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Bestiary of the Hyborian Age
Credits and Contents
Author
Bryan Steele
Playtesters
Tina Cook, Jason Ellis,
Robert Poulin
Credits and
Contents
Introduction
Monsters
Animals
Beastmasters
Under the Skin
Index
Licence
1
2
6
128
159
163
172
174
Additional Text
Laszlo Cook
Special Thanks
Fredrik Malmberg and Joakim
Zetterberg at Conan Properties
Editor
Chris Longhurst
Creator of Conan
and Hyboria
Cover Art
Chris Quilliams
and Hyboria
Robert E. Howard
Interior Artists
Robin Bowles, Jim Brady, Lonny
Chant, Robin Everett-McGuirl,
Nathan Furman, Ryan Horvath,
Germán Ponce, Chad Sergesketter
Bestiary of the Hyborian Age
is © 2008 Conan Properties International LLC. CONAN, CONAN THE BARBARIAN,
HYBORIA and related logos, names, characters, and distinctive likenesses thereof, are trademarks or registered trade-
marks of Conan Properties International LLC unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd
Authorised User.
Bestiary of the Hyborian Age
is released under version 1.0 of the Open Game License. Re-
production of non-Open Game Content of this work by any means without the written permission of
the publisher is expressly forbidden. See page 174 for the text of this licence. With the exception
of the character creation rules detailing the mechanics of assigning dice roll results to abilities
and the advancement of character levels, all game mechanics and statistics (including the game
mechanics of all feats, skills, classes, creatures spells and the combat chapter) are declared open
content. First printing 2008. Printed in the UK.
1
Author
Playtesters
Additional Text
Special Thanks
Editor
Creator of Conan
Cover Art
Interior Artists
Introduction
Introduction
The world of Robert E. Howard’s
Conan
was rife with
savage beasts and craven men that made readers shiver to
think of in their mind’s eye or inwardly cheer when the
great Cimmerian hero plunged his sword into them. From
wild apes as large as mythic giants to ancient serpent-
men fi lled with the blood of very real dragons, the stories
of Hyboria showed us a primal world that thrilled and
terrifi ed all at once.
Finally, the book is fi nished off with a look at the rules
that underlie all the creatures presented here and a detailed
description of how to create unique creatures through
adding Hit Dice and character levels.
Creature Entries
With the update to a second edition of the Conan
Roleplaying game, we have decided to streamline the way
creatures and encounters are presented to our readers. A
new look to our creature entries makes them easier to
utilise quickly, but also gives our readers the ability to use
these monsters elsewhere, even perhaps in other similar
roleplaying games. What each piece of a creature entry
means is detailed in the list below.
With this tome in their hands, Games Masters can hope
to fi ll their Conan campaigns with the same horrifi c
creatures and visceral challenges that the characters in the
stories and novels had to overcome – and many more.
How to Use
This Book
This Book
Much like any other collected sourcebook for a
roleplaying game,
The Hyborian Bestiary
is dominated by
the vast number of individual creature entries that make
up the meat of its contents. From the deft aaryx to the
alien yaggite, this book covers dozens upon dozens of
different beings, animals and creatures. Some might be
useful as pets or companions to Player Characters; others
are designed to be the ultimate foes for sword or sorcery
alike. There is no corner of Conan’s world that we did not
go to in order to fi nd these beasts, and Games Masters
can rest easy knowing that their adventures no longer
always have to revolve around Picts, polar bears or wolves
in the night.
Basic Information
The fi rst section of every entry details the identity and
introductory information about the creature.
Name
This is what the creature is generally known as. There
could be more defi nitive labels in the creature’s description
text, especially in the case of titles or names that would be
greatly unknown to the general populace (demons, exotic
creatures, etc.).
Size
This line explains how large (or small) the creature is
generally, and what manner of creature it happens to be.
The size of a creature determines how physically large it
is in comparison to a normal human being. Creatures
receive a modifi er to both their Defence and their attack
rolls against other creatures as shown on the table opposite.
Just as it is easier for a human warrior to strike a house
than another human, and more challenging for him to
swat a fl y, a house-sized Hyborian dragon is easier to hit
for human-sized foes and fi nds it more diffi cult to retaliate
against these smaller antagonists.
After the reams of creature entries that make up the body
of this book, we decided to give readers and collectors a
little treat. With the newly designed beastmaster prestige
class, a role caught somewhere between huntsman and
trainer, characters can learn to deal with many of
the creatures in this book in a way that does not
always require a sharp arrow or stiff spear.
If a player has ever wanted a pet
nordwolf or a trained hyena,
the skills and abilities of the
beastmaster will be perfect
for him.
Ty p e
All creatures also have a type – perhaps animal, or
humanoid, or elemental – and some have subtypes as well.
2
How to Use
Introduction
Sizes and Modifiers
Size Example Base Defence
Modifi er
Colossal Dragon of the Mountain – 8
Gargantuan Son of Set
Environment
– 4
This entry section shows what part of Hyboria, in
geographical descriptions, the creature can generally
be found within. This is their natural environment, if
they have one, and Games Masters should check if they
have some kind of special benefi ts within this natural
surrounding.
Huge
Elephant
– 2
Large
Giant-kin, Grey Ape
– 1
Medium
Human
+ 0
Small
Badger, Dog
+ 1
Organisation
This line details the average number of the creatures
that should appear in a single encounter. There could
be a variable amount, meaning that the Games Master
must roll or decide how many appear. There could also
be different levels of encounter, from a single random
crocodile swimming by to the communal basking dens on
the shores of the Styx.
Tiny
Raven, Housecat
+ 2
Diminutive Rat
+ 4
Fine
Insect, Mouse
+ 8
Types and subtypes function as ‘hooks’ for game rules.
For example, when an ability affects ‘any animal’ it can
affect any creature with the ‘animal’ type. Further details
regarding types and subtypes, including some special
rules, can be found on page 163.
Initiative
This shows what sort of modifi er, if any, the creature gets
to its Initiative checks in combat.
Terror of
the Unknown
Many of the creatures in this book infl ict
the Terror of the Unknown as described as
page 376 of Conan the Roleplaying Game.
As a general rule of thumb, any creature of
the following types (see page 163 for more
about types) will provoke a Terror check:
Sensory Traits
This line shows any special abilities that might help the
creature see or otherwise sense their surroundings.
Languages
This line shows any languages the creature might
understand or speak, if any.
Defensive Information
*
Aberration
The next section of every entry details how the creature
fares when attacked and how well it can shrug off any
damage.
Construct
*
Elemental
*
Ooze
*
Defence
The Defence entry gives the Dodge and Parry defences for
the creature. Most creatures only have Dodge defences as
they are either unskilled or unequipped for parrying.
Outsider
*
Undead
*
Other creatures may provoke a Terror
check if they appear suffi ciently unusual or
frightening to the character – an elephant
is quite normal to Vendhyans, but an
Aquilonian who suddenly fi nds himself
face-to-face with one may be considerably
less sanguine. Other good candidates for
this are the various magical beasts, any of the
larger animals such as the great shark (see
page 56), and large gatherings of monstrous
humanoids.
Hit Points, Hit Dice and Damage Reduction (DR)
The hit points of a creature are self-explanatory. The
number of Hit Dice it has is used to determine the diffi culty
of resisting its various special abilities and also as the basis
for advancement (see page 167). The damage reduction of
all the creatures presented here is natural DR
from their tough hide or supernatural
nature. None are wearing
armour, although many have the
capability to do so (adding to their
natural DR normally).
3
Sizes and Modifiers
Introduction
Damage Reduction and Swallowing:
Some creatures
have the ability to swallow their enemies whole. Such
creatures normally have half their usual damage reduction
from the inside – most creatures have
no
damage reduction
from the inside, but creatures that typically swallow prey
whole tend to have very robust digestive systems.
most do not – then that attack only threatens a critical on
a natural 20 and does double damage. If a threat range or
multiplier is listed, use that instead.
Base Attack
This line shows how profi cient the creature is at making
normal attacks, ignoring any modifi ers from abilities and
feats.
Saves
This entry line gives the creature’s Fortitude, Refl ex and
Will save modifi ers.
Grapple
This shows the creature’s total modifi er for making a
grapple check – something that many creatures do in
order to better bring other attacks to bear.
Immunities
This line describes any forms of damage that the creature
is wholly immune to. Further detail can often be found in
the creature’s detailed write-up.
Sorcery
Some demons and creatures can have access to sorcery.
Any creature that has the ability to cast spells will have its
abilities detailed here.
Weaknesses
Conversely, this line describes any forms of damage that
the creature is specially vulnerable to and what form that
vulnerability takes. Once again, more details can usually
be found in the creature’s detailed write-up
Special Attacks
This entry shows whether or not the creature has any
special abilities that they can call upon to aid them in
combat. For most special attacks, the creature’s entry
will detail the ability listed and how it works in game
mechanics, but many special qualities are commonplace
throughout the book and are listed in greater detail in the
section starting on page 166.
Offensive Information
This details how well the creature can perform when
placed in an attacking situation. All normal combat
options should be detailed here.
Speed
This entry gives the creature’s tactical speed. If a creature has
an alternate form of movement it will be noted separately,
and with a description as to what that movement is.
Other Information
This section explains any interesting game mechanics and
useful details about the creature.
Space / Reach
This entry line shows how large the creature is for the
purposes of combating it. A creature’s space is a square
of the indicated length on each size, and its reach is the
indicated distance.
Abilities
This line details the average basic Strength, Dexterity,
Constitution, Intelligence, Wisdom and Charisma of the
creature. These numbers are determined from an average
score of 11 or 10, meaning that exceptional and sub-
standard versions of the creature exist on both sides of the
given average.
Some creatures do not have a space or reach entry – these
creatures have a normal 5 foot space and 5 foot reach.
Special Qualities
This line shows any specifi c traits or qualities that the
creature has that were not detailed elsewhere. As with
special attacks, these will either be described in detail in
the creature’s entry or will be a common quality described
in the section starting on page 166.
Attacks
The attack line assumes a full attack is made. In cases
where a creature can only make a single attack, such
as when it has made a move action already in the
round, only a single attack can be made
(usually the fi rst one listed, with
the highest attack bonus).
Feats
This line shows any feats the creature has access to.
If an attack form has no
critical threat range
listed – and
Skills
This section of the entry gives any skills the creature
has. The listed modifi er already includes any ability or
4
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