Saturday, 7 January 2012

Mikelmerck - Bestiary continued

Black Pudding - not the breakfast foodstuff, but an unpleasant substance of unknown origin found mostly in mines.  It is said that the puddings are the congealed breath of The Owd Man - and that may be true.  Metal coming into contact with a pudding starts to dissolve instantly, to the ruination of many a good pickaxe.  Flesh fares little better.  They are hard to remove as, amoeba-like, the puddings simply become smaller puddings when hit.

Black Puddings
Armor Class: 6 [13]
Hit Dice: variable, depending on size (2-10)
Attacks: 1d8 but increasing depending on size
Special: Acidic surface, immune to cold, divides when hit for more than 6 damage with one attack.
Move: 3

Doom Hounds - are well known to presage death.  To see them is extremely bad luck.  For the most part they are found in castles and graveyards when there is no visible moon.   Their eyes glow with an unholy light, and they chase interlopers away from their preferred territory.  It is said that if anyone holds their ground and confronts such a hound, they may gain a boon, but this may be more optimistic than practical.

Doom Hounds
Armor Class: 4 [15]
Hit Dice: 4–7
Attacks: Bite (1d6)
Special: Breathe cold, immune to fear, large glowing eyes
Move: 12

Dragons - are said to exist in Mikelmerck.  Reports suggest that they have been dormant for centuries and now form part of the landscape.  This is not to say that they cannot be revived.  The long ridge running across the top of the Telrick Dale is said to be a dragon's spine.  If so, the creature is enormous.

Dwarves - are rare.  Lead does not interest them much as a metal and their interests lie elsewhere in Albion for the most part.  There is one known dwarven enclave producing superlative weaponry and armour, but the inhabitants are clannish even by dwarf standards. Visitors are most unwelcome, but occasionally a dwarven merchant appears at Strangmont market.

Eagles - are well known.  Captured young, they can be trained and are efficent hunters.  It is illegal for the peasantry to catch or tame an eagle.

Armor Class: 4 [15]
Hit Dice: 2
Attacks: Bite (1d6), 2 claws (1d4)
Special: None
Move: 3/30 (when flying)

Hulderfolk - the reclusive Hulderfolk seldom bode well for humankind.  They live in small family groups far up the Dales for the most part, keeping themselves to themselves.  Their connection with the earth and the Older is very strong.  In battle, Hulderfolk are fearsome.  With the exception of fire, little can really kill them and the creatures have long memories for those who try.  Hulderfolk have been known to raid villages for wives, typically selecting the strongest of the womenfolk as their prey.  A strong, but ill-favoured girl may even be offered to the Hulderfolk in an attempt to keep relations between the races pleasant.

Armor Class: 4 [15]
Hit Dice: 4+3
Attacks: 2 claws (1d4), 1 bite (1d8)
Saving Throw: 11
Special: Regenerates unless hit with fire.
Move: 12

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