Wednesday, July 17, 2013

Beasts of Samardan: 'Kaskmand' to 'Lasirshun'...

Good Afternoon, All:

With our fifth entry in the bestiary for the World of Samardan Campaign Setting, we're over halfway through the collected creatures we've named or otherwise hinted at i our previous write-ups. Here are five more creatures for consideration:

Kaskmand

Commonly encountered in marshy or forested regions in the great valleys of Samardan, the kaskmand is a large saurian beast with thick bony plates that protect the creature's back and a powerfully muscled tail ending in a spiky, bony club. The kaskmand's claws are incredibly sharp, but its tortoise-like shell prevents the beast from using its claws against attackers. Kaskmandi have a foul disposition, and enter into a blood frenzy when wounded (+2 to all attacks and damage).

Kaskmand: DEF: 21; HD: 10; ATK: tail (3d6); ST: +7; SP: Blood frenzy (+2 attack and damage when wounded); SPD: 6; CL: 4; XP: 900.

Kandori

A subterranean rat-like beast the size of a human child, the six-legged kandor is noted for its powerful incisors. Kandori travel in packs, and attack without fear, particularly when defending the pack's lair. Some adventurous souls actively seek out kandor lairs, as the beasts are particularly attracted to shiny objects.

Kandor: DEF: 12; HD: 3; ATK: bite (1d8); ST: +3; SP: None; SPD: 7; CL: 1; XP: 300.

Kandudkom

Preferring cultivated fields and open plains, the kandukom is considered a plague among farmers and lumberjacks because of the damage their tunnels do to the local flora. The kandukom is a large, chitinous creature that burrows through the earth. It often attacks from a distance with its poisonous spittle before closing in to finish off its prey. These predators prefer the taste of humanoids and livestock; they will fight until a creature has fallen unconscious or dead, and then drag the corpse back into their warrens to feast upon.

Kandudkom: DEF: 13; HD: 3; ATK: by poisonous spittle (1d6+poison, Rng 6/12/24) or bite (1d8+poison); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6 (burrow 5); CL: 2; XP: 450.

Kelshran

The kelshrani are a race of subterranean-dwelling humanoids roughly the same size as a human, with dark crimson skin, a sinuous barbed tail, and a generally demonic appearance. Known for their sadistic nature, most kelshrani clans are slavers. They make frequent forays to the surface world in search of new victims, whom they subjugate into servitude. Unruly slaves are forced into gladiatorial combat, where they fight to the death for the enjoyment of their kelshrani overlords.

Kelshran: DEF: 14; HD: 2; ATK: by poisoned whip (1d4 + poison) or light crossbow (1d6 + poison, Rng 12/24/48); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6; CL: 1; XP: 300.

Lasirshun

Sages believe that the lasirshun is the result of an experiment by the Ancient Ones that bred true. Given the unusual nature of this large three-headed beast, that doesn't seem far-fetched. This winged reptile attacks its prey first using its poisonous spit to paralyze its prey, before diving in to feast on the helpless victim. Lasirshuni have an inordinate fear of fire, and frequently panic at the sight of flames. If cornered by flame, they fight ferociously with wild abandon, attempting to win their freedom from the fiery source.

Lasirshun: DEF: 18; HD: 9; ATK: by three spittle attacks (paralytic poison, Rng 6/12/24) or three bites (2d6); ST: +6; SP: Paralytic poison (rendered helpless, Fort DC 16 ends); SPD: 6 (fly 8); CL: 5; XP: 1,200.

Hope This Helps,
Flynn

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