Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Biophage 
 Kingdom: Animal 
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain.
Animals are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Animals include all varieties of ordinary animals with several subtypes: amphibian, arthropod, avian, mammal, primeval, and reptile. Many animals have zero scores for mind or spirit. Unless otherwise noted, animals of zero quality will automatically fail any preservation save.
The notable group exception is primeval animals. Perhaps one of the most powerful defenses of the dire beasts is their resistance to Mind and Spirit attacks. Any preservation save of involving sleep, charm or fear will automatically save for all members of the primeval sub group.

Camel (Mammal)

Large beast of burden. Its movement is not impeded as difficult terrain in desert or hills that have mostly no trees. Camels are also capable of a special “spit” attack which can be launched from 15 feet away. The single victim must make an Agility preservation save against DC:8; otherwise, the victim is blinded until the end of his or her next turn.

Body: 19 ( STR:4, AGIL:3, RESIL:6 )
Mind: 4 ( LOGIC:1, PERC:1, JUDG:1 )
Spirit: 4 ( WILL:3, FAITH:0, MUSE:0 )
Movement: 80 feet
Size Category: Large (+1 to hit)
Protection Points: 3
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Bite (melee)
Number of d20s: 1
To-Hit Modifier: +4 (not including size bonus)
Damage Type: blunt
Damage: 3 pts