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.

Keythong (Mammal)

Keythong are wingless cousins to the gryphon. Besides the lack of wings, the other major difference between these two is the keythong’s metallic skin which is also covered in spikes on both its ventral and dorsal sides. Obviously, these spikes prevent them from being used as mounts, except in extremely rare cases. Further, its hide permits a special reaction against any person being engaged in melee in an adjacent hex. However, even the typical skinning skill cannot properly remove its hide. Any melee attack against a keythong within 5 feet exposes the combatant to a d20 (no bonus) collateral-damage response from its skin at the end of the combatant's turn. If successful, it will inflict a single point of edged damage. This defense is not part of a keythong's normal attack sequence nor does it count as a reaction. Like their cousins, these beasts love a meal of horse meat.

Notes: Special Melee Defense)
Body: 39 ( STR:9, AGIL:8, RESIL:9 )
Mind: 9 ( LOGIC:2, PERC:2, JUDG:2 )
Spirit: 9 ( WILL:3, FAITH:1, MUSE:2 )
Movement: 80 feet
Size Category: Huge (+2 to hit)
Protection Points: 12
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Claws (melee)
Number of d20s: 2
To-Hit Modifier: +9 (not including size bonus)
Damage Type: edged
Damage: 6 to 7 pts