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Outerlands Beastiary


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SilentSilth

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Minions: Generally weaker than Descendants, and only are a danger in large groups.
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Goblin Thief: Tiny for even a goblin, these little thieves are responsible for nicking shiny objects in the blink of an eye. Also, they're probably the reason you lose your socks.

Element: None

Strength: 3
Stamina: 3
Dexterity: 5
Agility: 7
Intelligence: 2
Will: 2

BP: 5
FP: 6
PP: 4
MP: 8

Feats:
Sneaky: Gains a +4 to all sneak rolls, and deals double damage on sneak attacks.
Light-foot: Makes no noise while moving.

Equipment:
Stone Dagger: 1d2 + 1

Cheat Sheet:
BP: 5/5, FP: 6/6 PP: 4/4, MP: 32/32.
Speed: 1
Stone Dagger: 1d2 + 1
Damage Mitigation: 1
Magic Mitigation: 0
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Goblin Warrior: Goblin Warriors are stronger than most other Goblins, armed with Clubs or Maces, and rarely swords, the Goblins rely on their numbers more than anything else.

Element: None

Strength: 6
Stamina: 4
Dexterity: 6
Agility: 2
Intelligence: 2
Will: 2

BP: 9
FP: 8
PP: 5
MP: 8

Feats:
Strength in Numbers: Gains +2 to damage and to-hit rolls when another Goblin Warrior is present; this stacks up to +10.
Tough Skin: Adds +4 to Warrior's natural Damage Mitigation.

Equipment:
Wooden Club: 1d4 + 1
Medium Leather Armor: 4 + 1, -4 to-hit.

Cheat Sheet:
BP: 9/9, FP: 8/8, PP: 5/5, MP: 32/32.
Speed: 1
Wooden Club: 1d4 + 1 [-4 to-hit]
Damage Mitigation: 5
Magic Mitigation: 0
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Goblin Skirmisher: A steadfast defender of Goblin holes, they line up in Phalanxes to protect the young.

Element: None

Strength: 4
Stamina: 10
Dexterity: 2
Agility: 2
Intelligence: 2
Will: 2

BP: 12
FP: 20/20
PP: 7
MP: 8

Feats:
Phalanx: When near another Skirmisher, the defender's gain an extra 5% chance to block.
Defense: Upon declaring to Defend, the Skirmisher gains +2 to their Damage Mitigation.

Equipment:
Stone Sword: 1d3 + 1
Kite Shield: 10% block chance.

Cheat Sheet:
BP: 12/12, FP: 20/20, PP: 7/7, MP: 32/32.
Speed: 1
Stone Sword: 1d3 + 1
Damage Mitigation: 2
Magic Mitigation: 0
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Kobold Ranger: Kobold 'Rangers' are pretty good at slinging stones, and that's about it. They often stick to the trees, striking goblins from afar.

Element: None

Strength: 2
Stamina: 4
Dexterity: 6
Agility: 6
Intelligence: 2
Will: 2

BP: 5
FP: 8
PP: 4
MP: 8

Feats:
Spotter: The Kobold ranger gets a +4 to spotting sneaking enemies, like those pesky Goblin Thieves.

Equipment:
Sling: 1d3 + 1
Stones: +2 damage; 20 stones.

Cheat Sheet:
BP: 5/5, FP: 8/8, PP: 4/4, MP: 32/32.
Speed: 1
Sling: 1d3 + 3 [20 meters] [20 stones]
Damage Mitigation: 1
Magic Mitigation: 0
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Kobold Soldier: Kobold Dens are a militaristic society, with their entire society becoming soldiers upon maturity. After several years of service, or multiple battles, the soldiers are released from duty.

Element: None

Strength: 6
Stamina: 6
Dexterity: 4
Agility: 2
Intelligence: 2
Will: 2

BP: 9
FP: 12
PP: 5
MP: 8

Feats:
Fearless: When fighting an opponent with more max BP, the Kobold Soldier gains +2 to damage and damage mitigation.

Equipment:
Stone Sword: 2d5 + 1
Light Kobold Armor: DM 2 + 1, -2 to-hit

Cheat Sheet:
BP:9/9, FP: 12/12, PP: 5/5, MP: 32/32.
Speed: 1
Stone Sword: 2d5 + 1 [-2 to-hit]
Damage Mitigation: 3,
Magic Mitigation: 0
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Kobold Trickster: Tricksters are Kobolds that have developed an affinity to Aedus, using their magic connection to cast fire spells.

Element: Fire

Strength: 2
Stamina: 2
Dexterity: 2
Agility: 2
Intelligence: 10
Will: 4

BP: 3
FP: 4
PP: 5
MP: 50

Feats:
Arcane Knowledge: Tricksters gain +10 to their MP.
Spell knowledge: The Trickster knows all Fire spells.

Spells:

Equipment:
Tribal Clothing

Cheat Sheet:
BP: 3/3, FP: 4/4, PP: 5/5, MP: 50/50.
Speed: 1
Damage Mitigation: 0
Magic Mitigation: 1
Extra spell damage: +2
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Mouse Girl: Short, busty women with the features of mice. They're fast on their feet, and often attack in swarms to steal the seed of lone men.

Element: None

Strength: 6
Stamina: 4
Dexterity: 4
Agility: 7
Intelligence: 2
Will: 4

BP: 7
FP: 8
PP: 6
MP: 8

Feats:
Agile: +5 Agility
Hold Down: As long as four mice girls are trying to grapple the enemy, they can advance to Grapple Level 5; the four mice cannot perform any actions, however.

Equipment:
Stone Dagger: 2d4 + 1
Light Padded Armor: 3 Damage Mitigation, 20 Durability.

Cheat Sheet:
BP: 7/7, FP: 8/8 PP: 6/6, MP: 8/8.
Speed: 1
Stone Dagger: 2d4+1
Damage Mitigation: 4
Magic Mitigation: 1
------------------------------------

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Kobold Trickster: Tricksters are Kobolds that have developed an affinity to Aedus, using their magic connection to cast fire spells.

Element: Fire

Strength: 2
Stamina: 2
Dexterity: 2
Agility: 2
Intelligence: 10
Will: 4

BP: 3
FP: 4
PP: 5
MP: 50

Feats:
Arcane Knowledge: Tricksters gain +10 to their MP.
Spell knowledge: The Trickster knows all Fire spells.

Spells:

Equipment:
Tribal Clothing

Cheat Sheet:
BP: 3/3, FP: 4/4, PP: 5/5, MP: 50/50.
Speed: 1
Damage Mitigation: 0
Magic Mitigation: 1
Extra spell damage: +2
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Bubbling Blob: A tiny blob, almost the size of a human head. It's pink and opaque, and speeds along the ground much faster than other slime creatures.

Traits:
Flammable: Fire attacks deal 2.5x damage.

Element: Water.

Strength: 4
Stamina: 4
Dexterity: 2
Agility: 10
Intelligence: 0
Will: 2

BP: 6
FP: 8
PP: 4
MP: 0

Cheat Sheet:
BP: 6/6, FP: 8/8, PP: 4/4, MP: 0.
Speed: 2
Unarmed Attack: 1
Damage Mitigation: 1
Magic Mitigation: 1
------------------------------------

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Gnoll Whelp: Gnolls are a rather hierarchical society, separated rigidly into castes, starting with younglings, warriors, mages, followed by Nobles. There has been a lack of 'nobles' lately. Whelps are the younglings, both male and the rare female; they stay together in little packs of three to six, and swarm their opponents.

Traits:
Weak Point (Nose): hitting a gnoll on the nose causes an extra 4 damage, and has a 25% chance for stun. However, trying to hit their weak point takes an extra +6 to-hit.
Not Smart: Some gnolls are intelligent; this one isn't. Uses only chance to solve puzzles or challenges.
Knot: When having sex, has 1d3 pregnancy rolls.

Element: Earth

Strength: 6
Stamina: 4
Dexterity: 4
Agility: 3
Intelligence: 3
Will: 2

BP: 7
FP: 8
PP: 2
MP: 12

Feats:
Swarm: When attacking the same enemy, Gnoll whelps Deal an extra 1 damage per gnoll attacking; this takes precedence over a group attack bonus.

Cheat Sheet:
BP: 7/7, FP: 8/8, PP: 2/2, MP: 12/12.
Speed: 1
Unarmed Attack: 1
Damage Mitigation: 1
Magic Mitigation: 1
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Last edited:
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SilentSilth

SilentSilth

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Soldiers

Soldiers: The main fighting force, they're made to work in small groups or alone - if strong enough.
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Kobold Hunter: Kobolds rely on these few Hunters to retrieve food, water, and even slaves for the den. Slightly larger than regular Kobolds, these wolf-people are often referred to a popular idea of 'Cutebolds', as their fur ranges almost all colors known to Pekol.

Element: None

Strength: 8
Stamina: 8
Dexterity: 8
Agility: 8
Intelligence: 6
Will: 6

BP: 12
FP: 16
PP: 10
MP: 24

Feats:
Heavy Hitter: Deals an extra +2 damage on attacks.
Grappler: Gains +6 to grapple rolls.
Hubris: Has no Element, taking no extra damage.

Abilities:
Thrust and Sweep: Costs 10 BP; 90 degree cone.
Trample: Knock an enemy down for a turn.

Equipment:
Sharp Stone Spear: 1d6 + 2 damage
M. Leather Armor: 6 + 2 DM; -4 to-hit.

Cheat Sheet:
BP: 12/12, FP: 16/16, PP: 10/10, MP: 24/24.
Speed: 2
Stone Spear: 1d6 + 2 [-4 to-hit]
Damage Mitigation: 8
Magic Mitigation: 1
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Kobold Scout: Scouts are often far way from their home dens; as such, they're trained in survival. They're effective in combat, to a certain extent, but are trained to run and get help if needed.

Element: Water

Strength: 6
Stamina: 8
Dexterity: 8
Agility: 10
Intelligence: 6
Will: 6

BP: 11
FP: 16
PP: 10
MP: 24

Feats:
Like Water: When dodging attacks, the Kobold Scout gains +4 to their dodge rolls.
Back Up: When leaving the battle, a Scout returns with d6 Minions; a 50% to return with an additional d4 Soldiers; a 25% chance to return with an additional d2 Lieutenants; and a 5% chance to return with a boss.

Abilities:
Slash: d2 standard damage.

Equipment:
Light Leather Armor: 3 + 1 Damage Mitigation, 25 Durability.
Sharp Stone Dagger: 1d4 + 1 damage, 15 durability.
Cheat Sheet:
BP: 11/11, FP: 16/16, PP: 10/10, MP: 24/24.
Speed: 2
Stone Dagger: 1d4 + 1
Damage Mitigation: 4
Magic Mitigation: 1
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Kobold Fencer: Kobolds are quick and light on their feet, and the Fencers use this to their advantage. They can quickly strike after an enemy's attack, quickly whittling down even the largest of opponents.

Strength: 10
Stamina: 5
Dexterity: 10
Agility: 12
Intelligence: 5
Will: 5

BP: 20
FP: 10
PP: 8
MP: 20

Feats:
Trained Fighter (Swords): +10 BP.
Agile: +5 Agility
Fleet Feet: +1 Speed

Abilities:
Parry: +10 Dodge for a round. Costs 5 BP.
Flashing Stone: Attack twice after a successful parry.

Equipment:
Stone Sword: 1d6 + 2 [-4 to-hit]
Medium Leather Armor: 4 + 1.
Cheat Sheet:
BP: 20/20, FP: 10/10, PP: 8/8, MP: 20/20.
Speed: 2
Stone Sword: 1d6 + 2 [-4 to-hit]
Damage Mitigation: 5
Magic Mitigation: 1
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Goblin Shaman: A goblin with Deity blood, allowing them to cast basic water spells.

Element: Water

Strength: 5
Stamina: 10
Dexterity: 5
Agility: 5
Intelligence: 10
Will: 15

BP: 13
FP: 20
PP: 20
MP: 50

Feats:
Ancient Knowledge: +10 to MP.
Intelligent: +5 Int
Enduring: +5 Stamina

Spells:
Icicle: d10 damage, 10 MP, 10 range.
Pressure Jet: 3d8 damage, 25 MP, 30 Meters; every 10 Meters, the damage die is reduced by 1.
Hydrosphere: d10 Damage, 15 MP, 15 Meters (range), 4 meters (AOE).

Equipment:
Light Padded Armor: 1 Damage Mitigation

Cheat Sheet:
BP: 13/13, FP: 10/10, PP: 20/20, MP: 50/50.
Speed: 1
Spells:
Icicle: d10 damage, 10 MP, 10 range.
Pressure Jet: 3d8 damage, 25 MP, 30 Meters; every 10 Meters, the damage die is reduced by 1.
Hydrosphere: d10 Damage, 15 MP, 15 Meters (range), 4 meters (AOE).
Damage Mitigation: 3
Magic Mitigation: 3
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Goblin Defenders: Defenders stay close to Goblin Dens, easily clubbing invading enemies into unconsciousness or death. They're fairly dim-witted, however.

Element:None.

Strength: 12
Stamina: 12
Dexterity: 6
Agility: 6
Intelligence: 2
Will: 2

BP: 18
FP: 24
PP: 8
MP: 8

Feats:
Enduring: +5 Stamina
Strong: +5 Strength

Abilities:
Overhead Swing: +d6 + 3, 10% chance of KO, d5 rounds.
Batter Up: +d10 damage, 10 Meter knockback

Equipment:
Stone Mace: 1d4 + 3
Heavy Leather Armor: 6 + 3 Damage Mitigation; -6 to-hit; -4 Magic Damage
Kite Shield: 10% block chance.
Cheat Sheet:
BP: 18/18, FP: 24/24, PP: 8/8, MP: 8/8.
Speed: 2
Stone Mace: 1d4 + 3 [-6 to-hit]
Damage Mitigation: 9 [10% Chance block]
Magic Mitigation: 0
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Goblin Hunter: A Goblin who's sole life purpose is to hunt food, and process it. They're extremely sneaky, preferring short bows and daggers.

Element: None

Strength: 5
Stamina: 8
Dexterity: 10
Agility: 10
Intelligence: 5
Will: 5

BP: 13
FP: 16
PP: 8
MP: 20

Feats:
Agile: +5 Agility
Enduring: +5 Stamina

Abilities:
Sprint Shot: Movebefore and after attack, at half speed.
Weak Point: Tripple damage on a dagger attack.

Equipment:
Stone Dagger: 1d4 + 1
Short Reinforced Bow: 1d3 + 2
30 Stone tipped Arrows: +2 damage
L. Padded Armor: 1 Damage Mitigation

Cheat Sheet:
BP: 13/13, FP: 16/16, PP: 8/8, MP: 20.
Speed: 5
Stone Dagger: 1d4+1
Short Reinforced Bow: 1d3 + 2
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Wild Holstaurus: A monster woman that is a descendant of the Minotaurus. They've sometimes been domesticated, but it's a rare occurrence nowadays. They're usually non-violent, but the wild ones tend to get panicky if an intruder gets too close...

Traits:
Red Lust: Whenever seeing red, the monster girl makes a will check. If they fail the DC 20, they enter the Aggressive State.

Element: None

Strength: 8
Stamina: 12
Dexterity: 10
Agility: 5
Intelligence: 6
Will: 6

BP: 16
FP: 24
PP: 12
MP: 24

Feats:
Enduring: +5 Stamina
Intelligent: +5 Intelligence
Willful: +5 Will

Weakness:
Lactation: +2 PP dealt when breasts are groped; +6 when milked. Holstaurus can also become more docile after being held and milked.

Abilities:
Stunning Fist: 50% chance to stun for 1d4 rounds.
Rush: Moves at double speed for one round.

Equipment:
Fists: 1d4 + 3
Tough Fur: 1 Damage Mitigation

Cheat Sheet:
BP: 16/16, FP: 24/24, PP: 12/12, MP: 24/24.
Speed: 1
Fists: 1d4 + 3
Tough Fur: 1 Damage Mitigation
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Flower Bud Alarune:

Traits:
Immobile: The Alarune cannot move from her pod.

Element: Earth

Strength: 10
Stamina: 5
Dexterity: 7
Agility: 5 (Cannot move)
Intelligence: 5
Will: 5

BP: 10
FP: 10
PP: 8
MP: 20

Feats:
Strong: +5 to strength
Long Reach: Can reach out to 20 Meters with vines.

Abilities:
Stunning Fist: 50% chance to stun for 1d4 rounds.
Disarm: Dex vs. Str; if success, the opponent loses their weapon.

Equipment:
Vines: 2d4 + 4
Nude!

Cheat Sheet:
BP: 10/10, FP: 10/10, PP: 8/8, MP: 20/20
Speed: None
Vines: 2d4+4
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Krute Hound: Krute Hounds are vicious canines that often travel in packs. They've been known to assault humans and other creatures for more than just food, and don't seem to be afraid of fire like other wild animals.

Element: None.

Strength: 10
Stamina: 12
Dexterity: 7
Agility: 7
Intelligence: 0
Will: 7

Traits: Knot: When a Krute Hound orgasms, a knot inflates, sealing the mating process for d3 rounds (3 chances of pregnancy). After it deflates, the hound cannot have sex for d10 rounds.

BP: 17
FP: 24
PP: 13
MP: 0

Feats:
Enduring: +5 Stamina
Willful: +5 Will

Abilities:
Running Bite: 5 Meter dash attack; standard bite damage.
High-Pitched Howl: 25% chance to summon d5 (minimum of 2) allies. Limit: Once per battle.

Equipment:
Quick Bite: 1d4+4
Shaggy Fur: 1 DM + 5

Cheat Sheet:
BP: 17/17, FP: 24/24, PP: 13/13, MP: 0
Speed: 3
Quick Bite: 1d4+4
Damage Mitigation: 6
Magic Mitigation: 1
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Ogre: Large humanoids with mottled skin, Ogres often raid villages of smaller beings, happy to take their prizes for a multitude of things, including slavery, food, entertainment, and just plain-old-torture (see entertainment).

Element: None.

Strength: 15
Stamina: 15
Dexterity: 10
Agility: 8
Intelligence: 5
Will: 5

Traits:
Large: Ogres are large beings, and as such, take a-5 to-hit, but have a +2 to their Damage Mitigation.

BP: 43
FP: 30
PP: 13
MP: 20

Feats:
Strong: + Strength
Trained Fighter: +10 BP
Durable: +10 BP

Weaknesses:
Visually Impaired (1): -4 to Spot checks; +15 EXP

Abilities:
Kit 1:
Wide Swing: The Ogre swings his sword in a 1 meter arc, hitting up to 3 enemies with standard damage: Cost: 10 BP.
-----
Kit 2:
Submission: Can deal unarmed damage while grappling.

Equipment:
Kit 1:
Large Stone Sword: 3d5 + 3
Leather Pauldron: 2DM + 5; 20 Durability
-----
Kit 2:
Swinging Fists: 3d4 + 3
Loincloth: 0 DM + 5

Cheat Sheet:
BP: 43/43, FP: 30/30, PP: 13/13, MP: 20/20
Speed: 2
Kit1:
Large Stone Sword: 3d5 + 3
Kit2:
Swinging Fists: 3d4 + 3
Damage Mitigation: (Kit1): 7 DM; (Kit2): 5
Magic Mitigation: 1
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Ogre Brute: Ogres are generally big, mean, and dumb. Brutes are bigger, meaner, and dumber; Most sport two heads, and heft a large stone mallet that only something their size could lift.

Traits:
Large: Ogres are large beings, and as such, take a -5 to-hit, but have a +2 to their Damage Mitigation.
Dim-Witted: Intelligence checks are based solely on dice rolls.

Element: None.

Strength: 15
Stamina: 22
Dexterity: 10
Agility: 5
Intelligence: 1
Will: 1

BP: 30
FP: 44
PP: 12
MP: 4

Feats:
Adept: +3 to any stat (Strength)
Strong: +5 Strength
Enduring: +5 Stamina

Weaknesses:
Dumb: -5 to Int and Will; +20 EXP.

Abilities:
Overhead Swing: +d6(+Strength Mod), 10% chance of knockout.
Ground Pound: The Ogre Brute slams his club into the ground; anyone in a 5 Meter radius must make a Dexterity check of 30, or be knocked down.

Equipment:
Freakin' Huge Stone Mallet: 4d6 + 3
Loincloth

Cheat Sheet:
BP: 30/30, FP: 44/44, PP: 12/12, MP: 4
Speed: 1
Freakin' Huge Stone Mallet: 4d6 + 3
Damage Mitigation: 6
Magic Mitigation: 1
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Living Blob: A mass of blue, opaque... well, 'slime'. The creature moves as if controlled by an external force - but doesn't seem to be able to communicate.

Traits:
Flammable: Takes 2x damage from Fire.

Element: Water

Strength: 10
Stamina: 9
Dexterity: 5
Agility: 8
Intelligence: 0
Will: 10

BP: 14
FP: 18
PP: 15
MP: 0

Abilities:
Snot Shot: The Slime can eject part of itself at an opponent, up to 15 Meters away, dealing d10 damage to armor for d5 rounds.
Cost: 5 BP
Leap: The Gel propels itself through the air, hardening on impact with it's enemy. Deals 2d6+Strength Mod damage.
Cost: 15 FP.

Equipment:
Nuffin.

Cheat Sheet:
BP: 14/14, FP: 18/18, PP: 15/15, MP: 0
Speed: 2
Unarmed Strike: 1d4+2
Damage Mitigation: 2
Magic Mitigation: 2
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Gnoll Clubbers: Gnolls are a rather hierarchical society, separated rigidly into castes, starting with younglings, warriors, mages, followed by Nobles. There has been a lack of 'nobles' lately. Clubbers fit into the warrior caste, far too dumb to cast spells. They're brute strength can be a problem in numbers.

Traits:
Weak Point (Nose): hitting a gnoll on the nose causes an extra 4 damage, and has a 25% chance for stun. However, trying to hit their weak point takes an extra +6 to-hit.
Not Smart: Some gnolls are intelligent; this one isn't. Uses only chance to solve puzzles or challenges.
Knot: When having sex, has 1d3 pregnancy rolls.

Element: Earth

Strength: 15
Stamina: 5
Dexterity: 10
Agility: 3
Intelligence: 5
Will: 10

BP: 13
FP: 10
PP: 13
MP: 20

Weaknesses:
Masochist: Gains 1 PP per 2 BP damage.
Slow: -2 to dexterity and agility.

Equipment:
Tattered Clothes
Stone Club: 2d4 + 3

Cheat Sheet:
BP: 13/13, FP: 10/10, PP: 13/13, MP: 20/20
Speed: 1
Stone Club: 2d4 + 3
Damage Mitigation: 1
Magic Mitigation: 2
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Gnoll Defender: Gnolls are a rather hierarchical society, separated rigidly into castes, starting with younglings, warriors, mages, followed by Nobles. There has been a lack of 'nobles' lately. Defenders fit into the warrior caste, their natural stamina making them natural born warriors.

Traits:
Weak Point (Nose): hitting a gnoll on the nose causes an extra 4 damage, and has a 25% chance for stun. However, trying to hit their weak point takes an extra +6 to-hit.
Not Smart: Some gnolls are intelligent; this one isn't. Uses only chance to solve puzzles or challenges.
Knot: When having sex, has 1d3 pregnancy rolls.

Element: Earth

Strength: 5
Stamina: 20
Dexterity: 7
Agility: 3
Intelligence: 3
Will: 7

BP: 23
FP: 40
PP: 17
MP: 12

Weaknesses:
Slow: -2 to dexterity and agility.
Dumb: -2 to Intelligence and Will.

Equipment:
Ratty Leather Armor: 1 DM [20 Dura] + 4
Wooden Club: 1d4 + 1
Wooden Buckler: 5% Block Chance

Cheat Sheet:
BP: 23/23, FP: 20/20, PP: 17/17, MP: 12/12
Speed: 1
Wood Club: 1d4 + 1
Damage Mitigation: 1 [20/20] + 4
Magic Mitigation: 1
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Last edited:
OP
SilentSilth

SilentSilth

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Lieutenants

Lieutenants: Stronger enemies capable of going toe-to-toe with a Descendant, and often give bonuses to allies around them.
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Goblin Headhunter: A Hunter used to more cunning prey; they're often brought into battles between Kobolds and Goblins. In their offtime, Headhunters acquire slaves for the Den, selling them for the highest profit possible.

Element: Fire

Strength: 20
Stamina: 25
Dexterity: 15
Agility: 15
Intelligence: 15
Will: 20

BP: 35
FP: 50
PP: 32
MP: 60

Feats:
Enduring: +5 to Stamina
Strong: +5 to Strength
Wilful: +5 to Will

Abilities:
Overhead Swing: +d6 + 5; 10% chance of KO.
Upwards Swing: d3 rounds of Mute, knockdown.
Batter's Up: +d10 damage, 10 Meter knockback.

Equipment:
Stone Club: 1d4 + 5
Heavy Leather Armor: 2 + 6 Damage Mitigation; -6 to-hit; -4 magic damage

Cheat Sheet:
BP: 35/35, FP: 50/50, PP: 32/32, MP: 60/60.
Speed: 3
Stone Club: 1d4 + 4
Damage Mitigation: 8 [30 Dura]
Magic Mitigation: 4
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Krute Hound Alpha: Krute hounds are a vicious species to deal with; the same can be said about their alphas. Standing at nearly two meters tall, the alphas are often accompanied by a small pack when hunting.

Element: None

Traits:
Knot: When the Alpha orgasms, his knot inflates, sealing his partner to him for d3 rounds (giving up to 3 chances for pregnancy). However, after the knot deflates, the Alpha cannot have sex for d5 rounds.

Strength: 20
Stamina: 19
Dexterity: 22
Agility: 29
Intelligence: 7
Will: 12

BP: 29
FP: 38
PP: 22
MP: 28

Feats:
Strong: +5 Strength
Enduring: +5 Stamina
Durable: +2 Damage Mitigation

Abilities:
Running Bite: 5 Meter dash, standard damage to anyone in the path.
Snap: 50% chance for pushback, 8 meters. Costs: 5 BP.
Gnaw: Standard damage, 1d4 rounds; Costs: 5 BP/gnaw
GFTT: Special Grapple rules, Stage 4; Costs: 20 BP.

Equipment:
Jagged Fangs: 2d4+6
Thick Fur: 3 DM + 6

Cheat Sheet:
BP: 29/29, FP: 38/38, PP: 22/22, MP: 28/28.
Speed: 6
Jagged Fangs: 2d4+6
Damage Mitigation: 9
Magic Mitigation: 2
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Wild Minotaurus: While the Holstaurus are a different breed of Monster Girls from the Minotaurus, the latter can sometimes be found guarding the former. When not sleeping or chasing off the oft-mindless Minotaurs, Minotaurus take joy in hunting down anything they can challenge to a fight. They steer clear of Ogre territory, however.

Traits:
Red Lust: Whenever seeing red, the monster girl makes a will check. If they fail the DC 20, they enter the Aggressive State.
Element: None

Strength: 25
Stamina: 20
Dexterity: 20
Agility: 15
Intelligence: 15
Will: 15

BP: 33
FP: 40
PP: 25
MP: 60

Feats:
Rile Up: By giving up her turn, the Minotaurus riles up any Holstaurus near her, giving them +6 to all non-damage rolls for d4 rounds.
Charge: Running at double speed, the Minotaurus attempts to tackle an opponent, gaining +20 to a grapple check. Costs 10 BP.
Tease: The target makes a will check vs. the Minotarus; if they lose, they must attack her for d5 rounds, with +10 damage, but -6 to-hit.

Weaknesses:
Lactation: Breasts lactate; takes +6 damage when groped.

Abilities:
Rage: +1 to damage and damage mitigation; -10 magic damage mitigation for d6 rounds.
Bite: 1d6 damage, 2d6 while in rage; free action.
Beastly Blow: Causes d6 damage per round, for d4 rounds.
Magic Eater: Free saving throw against a magic spell, once per rage.

Equipment:
Stone Axe: 2d10+7
Torn Clothing: 0 DM + 6

Cheat Sheet:
BP: 33/33, FP: 40/40, PP: 25/25, MP: 60/60.
Speed: 3
Stone Club: 2d20+7
Damage Mitigation: 6
Magic Mitigation: 3
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Blooming Alarune: Alarune's that have managed to feed on the essence of others have lived long enough so their flower bud blooms, giving them an impression of a giant Suna-kata flower. Despite the harmless appearance, they're lust for the essence of other livings beings has only grown stronger.

Element: Earth

Strength: 20
Stamina: 15
Dexterity: 20
Agility: 15 (Uprooted)
Intelligence: 25
Will: 20

BP: 25
FP: 30
PP: 28
MP: 100

Feats:
Strong: +5 Strength
Long Reach: When rooted, the Alarune can reach out to 20 meters.
Camouflaged: When encountered, a Descendant must succeed in a d30 spot check (visual) to see the Alarune.
Uproot: The Alarune can uproot herself, traveling 3 meters per turn. It takes 1 turn to fully root or uproot themselves.
Entangle: +10 to grapple checks when not detected; +4 when in combat.

Abilities:
Overhead Swing: +d6 + 5; 10% chance of KO.
Upwards Swing: d3 rounds of Mute, knockdown.
Batter's Up: +d10 damage, 10 Meter knockback.

Equipment:
Sweeping Vines x20: 1d4+6 (10 BP Each)
Mating Tendrils x4: 1d2+6 (5 BP each)

Cheat Sheet:
BP: 25/25, FP: 30/30, PP: 28/28, MP: 100/100.
Speed: 3 (Only when uprooted)
Sweeping Vines: 1d4+6 (10 BP)
Mating Tendrils: 1d2+6 (5 BP)
Damage Mitigation: 5
Magic Mitigation: 4
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Kobold Thrasher: Thrashers are larger than most other Kobolds, and usually have dark black fur - a mutation from the original 'bold race. They're called upon in times of great need, often decimating their opponents through brute force.

Element: None

Strength: 20
Stamina: 15
Dexterity: 15
Agility: 20
Intelligence: 10
Will: 10

BP: 25
FP: 30
PP: 18
MP: 40

Feats:
Strong: +5 Strength
Martial Artist (x2): Increases unarmed damage die up to 3d4.

Equipment:
Fists: 3d4 + 4

Cheat Sheet:
BP: 25/25, FP: 30/30, PP: 18/18, MP: 40/40
Speed: 5
Unarmed: 3d4+4
Damage Mitigation: 3
Magic Mitigation: 2
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SilentSilth

SilentSilth

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Re: Outerlands Beastiary

Bosses: Always mean, but not always ugly, Bosses are just fun to fight. You won't run into one without being warned before taking a certain quest, or even being at a certain level.
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Royal Gel: A large gelatinous blob, it's color depending on the creatures it's facing. When it dies, it splits into two Solvent Blobs. Interestingly, depending on the gender of it's opponents, it's form will change between an amorphous blob or a full-figured woman.

Element: Water

Racial Traits:
Absorb: When underneath 50% BP, the Gel can eat a slime (Soldier level or lower), regaining whatever BP they had left. Players gain EXP as if they killed said Slime.
Flammable: The Gel takes 1.75x damage when hit with fire.
Split: When the Gel's BP hits 0, unless killed with fire, it will split into two Solvent Blobs. These Blobs start at half HP.

Strength: 35
Stamina: 35
Dexterity: 35
Agility: 30
Intelligence: 0
Will: 30

BP: 53
FP: 70
PP: 48
MP: 0

Feats:
Spawn: By sacrificing 10 BP, the Gel spawns a Minute Blob at full health. It cannot be Absorbed by the Gel.

Equipment:
Hard Blob: 2d4+10
Gel Vomit: 4d4+10
Outer casing: 4 DM + 10, 80 Durability

Cheat Sheet:
BP: 53/53, FP: 70/70, PP: 48/48, MP: 0.
Speed: 10
Hard Blob: 2d4+10, 1 Meter reach
Gel vomit: 4d4+10, 4 Meter Reach
Damage Mitigation: 4 (80 Durability) + 10
Magic Mitigation: 10
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