more details: it is a great hammerhead shark that uses its large head as an anchor to get stuck in rocks or to stop in the high seas; its name means "beach stroker", for the tail is almost gentle when grabbing someone, pulling them carefully as not to make a noise when entering the water; it has weak teeth, so it uses the tail as a grinder, tearing the victim apart for  along period of time. An entire shoal can quickly empty a boat.




Isonade

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2, Stealth +3
Senses blindsight 30 ft., passive Perception 12
Challenge 3

  • Blood Frenzy. The isonade has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
  • Water Breathing. The isonade can breathe only underwater.

ACTIONS

  1. Barbed Tail. Melee Weapon Attack: + 6 to hit, reach 30 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the isonade can't use its tail on another target.

Maned wolf

 
     Also called aguará-guazu or borochi. It may be found throughout Kavaja, inhabiting the plains, highlands and savannas. A lone and omnivorous predator, it has nocturnal habits. Its legs are long and slender, the head is elongated, the ears are big and straight. The fur has a reddish color, although the paws are completely dark. It resembles more a fox with long paws than a wolf. It is a surprisingly shy animal, silent and stealthy for its size. The legs' length makes it easier to climb hills. Very agile, can jump far to catch its prey. Some kavajans, specially hobgoblins, can domesticate maned wolves.

 

Maned Wolf

 

Medium beast, unaligned

Armor Class 14 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +6
Senses passive Perception 13
Challenge 1/4 (50 XP)


  • Keen Hearing and Smell. The maned wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
  • Pounce. If the maned wolf moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the maned wolf can make one bite attack against it as a bonus action.

ACTIONS

  1. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Temoana


https://upload.wikimedia.org/wikipedia/en/7/72/Conrit.jpg
     The name means "blue demon" in an umok dialect, due to its color and lethality. A sea monster similar to a centipede with thick dorsal plates and fins instead of legs. Spread out through Ghara's oceans, it's a predator feared by the way it hunts: the fins have venomous thorns that jab the victim as the temoana twists around it, paralyzing and choking it at the same time. A temoana's size changes from tale to tale, from about two meters long to monsters as big and thick as an eucalyptus. These larger versions would be considered simply a rumor if they hadn't been told by people from Technogestalt, a nation notorious by its lack of imagination and obsession of exact measures. The scholar Guillaume Levílle theorizes that the temoanas might grow during their whole lives, and that the oldest and most dangerous ones reach huge dimensions that only the oceans' vastness can conceal.

 

Temoana

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 1 (-5) 14 (+2) 3 (-4)

Senses blindsight 120 ft., passive Perception 12
Challenge 2

  •  Water Breathing. The temoana can breathe only underwater.

ACTIONS

  1. Multiattack. The temoana makes two pincer attacks.
  2. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage.
  3. Piercing embrace. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The target is also grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the temoana can't constrict another target.

Thoratu

 
     A dwarf's best friend, according to the thorakitai. Thoratus are big and strong as mules and have strong front paws with thick claws used for digging. Omnivores, eat roots, tubercules and earthworms. The dwarfs domesticated them for use as domestic animals, beasts of burden and for its meat, but mainly as living shovels and hoes. In some places, thoratus with "gauntlets" are trained to work as big pickaxes, breaking ore and then pushing full wagons outside of mines.

 

Thoratu

 

Medium beast, unaligned

Armor Class 14 (natural armor)
Hit Points 7 (1d8 + 3)
Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

Senses darkvision 60 ft., passive Perception 11
Challenge 1/8 (25 XP)
  • Beast of Burden. The thoratu is considered to be a Large animal for the purpose of determining its carrying capacity.

ACTIONS

  1. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.