Mythic Animals

A Mythical Animal is similar to a normal animal in many ways, but usually have a higher intelligence, and possess supernatural or extraordinary abilities.

Cockatrice
Narwhale
Oryx
Pegasus
Qirin
Unicorn

Cockatrice

A Cockatrice is a legendary creature, essentially a two-legged dragon with a rooster's head. It is distinguished from other avians by its unusual habits and nasty temperament. The Cockatrice thrives in the wilderness. Its petrification power makes it immune to most predators and enables it to compete with other birds for food. The feathers of the Cockatrice are prized by certain wizards as many magical scrolls must be inscribed with pens made from such quills. Many people also seek unhatched eggs, or even live Cockatrices, as unusual pets or guardians.

Type: Mythic Animal

Setting: Cockatrices are found in temperate to tropical regions, both above and below ground.

Era: Any

Physical Traits: The serpentine tail of the Cockatrice is yellow green, its feet and beak yellow, its wings are grey, its feathers are golden brown, and its wattles, comb, eyes, and tongue are red. The Cockatrice is an eerie, repulsive hybrid of lizard, cock, and bat. It is infamous for its ability to turn flesh to stone. The Cockatrice is about the size of a large goose or turkey, and has the head and body of a cock, with two bat like wings and the long tail of a lizard tipped with a few feathers. Its feathers are golden brown, its beak yellow, its tail green, and its wings grey. The Cockatrice's wattles, comb, and eyes are bright red. Females, which are much rarer than males, differ only in that they have no wattles or comb.

Height: 1 metre

Weight: 45 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg. Since females are rare, they are the dominant sex and often have more than one mate. In fact, males fight or strut for the privilege of joining a female's harem. These mated groups usually build their nests in caves. Nest sites are permanent, and the Cockatrice constantly seeks to decorate its nesting site by lining it with shining objects like coins and gems. Females lay one or two brownish red, rust speckled eggs per month. Those that are fertile hatch in 11-19 days. The young reach maturity and full power within six months. Once they achieve adulthood, the hatchlings are driven away from the nesting site by their parents. Larger groups of Cockatrices encountered will frequently be young driven from the nest who have temporarily united for survival.

INT: D6, WIS: 2D6, STR: 2D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6/flight 7D6, HPs: 5D8 

AC: 6, Thac0: 15

Abilities
1)
They can inflict only minor wounds with their beaks, but their touch will turn flesh to stone (save versus spell or be petrified). When attacking the Cockatrice will attempt to grapple with its foe, touching exposed flesh and turning it to stone. Flocks of Cockatrices will do their utmost to overwhelm and confuse their opponents and they will sometimes fly directly into their victims' faces. While the fatal touch of a Cockatrice's beak will affect victims clothed in leather or fabric, it will not work through metal armour. The Cockatrice is somewhat aware of the limits of its powers and natural selection has taught it to strike only at exposed flesh.

2) The Cockatrice is immune to the petrification powers of others of its kind.

Feeding Habits: The diet of the Cockatrice consists of insects, small lizards and the like. When it hunts these animals the creature does not employ its power to petrify living things.

Lifespan: 50 years

 

Narwhale

The narwhale is common to cold, subarctic waters. It is called the unicorn of the sea because of the 6 to 12 foot long spiral horn that the narwhal uses to dig into the sea floor for shellfish. If a narwhale is provoked, the horn can also be used like a lance to attack. Narwhales are basically peaceful creatures. They may serve as companions or guards for dolphins. They may also be trained.

Type: Mythic Animal

Setting: Any aquatic

Era: Any

Physical Traits: The body of a whale with a horn like a unicorn.

Height: 6 metres

Weight: 445 kgs

Mobility: Fins, tail

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 2D6, MR: 5D6, HPs: 6D8 

AC: 6, Thac0: 13

Abilities
The Narwhale's horn does 5D6 points of damage.

Feeding Habits: Omnivore

Lifespan: 150 years

 

Oryx

The Oryx is an antelope with two long, thin horns projecting from its forehead much like a Unicorn except the horns projects backwards, not forwards.

Type: Mythic Animal

Setting: Any temperate

Era: Any

Physical Traits: Two horns which do 3D6 goring damage each and are capable of penetrating non magical armour.

Height: 1 metre

Weight: 145 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 6D6, HPs: 5D8 

AC: 6, Thac0: 13

Abilities
See horn above.

Feeding Habits: Herbivore

Lifespan: 60 years

 

Pegasus

Pegasus (Greek Pegasos, Latin Pegasus) is one of the best known fantastical as well as mythological creatures in Greek mythology. He is a winged divine horse, usually white in colour. He was sired by Poseidon, in his role as horse-god, and foaled by the Gorgon Medusa. The brother of Chrysaor, born at a single birthing when his mother was decapitated by Perseus. Greco-Roman poets write about his ascent to heaven after his birth and his obeisance to Zeus, king of the gods, who instructed him to bring lightning and thunder from Olympus. Friend of the Muses, Pegasus is the creator of Hippocrene, the fountain on Mt. Helicon. He was captured by the Greek hero Bellerophon near the fountain Peirene with the help of Athena and Poseidon. Pegasus allowed the hero to ride him to defeat a monster, the Chimera, before realizing many other exploits. His rider, however, fell off his back trying to reach Mount Olympus. Zeus later transformed him into the constellation Pegasus and placed him up in the sky.

Pegasi are magnificent winged steeds that often serve the cause of good. These intelligent creatures are very shy and wild, not easily tamed. They serve only good characters, and when they do, they will serve their master with absolute faithfulness for the rest of his life. A Pegasus is a thoroughbred which resembles an Arabian horse (though slightly larger) with two large feathered wings. Pegasi are usually white, but brown Pegasi are not unknown, and rumours persist of black Pegasi.

Type: Mythic Animal

Setting: Any

Era: Any

Physical Traits: Pegasi are highly prized for their value as aerial steeds, but being wild and shy magical creatures, they are not easily tamed. The most common way they are trained as these steeds is from their eggs being stolen and the creatures being raised from birth. Sometimes a grown Pegasus may be tamed provided that the creature has a friendly attitude to the tamer. Riding one requires six weeks of training, and an exotic saddle, but they make worthy steeds indeed. Being goodly creatures, they will only serve good or neutral riders with an absolute faithfulness for life. Pegasi must be ridden bareback; they will not accept saddles. Pegasi speak their own language and can communicate with horses.

Height: 1 metre

Weight: 675 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6 +4, CON: 3D6, CHA: 2D6, MR: 6D6/flight 15D6, HPs: 4D8 

AC: 6, Thac0: 17

Abilities
A Pegasus attacks with its hooves and teeth. It can attack an opponent who is behind it with its rear hooves, inflicting 2D6 points of damage, but it cannot use any of its other attacks in that round. A Pegasus can also dive at an opponent from heights of 50 feet or higher and use its hoof attacks; each attack roll is +2 and does double damage. In battle a Pegasus will try to lure larger opponents (such as dragons) into tight spaces. As the opponent struggles to manoeuvre into attack range, the Pegasus climbs and attacks with its hooves from above.

Feeding Habits: Omnivore

Lifespan: 350 years

 

Qilin

The Qln is a mythical hooved Chinese chimerical creature known throughout various East Asian cultures, and is said to appear with the imminent arrival or passing of a wise sage or an illustrious ruler. It is a good omen that brings serenity or prosperity. It is often depicted with what looks like fire all over its body. In legend the Qilin became tiger like after their disappearance in real life and become a stylised representation of the giraffe in Ming Dynasty. Although it looks fearsome, the Qilin only punishes the wicked. It can walk on grass yet not trample the blades, and it can also walk on water. As it is a peaceful creature, its diet does not include flesh. It takes great care when it walks never to harm or tread on any living thing. It is normally gentle but can become fierce if a pure person is threatened by a sinner, spouting flames from its mouth and exercising other fearsome powers that vary from story to story. They are powerful spellcasters, and roam the skies looking for good deeds to reward, and malefactors to punish.

Type: Mythic Animal

Setting: Appear only in areas ruled by a wise and benevolent leader (some say even if this area is only a house).

Era: Any

Physical Traits: The body of a tiger, legs of a giraffe, antlers of a deer and scales of a dragon or fish.

Height: 1.5 metres

Weight: 245 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: 5D8 

AC: 4, Thac0: 12

Abilities
The Qilin can
form a continuous gorge of fire which does 5D6 over a 20 metre radius. Anything combustible instantly catches alight. 

Feeding Habits: Herbivore

Lifespan: 500 years

 

Unicorn

The Unicorn is a legendary animal from European folklore that resembles a white horse with a large, pointed, spiralling horn projecting from its forehead, and sometimes a goat's beard and cloven hooves. First mentioned by the ancient Greeks, it became the most important imaginary animal of the Middle Ages and Renaissance when it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could only be captured by a virgin. In the encyclopaedias its horn was said to have the power to render poisoned water potable and to heal sickness. Until the 19th century, belief in unicorns was widespread among historians, alchemists, writers, poets, naturalists, physicians, and theologians.

Unicorns exist to protect forests from intelligent creatures. They dwell deep within their forests, and shun most creatures, only conferring with Feys. They will show themselves to save their forests however. Unicorns are strongly magical creatures, with most of their abilities coming from their horn. Unicorns are highly prized for the magical properties of their horns and their value as mounts.

Type: Mythic Animal

Setting: Forest, or any woodlands

Era: Any

Physical Traits: The Unicorn is a mysterious, majestic magical beast. It resembles an imposing and beautiful white horse, with glowing eyes, a silky mane and tail, and the stereotypical spiralling, shell-shaped horn coming from its forehead. Unlike a horse, they have cloven hooves, and males have a goat's beard.

Height: 1 metre

Weight: 360 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6 +3, CON: 4D6, CHA: 3D6, MR: 7D6, HPs: 5D8 

AC: 2, Thac0: 15

Abilities
1)
They are able to sense evil within 100 metres, and radiate an aura which protects them from most evil spells.

2) The touch of their horn can both heal wounds (up to 6D6 per touch) and cure poison.

3) Also, once a day, a unicorn can teleport to anywhere in its forest home (although they cannot teleport in from outside the forest). Unicorns often use this ability as a last resort to avoid death or capture.

4) Unicorns move very silently, so opponents are penalized -6 on their surprise rolls. Unicorns can kick with their front hooves and thrust with the horn each round. Due to the horn's magical nature, it always has a +2 bonus to hit. Unicorns can charge into battle, using the horn like a lance. To make this charge, there must be at least 30 feet of open space between the unicorn and his opponent. Opponents struck by a charging unicorn suffer 6D6 points of damage from impaling. Unicorns may not attack with their front hooves in the round they charge.

5) In addition, unicorns can never be charmed or held by magic. They are immune to death spells and make all saving throws against spells +7. Unicorns are immune to poison.

Feeding Habits: Herbivore

Lifespan: They can live up to 1000 years, and show effects of aging only weeks before death.


 

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