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Heroica Bestiary

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Creatures and Monsters of the High Kingdoms and Free Islands, Beasts of the Environs Within

You open the front cover of the book, the leather stiff from newness. The internal brass clips holding down the pages are testament to the living nature of this book. A helpful paragraph tells you about the writer of this tome:

About the Author

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Finnegan the Sand Blue is a minor mage interested in the many types of monster encountered by adventuring heroes. He often wanders around the hall listening to the returning questors accounts of battle. You may see him around the Heroica Hall Library or Bar, after a quest has run its course.

An Introduction

Hail adventurer, scholar and student. This tome contains within a thorough record of the many creatures, benign and dangerous, you will encounter. An indispensible guide for the inhabitants of Eubric and wannabe heroes alike.

For the heroic adventurer each creature is pictured and its common abilities and treasures detailed. For Scholars I have included the varied statistics reported to me by the heroic questors who fought against these beasts in the field and students will benefit from all information recorded here.

Contents of this Book

Aquatic Monsters

Beasts

Demons

Electric Monsters

Fiery Monsters

Flying Monsters

Holy Monsters

Humanoid Monsters

Icy Monsters

Mechanic Monsters

Plants

Rock Monsters

Undead Monsters

Vermin

The Intriguing Instance of the Transformed Mages

Conclusion

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Aquatic Monsters

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Toxic Toad

Type: Vermin, Aquatic

Level: 3

Health: 14/14

Special: Poison Tongue – Causes poisoned-effect to the target, making it lose 1 health each turn until the effect is remedied, the target is defeated or the battle is won.

Drops: Venom

Found in bodies of fresh water, Toxic Toads are a slimy threat. Five coloured varieties have been encountered to date, but these do not alter any attacks or abilities.

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Ally Gator

Type: Beast, Aquatic

Level: 5

Health: 26/26

Special: Twin Bite – Attacks in unison with the other Ally Gator, causing a total of 15 damage. If the other Ally Gator is defeated, nothing happens.

Drops: Potion

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Beasts

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Bugbear

Type: Beast

Level: 1

Health: 6/6

Special: Bear Hug – restores 3 health to self and all allies.

Drops: 1 Potion

The Bugbear has been encountered in three varieties of pelt: Black, Brown and Grey. Their fur colour does not seem to alter their abilities in battle however. Encountered amongst the trees of an orchard in a recent instance in the company of an Autumn Dryad.

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Direwolf

Type: Beast

Level: 5

Health: 25/25

Special I: Howl – Summons another Direwolf to join the battle. If there are three Direwolves in battle, Blood Fang is used instead.

Special II: Blood Fang – Transfers 6 health from the target to self. Used instead of Howl if there are three Direwolves in battle.

Drops: 1 Fang Dagger (WP: 4, suitable for mages and rogues)

This fearsome beast is a force to be reckoned with, able to call its fellows as assistance in combat and enact a new special attack when in a trio. A serial eater of livestock and a cunning employer of disguise. Encountered in the sheep meadows and possibly within forests and mountain slopes. The wolves were also joined by pups:

Direwolf Pup

Type: Beast

Level: 4

Health: 15/15

Special: Return To The Pack – The Direwolf Pup flees the battle. Initiated only if there are no adult Direwolves remaining in the battle.

Drops: 1 Bone

A less ferocious creature, being just a pup. This beast will flee the battle if no adult Direwolves are present and are unlikely to be encountered without the mature wolf. A note of warning to those who may discover some pups, if they do not run from battle they will surely be in the company of a fully grown Direwolf...

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Guard Hound

Type: Beast

Level: 4

Health: 14/14

Special: Safeguard – The next attack against another enemy will miss.

Drops: 1 Bone

An unnamed Hound, as mentioned earlier, such beasts are fiercely loyal.

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War Pig

Type: Beast

Level: 3

Health: 10

Special: Raw Meat – The War Pig sacrifices itself to restore full health to another enemy.

Drops: 1 Bone

The pig of war, a fearsome beast with an axe on its back.

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Crazed War Pig

Type: Beast

Level: 6

Health: 21

Special: Raw Meat – The Crazed War Pig sacrifices itself to restore full health to another enemy.

Drops: 1 Bone

More dangerous than the regular war pig. This beast is insane!

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Rabid Guard Dog

Type: Beast

Level: 4

Health: 22/22

Special: Diseased Bite- Causes a poisoned effect on the target, causing them to lose one health each round until the battle ends or the effect is remedied.

Drops: Nothing

This diseased dog is not something you’d want to encounter, a poisoned bite is an unwanted drain in battle.

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Demons

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Scarecrow

Type: Demon

Level: 5

Health: 21/21

Special I: Murder of Crows – Consume a Scary Crow to restore full health to self.

Special II: Caw – Causes the afraid-effect, which makes the target flee to the back row in terror and stay there until the effect is remedied or the battle is over. Used only if all Scary Crows are gone.

Drops: 1 Dread Hat (lower level enemies will not directly attack the wearer)

A possessed farmer’s mute helper or the work of nefarious mages? These monsters are deeply scary and will easily murder a bird for its own health. Wielding a large scythe, these demons are best approached in daylight to avoid night terror. Stalking the fields of farmers is where you’ll find it, if you dare!

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Electric Monsters

No electircal beastes have even peeped at you brave members of Heroica!

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Fiery Monsters

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Poltergeist

Type: Fiery, Demon

Level: 3

Health: 13/13

Special: Burning Rage – Forms an aura of fire around the Poltergeist that causes 3 damage to the next three attackers that score a hit against it.

Drops: Red Globe (quest item), Fire Bomb

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Flying Monsters

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Scary Crow

Type: Flying

Level: 3

Health: 13/13

Special: Caw – Causes the afraid-effect, which makes the target flee to the back row in terror and stay there until the effect is remedied or the battle is over.

Drops: nothing

A beastly crow, flapping and cawing around and about. These birds do not carry treasures or useful items. Encountered in the company of a Scarecrow but possibly can be found many places due to their flight.

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Bat

Type: Vermin, Flying

Level: 3

Health: 13/13

Special: Bloodsucker – Transfers 4 health from the target to self.

Drops: nothing

An inhabitant of concealed corners, shadowed ceilings, creepy caverns and dark dungeons these flying monsters can cause a tough battle through stealing health from its attackers.

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Flying Book

Type: Flying

Level: 2

Health: 8/8

Special: Bad Education – completely depletes the ether of the target (no effect on targets with no ether).

Drops: Tonic

The library was long thought a safe haven, however these books really do come alive! Their special is a particular threat to magic users and can be quite troublesome. These creatures come in many colours, as with other creatures colour seems not to alter their attacks.

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Evil Turkey

Type: Demon, Flying

Level: 2

Health: 11/11

Special: Feed – restores 10 health to the weakest ally, but the Evil Turkey loses 1 health.

Drops: 1 Bone

Food that fights back, these evil turkeys are magical meddled with poultry products. Pantries, kitchens and cafeterias are at particular risk from a terrible turkey battle.

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Holy Monsters

No Holy Monsters have revealed themselves at this point in time.

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Humanoid Monsters

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Guard

Type: Humanoid

Level: 5

Health: 19/19

Special: Stun – The target loses their next turn.

Drops: 10 gold, 1 Potion

A Humanoid warrior in the employ of any person in a position of power. They are more robust than many heroes. Equipped with any type of weapon, these foes may possibly be reasoned with but more often than not will still prefer to brawl.

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Orc Scavenger

Type: Humanoid

Level: 4

Health: 12

Special: Stun – The target loses their next turn.

Drops: 5 gold, 1 Potion

While some Orcs seek to build a life of normal law abiding activity or heroic adventure on the side of good. These down-and-outs cause trouble for travellers and trade trains.

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Orc Raider

Type: Humanoid

Level: 5

Health: 15

Special: Steal – The target loses gold according to their level.

Drops: 10 gold, 1 Orcish Sword (WP: 4)

A more violent Orc roughneck, stronger than his scavenger brethren.

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Orc Leader

Type: Humanoid

Level: 6

Health: 18

Special: Take Cover – The next attack against the Orc Leader will miss.

Drops: 20 gold, 1 Orcish Shield (WP: 3)

Leader of the trouble causing Orcs, strongest and most brutal.

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Sewer Troll

Type: Humanoid, Aquatic

Level: 7

Health: 51/51

Special: Bad Breath – Causes poisoned- and afraid-effects to all opponents.

Drops: Aquamarine

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Icy Monsters

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Spectre

Type: Icy, Undead

Level: 2

Health: 9/9

Special: Cold Touch – The target is stunned and loses its next turn.

Drops: Ice Bomb

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Mechanic Monsters

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Living Armour

Type: Mechanic

Level: 3

Health: 15/15

Special: Take Cover – The next attack against the Living Armour will miss.

Drops: Helmet (+1 maximum health)

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Magic Mirror

Type: Mechanic

Level: 1 (uses special skill for Free Hits)

Health: 1/1 (cannot be damaged until all reflections have been defeated)

Special: Reflect – Damages the target equal to its own power.

Drops: nothing

Other Mechanic type monsters have been fought in battle, their nature means they will most certainly never be seen again. These creatures are detailed on this page

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Plants

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Pumpkin Beast

Type: Plant

Level: 2

Health: 9/9

Special: Laughing Gas – Makes the target laugh uncontrollably, making it lose the next turn.

Drops: 1 Tonic

This monster gourd conceals itself amongst the autumn ripened edibles from which it takes its name. Encountered in the fields of farms and other such places as gourds are cultivated.

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Autumn Dryad

Type: Humanoid, Plant

Level: 3

Health: 16/16

Special: Poison Ivy – Binds the target’s feet for the next turn, making it unable to switch rows or attack with close-ranged weapons, and also causes poisoned-effect, making the target lose 1 health each turn until the effect is remedied, the target is defeated or the battle is won.

Drops: 1 Remedy, 1 Venom

This creature may seem fairly unthreatening however she desires to hide in trees and suck them of their life-force, withering them and ruining a fruit crop. Encountered in woods, forests and orchards.

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Rock Monsters

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Gargoyle

Type: Rock, Flying

Level: 4

Health: 45/45

Special: Plummet – Causes 8 damage to the target, but also takes away 2 health from the Gargoyle.

Drops: Half a Globe (quest item)

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Enchanted Statue of Bohring

Type: Rock

Level: 6

Health: 45/45

Special: Statuesque – The Statue sacrifices itself to cause petrified-effect to the target, making it turn into solid rock and become unable to take a turn until the effect is remedied or the battle is over.

Drops: nothing

Enchanted Statue of Antiphone

Type: Rock

Level: 6

Health: 45/45

Special: Statuesque – The Statue sacrifices itself to cause petrified-effect to the target, making it turn into solid rock and become unable to take a turn until the effect is remedied or the battle is over.

Drops: nothing

Enchanted Statue of Gilligan

Type: Rock

Level: 6

Health: 45/45

Special: Statuesque – The Statue sacrifices itself to cause petrified-effect to the target, making it turn into solid rock and become unable to take a turn until the effect is remedied or the battle is over.

Drops: nothing

Enchanted Statue of Focker

Type: Rock

Level: 6

Health: 45/45

Special: Statuesque – The Statue sacrifices itself to cause petrified-effect to the target, making it turn into solid rock and become unable to take a turn until the effect is remedied or the battle is over.

Drops: nothing

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Amadea’s Colossus

Type: Rock, Holy

Level: 10 (will automatically leave the battle once the Wight is defeated)

Health: 250/250

Special: Universal Love – Restores the weakest ally to full health, including undead allies.

Drops: Pulsar Sceptre (WP:10, healing effect, suitable for mages and clerics)

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Melodion’s Colossus

Type: Rock, Holy

Level: 10 (will automatically leave the battle once the Wight is defeated)

Health: 250/250

Special: Galactic Harmony – Removes all effects from all combatants.

Drops: Wishing Star (WP:10, retrievable, suitable for rangers and rogues)

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Undead Monsters

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Undead Nobleman

Type: Undead

Level: 4

Health: 30/30

Special: Horrible Moan- Causes the target to have a deep fear in their hearts, sending them to the back row until the battle ends.

Drops: Crown, Dagger (WP: 4), Bone

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Wight

Type: Undead

Level: 7

Health: 49/49

Special: Forsaken Sign – Causes the sealed-effect, making the target unable to cast spells or use healing abilities for the next three turns or until the effect is remedied.

Drops: Thorny Diadem (+3 to power, -6 to maximum health)

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Vermin

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Rat

Type: Vermin

Level: 1

Health: 6/6

Special: Foul Bite – Causes poisoned-effect to the target, making it lose 1 health each turn until the effect is remedied, the target is defeated or the battle is won.

Drops: nothing

A poisonous vermin rodent, scurrying around anywhere dark, dank and smelly or any place that can provide food and warmth to such a loathsome creature. Shades of grey, white and brown have been noted.

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Big Rat

Type: Vermin

Level: 2

Health: 10/10

Special: Foul Bite – Causes poisoned-effect to the target, making it lose 1 health each turn until the effect is remedied, the target is defeated or the battle is won.

Drops: 1 Venom

The stronger of a rat pack, this monster can also be found with small items of possible use to heroes. As with its smaller brethren, this big rat likes many environments and is likely to be encountered in many places.

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Battle Ant

Type: Vermin

Level: 4

Health: 17/17

Special: Bombard – Causes 4 damage to all opponents regardless of the row they stand in.

Drops: 1 Fire Bomb

These scuttling vermin were found hiding in haystacks, they also have a habit of sneaking fire bombs into similar spots.

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Black Scorpion

Type: Vermin

Level: 1

Health: 5

Special: Poison Tail – Causes poisoned-effect to the target, making it lose 1 health each turn until cured, defeated or the battle is won.

Drops: nothing

A weaker scorpion, found in dry, sandy places. A dangerous stinger can cause grief.

Red Scorpion

Type: Vermin

Level: 2

Health: 7

Special: Poison Tail – Causes poisoned-effect to the target, making it lose 1 health each turn until cured, defeated or the battle is won.

Drops: 1 Venom

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Basilisk

Type: Vermin

Level: 8

Health: 74/74

Special: Petrifying Glare – Causes the petrified-effect, making the target turn into solid rock and become unable to take a turn until the effect is remedied or the battle is over.

Drops: Snake Eye Charm (protects from petrified-effect)

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The Intriguing Instance of the Transformed Mages

This menagerie of mechanized mages was created through magical malice and did battle with a clever group of magic users within the family mansion. I shall detail these metamorphosed magicians monstrous forms for academic interest only as it seems they are unlikely to be furnishings in future.

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Altair the Armchair

Type: Mechanic

Level: 2

Health: 12/12

Special: Quick Nap – makes the target fall asleep, forcing it to missing its turn until woken up by a roll of 1, 2, 3 or 4, or until the effect is remedied.

Drops: Grand Tonic

This awful armchair was unaccompanied in battle. Archmagistrum Altair was altered into this form.

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Mabel the Table

Type: Plant, Mechanic

Level: 4

Health: 19/19

Special: Love Letter – causes the enamoured-effect to the target, making it unable to target Mabel for three turns or until the effect is remedied.

Drops: Remedy

The terrible table had a beastly bunch of ether sucking books to assist in battle. See Beasts of the Sky. The switched Secondary Spiritist Mabel.

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Goldraum the Cauldron

Type: Fiery, Mechanic

Level: 3

Health: 17/17

Special: Boil Over – causes 6 damage to the target regardless of the row they stand in.

Drops: Fire Bomb

This contrary cauldron had two possessed and evil turkeys dealing damage in combat. Refer to Beasts of the Sky. The transformed Vice Warlocker Goldraum.

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The Troublesome Teddy Transformed Tots

These terrible teddies were in actuality the young children of the family. As it was thought bad taste to attack the children, no statistics are available for these little monsters. In order to affect their return to normalcy, the bears were placed in their beds and once pacified turned back into their regular form.

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Beth the Bath

Type: Aquatic, Mechanic

Level: 5

Health: 21/21

Special: Splash – makes the environment wet for the next three turns, during which lightning-elemental spells will damage everyone in the battle.

Drops: Water Bomb

The battling bath was surrounded by toxic toads in the bathroom. Please see Beasts of the Water

Formerly General Sourceress Beth.

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Chesterine the Chest

The transformed Minor Occultess Chesterine did not battle the brave party but instead posed a riddle. Once the riddle was solved she returned to her normal form.

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Zed the Bed

Type: Demon, Mechanic

Level: 6

Health: 30/30 (cannot be damaged until the four posters have been defeated)

Special: Deep Sleep – makes the target fall fast asleep, forcing it to missing its turn until woken up by a roll of 1 or 2, or until the effect is remedied.

Drops: Holy Bomb

This beastly bed had four posts supporting it in combat. Each with a different type, they are detailed below. This bed was formerly the late Archmagistrum Zed Ziegfried.

Red Poster

Type: Fiery

Level: 4

Health: 15/15

Special: Fire Ward – blocks fire-elemental attacks for the duration of the next round.

Drops: Fire Bomb

Blue Poster

Type: Aquatic

Level: 4

Health: 15/15

Special: Water Ward – blocks water-elemental attacks for the duration of the next round.

Drops: Water Bomb

White Poster

Type: Icy

Level: 4

Health: 15/15

Special: Ice Ward – blocks ice-elemental attacks for the duration of the next round.

Drops: Ice Bomb

Yellow Poster

Type: Electric

Level: 4

Health: 15/15

Special: Thunder Ward – blocks thunder-elemental attacks for the duration of the next round.

Drops: Thunder Bomb

The family returned to its original form after each battle or correct solution. However after his defeat and the revelation that Zed Ziegfried was the cause of the misfortune, in service of a mysterious and unknown force, named Abraxas.

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Conclusion, the Book as yet Unwritten

This book is far from complete, as heroes and questors travel further from Eubric, deeper into the caves of the islands, higher into the hills more creatures will certainly be encountered. Faced in battle or helped on their way, I Finnegan the Sand Blue shall endeavour to record the information related to me by heroes.

Good luck and good questing, brave adventurer!

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