Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Biophage 
 Kingdom: Anthropoid 
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.
Anthropoids are the main peoples of the social world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and nhoblits. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs and troglodytes.

Goblin, Inculcated (Goblinoid)

An inculcated goblin is one that has been magically alter, usually by a dragon or greater spirit, and placed threads of magic into its blood stream. Most goblins who undergo this augmentation do not survive; thus, the number of these are few. However, the ones who do become dangerous foes. One has a nimbleness that allows disengaging from melee combat on its action freely and still able to use the action for the turn. Thus, no flee attack can be made against one. Additionally, the sorcery they use causes a chaos factor upon every casting.
1A fireball centered on the caster explodes for 2d6 damage, Agility save DC14 for half11Target thinks that he will rust if he gets wet, lasts for 1 day
2Target is healed to his full HP12Magic mouth appears on target’s back, shouting obscenities for 60 seconds
3Target’s feet sprout wings, functioning like Boots of Flying for 1 minute13Target’s entire body appears to throb in time with his heart, lasts 10 minutes
4Caster’s clothing turns to green slime14Target grows a beard made of feathers that blows off the next time he sneezes
5Caster’s feet become cloven hooves15Target thinks that his allies cannot see him no matter what they say, lasts 10 minutes
6Caster’s head turns invisible for 60 seconds16Target thinks that his own name is a Power Word and is afraid to say it, lasts 1 day
7All females within 100 feet incorrectly think they’re invisible for the next minute17Target sprouts rabbit ears that last for 1 day before falling off
8All grass within 100 feet is turned into spaghetti18Target’s sense of up and down are flipped 180 degrees for d6 turns
9All males within 100 feet are covered in blood19Target’s presence enrages giants for 10 minutes
10All trees within 30 feet of the caster burst into flame20Target’s feet take root – movement speed drops to 0’ for d6 rounds

Body: 12 ( STR:2, AGIL:3, RESIL:3 )
Mind: 15 ( LOGIC:5, PERC:3, JUDG:2 )
Spirit: 7 ( WILL:2, FAITH:1, MUSE:2 )
Movement: 40 feet
Size Category: Small 
Protection Points: 7
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Dagger (Range) (range)
Number of d20s: 2
To-Hit Modifier: +1
Damage Type: piercing
Damage: 1 to 2 pts
Skills
Nimbleness
Swarming
Ranged Attack
Hurling
Special Abilities
Axiom: Detect Magic
Axiom: Shield
Axiom: Shimmering Armor
Axiom: Spark
Axiom: Tentacle Guard
Axiom: Freeze Thought
Axiom: Random Casualty
Axiom: Lightning Bolt