A phantom animal is a pale glowing creature in the shape of one of many normal animals such as crows, deer, dinosaurs, horses or wolves. They may be encountered alone or in groups. The touch of most phantom animals does direct damage to a specific physical ability score, but some may have a ranged attack such as a howl or simply its glow (1 in 6), and / or might affect Intelligence or Wisdom if the victim fails a saving throw (1 in 6). The damage done is a fixed value between 1, 1d2, 1d3 or 1d4 points, depending on the strength of the phantom’s luminousity.
These humongous, vaguely toadlike behemoths may slumber for millenia under the earth’s crust or in the depths of dungeons. At a -5 penalty they may try to grab a victim and swallow him whole, their digestive juices automatically causing 1d6 points of damage per round. Once per day they can let out a tremendous roar that causes 4d6 points of damage and cracks rock. Touching their poisonous skin causes the loss of 2d6 points of CON unless a save is made with a -4 penalty.
HD: 8+2, AC: 12, DR: -4, attacks: 2* +10 paws 1d6+3 HP plus poison, 1* +10 bite 2d6+6 HP
For a detailed description, see previous post. Note that various regional varieties exist that have adapted to their environments: desert Behemoths have sandy/grey skin and scale, swamp Behemoths are green and can hide underwater, volcanic Behemoths are sooty black, impervious to heat, have metallic fur and can sling gobs of lava, etc..
50-50% chance of the heads being on the opposing end, or branching off on the same side.
HD: 2+1, AC: 14, attacks: 2* +3 bite 1d6-1 HP plus poison, 1d6 CON
Ordinary cattle is virtually (or perhaps completely) unknown on Zu, but Divine Bulls can be occasionally encountered. These creatures often display human intelligence, can be of various majestic colours, and often have various magical powers. The immortal deity kings of the lands strictly prohibit the slaying of bulls, even though they are sometimes aggressive and greatly harmful.
For these nasty little birds, see the previous game session writeups.
They’re all 1 HD except for a few exceptional individuals. Half-fledged ones have AC 10 and get no attack bonus, fully fledged adults are AC 12 and get +1 to attack.
When attacked, this oversized turtle spends an entire round drawing its head and limbs inside its shell, then releases a blast of fire and high pressure air through its gaps. The turtle itself is unharmed by this. The shell is completely impervious to any form of non-magical destruction known to man. Rare variants might release a blast of freezing air, berserker gas, acid spray or other compounds.
HD: 1, AC: 10 when exposed, 18 when withdrawn, attacks: fiery blast 1/3 rounds, 4d6
These giant snails roam the gently rolling hills and grassy plains. Named after their beautiful appearance, their skin glitters with sparkling slime, and their hard transparent shells let through rainbow-coloured swirls of light from within. Glory Snails emit strong pheromones. From a 100 feet away, this will cause people and animals to feel a sense of euphoria and a desire to sit down and rest, unless they make a saving throw sv. poison at +4. At 20 feet, they must make another save with no bonus or will lose control of themselves and attempt to climb the snail and crawl into its shell.
Once the snail has trapped enough creatures this way, its colourful lights will fade away while it digests for several days, the decomposing remains of the victims visible through the shell.
When attacked, it will defend itself by shooting its oversized love darts (no, really, look up the reproduction of garden snails) which cause 1d6 points of damage and on solid hits (0 HP, damage to ability score) can cause humans to slowly and excruciatingly turn into new Glory Snails over several weeks unless they save.
HD: 5 (1 for purposes of attacking), AC: 10 exposed, 18 when withdrawn, DR -2