polymphus
2017-06-10, 03:34 AM
Hey all,
I'm currently running a gothic-horror campaign that takes inspiration from settings like Bloodborne's Yarnham. I've been coming up with a bunch of new creatures. I didn't want to post a ton of different threads, so I thought I'd have this one as a general and ongoing bestiary for all the things I'm working on.
Criticism is very welcome!
Skitterhounds
"More like a bug than a dog to be honest, but bigger n' any bug has the right to be. Just a mean ole' bundle of muscle and claw. They've got no eyes, but it don't seem to slow them down all."
Skitterhounds are grown somewhere in the middledark. They're a common sight in Watch units, or running feral in more rundown districts. While not particularly dangerous alone, their numbers and speed can overwhelm even the most disciplined soldier.
Traits
Condition Immunities: Blinded
Blindsight 60ft (blind beyond this radius)
Actions
Multiattack: a Skitterhound makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, one target. Hit: 1d4+3 piercing damage.
Size: Medium
Type: Beast
Alignment: Unaligned
AC: 10
HP: 5 (1d8+1)
Speed: 60 ft
Str: 10
Dex: 16
Con: 8
Int: 3
Wis: 14
Cha: 2
CR: 1/8
Design thoughts: Skitterhounds are intended to ferret out sneaking or hiding enemies, and to soak up damage that would otherwise go to more important creatures. They're very easy to kill, but also scary enough in combat that players can't just ignore them.
The Sleepers
"Nobody knows where they came from; they just shambled outta the eastern districts one day and nobody's been able to pin them down. Not zombies in the traditional sense -- not wet. They wear fine clothes and speak words that scratch inside your head. I heard up the pub that they've got gold writing on their tongues but I wouldn't give it too much credit."
Traits
Damage Immunity: poison
Damage Vulnerability: fire
Innate Spellcasting: The Sleeper's spellcasting ability is Intelligence (spell save DC 9). It can cast the following spells
1/day: Dissonant Whispers
Actions:
Grab. Melee weapon attack: +2 to hit, one target. Hit: 1d6+2. On a successful hit, the target may make a Dex save. If it fails, it is grappled.
Size: Medium
Type: Undead
Alignment: Neutral Evil
AC: 9
HP: 20 (3d8+8)
Speed: 20 ft
Str: 13
Dex: 8
Con: 14
Int: 8
Wis: 5
Cha: 2
CR: 1/4
Design Thoughts: Sleepers are a fairly standard zombie chassis but with some nasty crowd-control tricks up their sleeve. Their ability to either lock somebody in place or to send them running give them a lot of versatility. They're not intended to be a major threat in-and-of themselves, but as the campaign progresses they'll start pushing into the more populated districts to cause havoc.
I'm currently running a gothic-horror campaign that takes inspiration from settings like Bloodborne's Yarnham. I've been coming up with a bunch of new creatures. I didn't want to post a ton of different threads, so I thought I'd have this one as a general and ongoing bestiary for all the things I'm working on.
Criticism is very welcome!
Skitterhounds
"More like a bug than a dog to be honest, but bigger n' any bug has the right to be. Just a mean ole' bundle of muscle and claw. They've got no eyes, but it don't seem to slow them down all."
Skitterhounds are grown somewhere in the middledark. They're a common sight in Watch units, or running feral in more rundown districts. While not particularly dangerous alone, their numbers and speed can overwhelm even the most disciplined soldier.
Traits
Condition Immunities: Blinded
Blindsight 60ft (blind beyond this radius)
Actions
Multiattack: a Skitterhound makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, one target. Hit: 1d4+3 piercing damage.
Size: Medium
Type: Beast
Alignment: Unaligned
AC: 10
HP: 5 (1d8+1)
Speed: 60 ft
Str: 10
Dex: 16
Con: 8
Int: 3
Wis: 14
Cha: 2
CR: 1/8
Design thoughts: Skitterhounds are intended to ferret out sneaking or hiding enemies, and to soak up damage that would otherwise go to more important creatures. They're very easy to kill, but also scary enough in combat that players can't just ignore them.
The Sleepers
"Nobody knows where they came from; they just shambled outta the eastern districts one day and nobody's been able to pin them down. Not zombies in the traditional sense -- not wet. They wear fine clothes and speak words that scratch inside your head. I heard up the pub that they've got gold writing on their tongues but I wouldn't give it too much credit."
Traits
Damage Immunity: poison
Damage Vulnerability: fire
Innate Spellcasting: The Sleeper's spellcasting ability is Intelligence (spell save DC 9). It can cast the following spells
1/day: Dissonant Whispers
Actions:
Grab. Melee weapon attack: +2 to hit, one target. Hit: 1d6+2. On a successful hit, the target may make a Dex save. If it fails, it is grappled.
Size: Medium
Type: Undead
Alignment: Neutral Evil
AC: 9
HP: 20 (3d8+8)
Speed: 20 ft
Str: 13
Dex: 8
Con: 14
Int: 8
Wis: 5
Cha: 2
CR: 1/4
Design Thoughts: Sleepers are a fairly standard zombie chassis but with some nasty crowd-control tricks up their sleeve. Their ability to either lock somebody in place or to send them running give them a lot of versatility. They're not intended to be a major threat in-and-of themselves, but as the campaign progresses they'll start pushing into the more populated districts to cause havoc.