Primalozza - NPCS and BESTIARY

NPCS and BESTIARY


RANDOM MONSTERS: environments (mountain, cave, abandoned structures, overland wilderness, plains, forests, animal-habitat/animal-formed terrain – i.e., giant spider webs giant wasp nests)


1 – exotic beast

2 – undead/ghost/spirit

3 – abomination/chimera

4 – monster

5 – elemental (mountain, water, sky, metal, sun, dust, diamond)

6 – mundane animal


RANDOM NPCS:

1 Laborer

2 Tradefolk

3 Sage

4 Forager

5 Tamer

6 Outlaw

7 Magus

8 Warrior

9 Chieftain

10 Seer


10% chance of having teachable skills


Qui:

Under-folk


Dokka:

Beast-folk


Yu guhan

Undead


Vyn Qu

Spirits


Thuatsiauk

Blood Mage


Mauumajuq

Blood Beast


Sae-Phi

blood bird


Aukonba

Blood Bull


Maeumarok

Mind Wolf


Toi Cho

Shadow Wolf


Gio Cainum

Cloud Walker


Thua T7rong

Gravity Wizard


Lo-Ahn Sueng

Chaos Beasts/Mutants


Banquai Nhen

Monstrous ice spider


Thu-Bawi

Earth beast


Anguchim

Bird-people


Phainumul

woman of the water


Tam-tri Run

Mind Tree


Nimiria Vat

Dragon


Iniakma

Void Demon


Toornatuk

Poison Demon


Thientu

Angel of the Soul


Odum Chansa

Dark Angel


Khong Sigan

Time Terror


Sungtao Diem

Rapture of Creation


Wilderness

Thu-Bawi: Earth beast

A long moderately thick creature with skin reminiscent of a rhino. A ridged spiky spine extends to a wide tail. Its four legs are compact, its hooves seem to be one-toed, except the ankle region has spikes which dig into the earth. Its head is the size of a bison's with more a horse's snout. Several tusks (2-4) jut from both the snout and its triangular rows of teeth. If in mountainous terrain, its skin blends with the environment.


Phainumul:

a guardian spirit that protects the purity of the lakes and rivers.

Attack: Spell 50%, 75%, 100%

Heal-self, heal other, purify water, purify self, circle of protection, healing spring, control water, fear, teleport other-- touch, water knives, water globe – self (damage reduction), icicle fall, ice web, drown, water globe – other (causes suffocation as well as stops damage for 5 turns), poison blood, ice shards (1, 3, 5), teleport other-- sight, ice wall-- large. Call hail storm, summon water and ice familiars. Winter lightning (calls down a wintery tornado that deals xd6 damage for Y turns in a moving 50x50 AoE, and delivers Y lightning bolts that deal xd6 energy damage in 4x4 AoE.)

Def: 45% (dodge), DR: 8/10/12, normal weapons have 0 effect.

Health: 65, 120, 175



Maeumarok:

a tall slender wolf that communicates telepathically and is neutral to humans.

Attack: 45%. 2/turn. Claw, 1d6+2. Bite, 1d6+4

Defense: 50% dodge 1x per turn. DR 4

Health: 25

Movement: 50

Spell: 65%: pacify animal, human, monster (hostile creature must make WIS save or loses ability to attack for 1d6 turns). Confuse (causes INT damage and a chance to render opponent useless for a turn). Fear (WIS save or flee from sight of wolf for 1d6 turns). Heal ability damage (1d6 INT, WIS, or CHA damage) within 200 feet.


Qui:

Descendants of the original people, this folk competes with the Dokka for subterranean space. They are cruel and intelligent and small in number. Living underground for many years has changed the way they look. Their noses are batty and their eyes seem cataract. They have bandit-like tactics of surviving off of nearby civilization. Years of distrust means most Qui will be hostile, even if they do not attack.

Use numbers, traps, poisons, stealth, and abuse their advantage over the terrain to defeat enemies.

WS: 40-75

MS: 30-65

HS: 50-85

DS: 60-95

Attack: 1-2 attacks. Crude, improvised, or rusty weapons. +2 damage (str), +4 damage (agility)

DR: unarmored (4), light armored (5), medium armored (6)

Average health: 20, 40, 70, 110

Movement: 35, 45 through water

Sneak attack, add xd6 on any attack from stealth/invisibility

Back stab: add Y damage on any attack against opponent with back turned

poison, add Y/turn

Trap: y+xd6 damage, plus y damage/x turns

Gains bonus damage while flanking opponent (1-5)

Gains bonus damage while outnumbering opponent (1-5)

Common spells: extinguish flame, poison vapor, control animal, heat or freeze water, earth spike, cave-in, heal self (Y), heal other (xd6), perfect dark, invisibility, enchant weapon (+1-5) for x turns, shadow step, slow enemy

Speaks Vedic, and can be dealt with in speech


Dokka:

beast-men that stick to caves and are carnivores. Take up pets, and especially like birds. Enemies of the Anguchim, for they are sentient and do not like being kept as pets.

Attack: 2-3, 1d6+12, great ax. 1D6+14, great maul.

DR: 6 (unarmored), 7/8 (hide or leather)

HP: 40, 75, 100, 150

movement: 25

S: 35, 50, 60, 75

C: 0, 15, 25, 35

H: 50, 65, 80, 95

D: 0, 0, 15, 25

Grapple: STR check or become grappled. Dokka like to capture their enemies instead of kill them. Once grappled, they will look to subdue by KO or bind opponent in rope or chain. If an opponent poses enough threat they will look to kill them, rather than subdue them.

Spells: Sleep, fear, bind, pacify small animal, create fire, purify water


Tam-tri Run:

sentient trees that speak to people in their dreams. Their roots move like snakes.

Yojun:

trickster spirits of the forest that find amusement in human confusion

Nantien:

tiny flying people who work for the Tam-tri Run and are thought of as angels.

Sae-Phi:

refers to any species of birds that survives off blood. Marked by needle-like beaks.

Attack: 10%, 50% (flying), 90% (clutching): 1d6+2 (talon); 35% chance of clutching target. 1d6+2 (beak). Successful beak attack heals Sae-Phi for 1d6. 5% chance of causing blood-related disease. Dive bomb: 1d6+8.

DR: 2

HP: 25

Movement: 10, 60 flying

Special: once every 2 turns, they are able to double their fly speed, allowing them to move, attack, and then move again. Afterwards, they must spend their next turn in flight. They like to dive bomb in swarms upon creatures like the Thu-bawi. They do not always or even very often kill their targets.

Vyn Qu: vengeful spirits

ghosts (haunt people)

poltergeists (serve as portals between the material world and the world of the dead)

wraiths (haunt areas like cemeteries)

specters (tell of hidden evils).


Yu-Guhan: undead

` mummies (are raised by triggered traps)

zombies (mindlessly serve necromancers),

skeletons (serve as patrolling guardians to treasure, tombs, or the like).


Lo-Ahn Sueng:

refers to any mutant/chimera creature. Their stats and capabilities vary.


Attack:: (1x) 35% – 1d6+6, (2x) 55% 1d6+10, (3x) 75% 1d6+14

Defense: DR: 5, 8, 12

Health: 35, 95, 150

Movement: 25 (max), 35 (max), 45 (max); some are able to fly!

Spells: Club skill: 15, 30, 45, 60. Basic chaos ray. Read Vulnerability. Paralyzing touch. Poison touch. Berserk. Cause panic. Fly. Cause madness. Basic chaos field. Mutate other. Petrifying gaze (END save or begin to turn to stone over six turns; each turn allow a save, which ends the spell but does not reverse any of the damage). Elemental Breath. Disintegrating Gaze (y+xd6 chaos damage/turn for 3 turns, for each capable eye, up to 6)



Banzil:

Elemental Animus: sentient beings that more resemble specific elements, such as earth, air, water, fire, blood, poison, time, glass, dream, gem, etc. Most of these consider themselves one with their environments and are extremely protective of them.


Ray of Sunlight:

Dust Devil:

Icy Mirror:

Shapeshifter:

Time Warp (gelatinous orb)

Parasomnia: a being that can only be interacted with while falling asleep



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