Friday, July 19, 2013

Beasts of Samardan: 'Mordudkat' to 'Nethdrakkom'...

Good Afternoon, All:

This is the sixth entry in the bestiary for the World of Samardan Campaign Setting series. Here are five more creatures to add to our growing collection of stat blocks:


Common to subterranean caverns and underground ruins, the mordudkat is a large, aggressive scavenger greatly feared for its paralyzing bite. This foul beast scours the area about its lair for dead and decaying flesh, but has also been known to attack and kill living creatures when it hasn't eaten in a few days. Resembling an enormous centipede with a circular maw surrounded by tentacle-like cilia, the mordudkat can grow to almost ten feet in length.

Mordudkat: DEF: 15; HD: 3; ATK: bite (1d6 + paralytic poison); ST: +3; SP: Paralytic poison (rendered helpless, Fort DC 13 ends); SPD: 6 (climb 4); CL: 1; XP: 300.


Morsudkomi have six limbs, four of them being thick sinewy arms and two being stout legs, and are of tremendous size. They have a head like that of a primate, with a shock of thick, stiff-bristled hair that runs from the back of the skull and neck to the upper shoulders. While morsudkomi are found in many different terrains in the world of Samardan, they prefer to dwell in the ruins of ancient cities which provide them with shelter and good hunting grounds.

Morsudkom: DEF: 16; HD: 7; ATK: bite (1d6), four claws (1d4); ST: +5; SP: Rend (2d4 additional damage if two or more claws hit the same target in the same round); SPD: 7 (climb 7); CL: 4; XP: 900.


A vicious predator found in swamps and marshes, the moryurloth is a man-sized carnivore best described as having the body of a yurlath and a porcine head. The beast's poisonous spray gives it a deadly reputation, as its saliva purportedly kills all but the strongest of creatures on contact. The human tribe known as the Marsh Folk have developed cooking techniques that purify dead flesh of the moryurloth's poison, and have even tried to domesticate this beast for hunting and tracking.

Moryurloth: DEF: 15; HD: 6; ATK: by bite (1d8) or poisonous spray (poison, Rng 6/12/24); ST: +5; SP: Poison (2d6/round, Fort DC 15 ends); SPD: 6; CL: 3; XP: 600.


Like the lasirshun, the nengarsar is believed to be the result of an experiment by the Ancient Ones that bred true. The nengarsar is significantly larger than the lasirshun and wingless, but possesses nine heads rather than the lasirshun's three. This huge beast, easily twenty feet high at the shoulder, has an extremely virulent form of poisonous spittle. The nengarsar shares the lasirshun's inordinate fear of fire, and panics at the sight of open flame. When panicked, a nengarsar will attempt to flee, trampling any obstacle in its path (anything in its path suffered 2d6 damage, which can be avoided by a successful Reflex save).

Nengarsar: DEF: 20; HD: 12; ATK: by nine bites (1d8) or poisonous spray (poison, Rng 6/12/24); ST: +8; SP: Poison (2d6/round, Fort DC 18 ends), trample (2d6, Reflex DC 18 avoids); SPD: 5; CL: 9; XP: 4,800.


The nethdrakkom is a large serpentine creature with feathered wings. It grows to almost 12 feet in length, with a wingspan of about 15 feet, and an adult weighs about 1,800 pounds. A highly intelligent creature, the nethdrakkom possesses incredible psychic powers and communicates with other sentient creatures through telepathy. Nethdrakkomi are territorial, and extremely distrusting of humanoid creatures. The eggs of the nethdrakkomi are highly valuable to certain breeders, who train these psychic creatures from hatchlings to become dedicated guardians of vaults and other locations.

Nethdrakkom: DEF: 19; HD: 8; ATK: bite (2d6+poison); ST: +6; SP: Poison (1d6/round, Fort DC 16 ends), powers as a 4th level Mystic, telepathy; SPD: 5 (fly 10); CL: 4; XP: 900.


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