Rules

Enchanted Realms Rulebook

 
 Enchanted Bestiary 
 ORIGIN: ZOOLA 
 PHYLUM: ANIMAL

PHYLUM: ANIMAL

CLASS: PRIMEVAL

Those belonging to the Primeval Class of animal are typically larger, more ferocious, and often monstrous versions of modern animals. Many are prehistoric while some even hearken further back to more primordial forms with perhaps mystic or even demonic features. However, they are still merely animals, but often will fight to the death rather than retreating after becoming injured. These animals have a heightened sense of territoriality. Perhaps the most dreadful feature of this class is all primeval animals are both mindless and soulless, making them immune to many magical effects that influence Mind or Spirit.

Arthropleura

This scavenger is a 9-foot-long millipede. It won’t deliberately engage in combat, but these arthropods will crawl over a path inflicting damaging secretions over fleshy things with which it comes in contact. They also tend to be nocturnal, dark and essentially silent, making the odds of one unsuspectingly crawling over a sleeping adventurer higher than most like.

Dinohyus

This is the dire boar, standing six feet to the shoulder and weighing 1800 pounds, these primeval warthogs have powerful jaws, as well as sharp tusks and teeth. Additionally, they have a bony exoskeleton over their backs, giving them better defense.

Dire Bat

The dire bat is a fearless monster. It dwarfs even the modern giant ones with its 15-foot wingspan and 200-pound bodies. They group together but rarely in numbers more than four. Their swooping down from above often happens with the cover of night or in dark places where their echolocation permits them to see when their prey usually cannot. This often allows the dire bat a free-first-strike as a sneak attack; however, perception rolls by the victim or group (DC:14; DC:13 with nightvision; DC:11 with darkvision) should be permitted. Further, after the attack, the victim must also make the same Perception check to be allowed a reaction for flee attack as the bat flies away. Because of this sensory ability, dire bats are unaffected by magical darkness, but can be grounded and unable to fly by the effects of silence.

Dire Bear

A dire bear measures roughly 20 feet tall when standing on its hind legs and weighs 2000 pounds. It further has bony plates covering his back, shoulders, neck and head, giving it an improved armor class. Further, it has a vicious attack of claws and bite which it can split between two opponents if it chooses.

Dire Wolf

Closer in appearance to a large wolf, these beasts stand about four feet to the shoulder. They are faster than a horse and have a powerful attack. Further, their bite acts like it has an infusion of cold, making victims suffer an extra point of cold damage. Although rare, they are pack animals with 2 to 8 together when they are encountered. Moreover, there is an unexplained connection between these canines and goblins, as if there is an innate training skill that goblins have. Canines will act as guards, pets and mounts for goblins. A tribe will have roughly 1 dire wolf for every twenty goblins.

Epicyon

Epicyon can well be described as a giant and enraged pitbull. It is taller than a jaguar at the shoulder and nearly the size of a tiger. Rather than being built for speed and endurance, Epicyon is the epitome of brute strength, and has jaws so powerful that they can crush bone. The largest of epicyon can weigh over 300 pounds. A turf war between a pack of these fighting a dire wolf pack would be a frightening sight to behold. The packs of epicyon can grow up to a dozen. As with all primeval creatures, epicyon are immune to specific Mind and Spirit attacks, such as sleep, charm, and fear, automatically saving on any preservation of such. Moreover, these canines are immune to cold attacks.

Gorgonops

This fast-running beast is like a large monitor lizard with legs. It is ten feet in length and four feet to the shoulder, weighing about 600 pounds. The gorgonops has dinosaur head with massive canines so large they nearly protruded beyond its lower jaw. In addition to its deadly bite, the gorgonops can trample through an opponent of medium-size or smaller, inflicting damage and knocking them prone. These are solitary creatures with two meeting only to mate.

Iguanodon

Iguanodons are not typically predatory, but they are omnivores and will respond if threatened, devouring whatever it was that posed a risk. Their form of attack against human-sized prey is a stomping, often running through and not returning to fight. With their 30-foot-long, 7000-pound bodies to their advantage, iguanodons often crush smaller opponents. From one to four might be found together.

Lunar Dictodon

These moon creatures are often domesticated in a similar way that humans care for dogs, but unlike canines they are longer and lower to the ground, more closely looking like a ferret but without the hair. However, they are nearly five feet long while being no more than 12 inches to the shoulder. Their lightly green tinted skin, curved, tusk-like incisors and pink eyes give them a very alien appearance. 

When not used as pets, the wild versions travel in packs of 4 to 10. Despite being low to the ground, they can use a leap in their movement once every other round to gain an additional 20 feet. They also can burrow quickly into soft ground at  a rate of 5 feet per round.

Technically, these lunar creatures are classified as primeval and thus are not affected by direct Mind or Spirit attacks. On the flipside, they are not as bright or as loyal as the humans' canine companion. The lunar dictodon is likely to run away when their pack or owner is in dire trouble.

Lunar Therzan

Standing over 15 feet tall with a head-to-tail length over nearly 30 feet, the claws of this enormous creature are over three feet long. However, the lunar therzan uses those claws mainly to tear into the giant fungi on the moon. Nonetheless, if spooked, these creatures can inflict some serious damage.

Lunarchne

These arachnids are the true moon spiders despite another creature having that name. However, what makes this species most frightening is that Lilyth, evil Selquerine goddess of spiders and darkness has chosen these specific spiders to be her warriors. While they are small, they are stealthy, vicious and circumstantially an apex predator.

An individual spider is about the size of a chihuahua, but they hunt in packs of around 20, spreading themselves out about 10 to 15 feet apart. In game terms, this sets a Perception comp score of 19 as stealth to be able to notice one. The shape of their fold when preforming this spread hunting method depends upon the prey, as they are surprisingly cunning and will even leap from ledges to attack birds passing by. Unnoticed spiders will attack as if making a sneak attack.

Despite being small in size, a lunarchne is very fast and agile, able to move at speeds rivaling most bipeds and able to leap 40 feet as part of its movement to clear difficult terrain. Further, despite the design of its eyes, a lunarchne possesses excellent sharp eyesight, having a full 360 view of its environment. From a game mechanics view, this means they roll all Perception checks involving vision at advantage.

They nest of spiders may also ambush by burrowing shallow into the group. When doing this the lunarchne forces the victim to roll the Perception check at disadvantage, as well as having the 19 comp to succeed. This will act like a sneak attack as well. And that is for each spider.

As for the poison of the lunarchne, it is far more deadly than the typical monster spider. First, because of the favor with Lilyth, the lunarchne can strike mystical beings who are protected from normal weapons. The fangs of this spider act like a silver weapons as special weaponry. Further, the fangs, despite their small size strike as a medium-weight weapon. If the bite is successful, the an injury poison more deadly than icerip is delivered. Then victim must save with Resilience (Comp:15). On failure, it will enact the poisoned restriction for 30 minutes, inflict blindness for d4 rounds, and act as a corrosive to deliver d4 Body points of acid/alchemical damage. Even if saving, the corrosive substance delivers a single point of acid damage.

Victims that can be subdued and dragged back to a burrow, the lunarchne injects more poison into the corpse, which will dissolve the body from the inside into a gooey blob in under a day for small creatures. The alchemical decay destroys a body at a rate of 2 pounds per hour. If fully deliquesced, the dead being suffers a higher requirement (Comp:25) if a return to life ritual is performed. However, a rebirth power is not affected.


Mastodon

Massive prehistoric relative to the elephant. These beasts live in herds up to forty. However, when a herd is attacked, most attempt to flee with only the prey and perhaps a few others remain to fight. Their huge tusks thrash for a blunt attack. As with all primeval beasts, mastodons are immune to effects which require a preservation save with Mind or Spirit.

Megatherium

A megatherium is essentially an elephant-sized ground sloth with a bad temper. It also has giant claws and can stand on its hind legs to appear even more massive. One might run into up to six of these at one time.

Sarcosuchus

This super-croc is 40 feet long and weighs over 10,000 pounds. When successfully attacking its prey, it automatically catches any medium or smaller sized victim in its mouth. This will require an action of grapple-escape to free oneself. When having a trapped victim in its mouth at the end of each of the sarcosuchus’ turns, it will automatically deliver 1d3 Body points of piercing damage. Once securing its victim, the sarcosuchus will attempt to retreat to devour its meal privately. It will only release and attack another prey if it is physically harmed, and then it will only do so 50% of the time. The sarcosuchus rarely appears with others of its kind.

Smilodon

The saber-tooth tiger stands over three feet to the shoulder and is eight feet from snout to rump. The cat weighs over 700 pounds. These creatures have swarming as a natural skill, making their hunting packs of up to eight a serious danger. Like all primevals, certain Mind and Spirit preservation saves are automatically made.

Terror Bird

Terror Birds are 9 foot-tall, flightless birds that resembled over-sized ostriches with the head of a bird of prey. They weigh about 750 lb and are quadrupeds; however, their front legs are shorter which they only use when galloping. They walk casually on two at 40 feet, but can drop to all four and increase to a surprising 90 feet. Withered, rudimentary wings rested either side of their immense heads that made up a large part of their bodies. Their beak pecks are very dangerous. There is a variant of this giant bird that went to live in the deep-dark. They are nearly all back in color and have developed darkvision up to 60 feet.

Titanoboa

The titanoboa is a monstrous snake and a formidable danger. The giant serpent is between thirty and forty feet long. It attacks one victim at a time, attempting to constrict them. It will use its action to buffet its victim; however, whether successful or not, the titanoboa will automatically perform a grappling maneuver as a body competition; it can do this against victims 15 feet away from its head. If the hold is established, then future turns will inflict d6+1 points of blunt damage against the victim automatically as its action. Moreover, at the end of each of its turns of constriction, the titanboa will gain a consecutive +1 to its body competitions against the prey attempting to escape. Further, damage will not force the giant snake to release its grasp, only the snake`s death will free the victim. The titanoboa swallows its prey upon unconsciousness, although that is a one-minute process.

Velociraptor

These pack carnivores are roughly the same size as a human, but with a long tall and stride nearly horizontally at about 3 feet tall. Also, they are covered in a combination of scales and feathers, but they are flightless. When attacking for the first time against a victim, they will try to leap from 10 feet away. If there is room for such an attack, this provides a multi-attack of both their claws and bite in the same sequence.