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Sample Monsters


Asp (updated 2007/01/24)

In antiquity the name refers to a venomous snake of Egypt from the Nile delta region and generally assumed to refer to the Egyptian cobra, but a wide array of other snakes were called asps.

The asp was a symbol of royalty in dynastic and Roman Egypt. Extremely poisonous, the asp was often used as a means of execution for criminals who had attained a favored status and were thought deserving of a death more dignified than typical executions. The Greeks also used them for executions.

According to Plutarch (quoted by Ussher), Cleopatra tested various deadly poisons on condemned persons and animals for daily entertainment. She concluded that the bite of the asp was the best way to die. It brought a sleepiness and heaviness without spasms of pain. Later she may have used this method to kill herself.

Traits

  • Extremely venomous 3 (VENOMOUS) The fangs are tiny and do not inflict wounds.
  • Asp 2
  • Small snake 2 (SIZE SMALL)

Trios

  • life: 2
  • bite: 4
  • poison: 7
  • move: 2

Giant Spider (Ungolath) (updated 2007/01/24)

Deep in the heart of the darkest forests dwell small groups of the deadliest foes--giant spiders as large as horses, running silently through the forest or along their rope-thick webs into the treetops. Speaking in hissing, creaking voices, their clever traps catch those travelers who dare step off the few safe roads or paths in the Endless Forest. These intelligent predators call themselves the Ungolath, and sometimes ally with other creature to divide the forest.

Giant spiders have an insidious poison bite that paralyzes the victim. The spider then swaddles the victim in a thick web cocoon and injects a second poison that combines with the first to dissolve the victim's flesh and bones. (yum!)

Traits

  • Giant Spider (Ungolath) 3
  • Large as a horse 2 (SIZE LARGE)
  • Fangs of the Ungolath 2 (SPECIAL)
  • Rope-thick webs 2
  • Deadly foe 1
  • Runs silently 1
  • Hissing, creaking voice 1

Trios

  • life: 8
  • bite: 7
  • poison: 7
  • defend: 6
  • trap with webs: 6
  • stalk prey: 6

SPECIAL - Fangs of the Ungolath

As POISONOUS, but each time the spider bites a victim it can choose to inject either a paralytic poison or a debilitating poison. Ungolath have narrow fangs and take care not to inflict Wounds, as they prefer to drink their victims whole.


Gorgon (Medusa) (updated 2007/01/22)

The Gorgons ("terrible" or, according to some, "loud-roaring") were vicious female monsters with sharp fangs and hair of living, venomous snakes. Gorgons are sometimes depicted as having wings of gold, brazen claws, the tusks of boars, or even serpentine tails. According to the myths, seeing the face of a Gorgon turned the viewer to stone.

In mythology, blood taken from the right side of a Gorgon could bring the dead back to life, yet blood taken from the left side was an instantly fatal poison.

The most famous Gorgon was Medusa, and so Gorgons that are more-human in their appearance are sometimes called medusae. A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its venomous snakes strike at close opponents.

Traits

  • Gorgon 4
  • Gorgon's Gaze 3 (SPECIAL)
  • Snakes for hair 3 (VENOMOUS)
  • Gorgon's Blood 2 (SPECIAL)
  • Vicious female monster 2
  • Brazen claws 2

Trios

  • life: 9
  • petrifying gaze: 10
  • poisonous snakes: 9
  • claws: 8

SPECIAL - Gorgon's Gaze

According to the myths, seeing the face of a Gorgon turned the viewer to stone, This terrible power affects any character viewing the Gorgon--the attack is completely passive and costs no dice! In all other respects, this is similar to POISONOUS, but the attack works at range.

Some accounts say that it is the active gaze of the Gorgon who turns others to stone. The GM may opt for this version of the power in order to tone down the deadliness of the Gorgon. In this case the power is an attack Action, so the Gorgon must spend dice and roll.

SPECIAL - Gorgon's Blood

In mythology, blood taken from the right side of a Gorgon could bring the dead back to life, yet blood taken from the left side was an instantly fatal poison. If the GM decides these myths are true, the effects should work as rumored. However, the blood should only retain its potency for the current Story.


Hell Hound (updated 2007/01/24)

Hell hounds are aggressive, fire-breathing canines from the hells. A hell hound resembles a large, powerfully built dog nimble legs and iron-stiff fur. Its markings, sharp hot teeth, and tongue are sooty black. One of these evil creatures can be easily distinguished from normal hounds by its red glowing eyes. Hell hounds have been known to track prey with their keen noses, and can breathe a brilliant cone of fire. A typical hell hound stands 4 1/2 feet high at the shoulder and weighs 120 pounds.

Traits

Trios

  • life: 6
  • bite with sharp teeth: 8
  • breathe a brilliant cone of fire: 7
  • defend with iron-stiff fur: 6
  • dodge on nimble legs: 5
  • track prey: 5
  • move on powerful, nimble legs: 5 (+1 free dice per Turn)

Hydra (updated 2007/01/22)

A Hydra is an ancient nameless serpent-like chthonic water beast that possessed numerous heads and poisonous breath. The noxious reek of the beast's breath typically fills its dwelling place, deterring any but the most stalwart heroes. If a head is cut off, a botanical reaction is observed, where two heads emerge from the stump. If the beast is slain, its blood is virulent poison. This beast is exceedingly deadly, but also ponderous on land.

Traits

Trios

  • life: 12
  • bite: 10 (4 heads can bite simultaneously)
  • toxic breath: 9 (fills the cave of the beast)
  • defend: 11
  • move (water): 6
  • move (land): 3

SPECIAL - Hydra Heads

Hydras have numerous heads--far too many to count in some instances. When a hydra takes an Attack Action, it attacks with several heads simultaneously, making several attacks instead of just one. Each head rolls an additional set of dice equal to those spent on the attack. The number of heads that may attack at the same time is equal to its Rank. This means a Rank 4 hydra is similar to four single-headed foes.

Furthermore, any attack with a slashing weapon has a chance of severing one of the heads. If this happens, two heads grow back in place of one, and the hydra's Rank increases by 1. The total number of heads doesn't really matter and can be roleplayed as you see fit--just keep track of the Rank.


Manticora (Manticore)

The manticora is a legendary creature, a kind of chimera with the head of a man--often with horns, gray eyes, three rows of iron shark-like teeth, and a loud, trumpet/pipe-like roar They have the body of a lion, often red-furred and winged. Known as "the Eater of People", the manticore are venomous and can kill instantly with a bite or a scratch and will then eat the victim entirely, bones and all. They also have the tail of a dragon or scorpion, or in some cases a spined tail which may shoot out venomous spines like archers arrows to incapacitate prey.

The manticora is also known as the "manticore", the "mantichor", or by a folk etymology, even the "mantiger".

Traits

Trios

  • Life: 9
  • bite with iron shark-like teeth: 9 (plus poison)
  • arch tail spines: 6 (plus poison)
  • poison: 7
  • fly: 6

Mummy (updated 2007/01/22)

This creature looks like a withered and desiccated corpse, with features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages.

Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be grave robbers. These horrid creatures are often marked with symbols of the dire gods they serve. The herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet. Mummies attack intruders without pause or mercy, crushing the tomb robbers with their great strength.

In some cases a mummy's unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy of this sort is usually imprisoned in a tomb that is never meant to be opened again.

Traits

  • Mummy 4 (UNDEAD)
  • Mummy Fear 3 (SPECIAL) See below.
  • Mummy Rot 3 (TAINTED) A creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
  • Crushing blow 2 (DEADLY STRIKE)
  • Strength of the ages 2 (STRONG)
  • Merciless 2
  • Mummified flesh 2 (NATURAL ARMOR)

Trios

  • life: 9
  • mummy fear: 9
  • crushing blow: 10
  • defend: 11
  • remove mummy rot: 9
  • move: 2 (slow, shambling gait)

SPECIAL - Mummy Fear

The mere sight of a mummy paralyzes most men with fear. Treat this as an attack that causes a "mummy fear" disability that penalizes all actions except to plead for mercy. This attack is effectively a Reaction on the part of the mummy when it is first viewed by a character--the attack costs no dice. Only roll this attack once per character per scene.


Skeletal Warrior (updated 2007/01/29)

Skeletal warriors are the animated bones of the dead--relentless automatons whose cold bones move with surprising speed, attacking relentlessly until destroyed.

A skeletal warrior (a.k.a. skeleton) is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. However, the cold bones have a cruel strength and will pick up and wield any nearby weapons if unarmed.

Traits

  • Skeletal Warrior 2 (UNDEAD)
  • Skeletal Binding 1 (SPECIAL)
  • Cruel strength 1
  • Relentless 1

Gear

  • Rusty weapon (Class 4 weapon)
  • Rotting armor (Class 2 armor)
  • Rotting clothing and personal effects

Trios

  • life: 4
  • attack: 8
  • defend: 5 (+2 successes vs cutting and piercing weapons)
  • sense living: 3
  • move: 3 (plus 3 dice free per Turn)

SPECIAL - Skeletal Binding

Once a living warrior, a skeletal warrior is created by a dark ritual that animates its bones and binds its spirit into the servitude of an evil master. This forces obedience but also grants preternatural strength and swiftness:

  • The skeleton gains MOBILITY at the same Rank plus its Rank in UNDEAD.
  • The skeleton is not slowed by its tattered armor or rusty weapons. (The maximum Load should not exceed this Rank plus its Rank in UNDEAD.)

There is always a token that the master bears that provides control, such as a golden circlet. If the master ever loses the item the skeletal warrior stops what it is doing and immediately moves to regain it, which will free its spirit. If strong enough in spirit, the skeleton may be able to commit one last act of vengeance against its former master.