Date: Tue, 29 Mar 1994 14:39:48 EST From: Tom Harrison <[b--p--e] at [aol.com]> Subject: Things that eat people (kinda long) To: Multiple recipients of list MYTHUS-L <[MYTHUS L] at [BROWNVM.brown.edu]> Here are a couple of things that I was working on sending out to Frank before the magazine was rudely interrupted. Hats off, Frank! You done a damned good job >Applause< Anyway, in the tradition of JRT, i figured I drop them on here and let you guys have at 'em. Comments are appreciated but never nessecary. However, if these creatures strike off inspiration of any sort, I'd like to here about it. Here goes: Kriig Spider Identifier: Monster, arachnoid Habitat: AErth, exterior Size: Human-sized Number Appearing: 1d3 Modes & Rates of Movement: Crawl: 125 yds/BT Scurry: 250 yds/BT Initiative Modifiers: Human Standard Joss Factors: 0 Dodging/Avoidance: 4%/10, 35 Attractiveness: 0 Average Armor Protection: 4 Quirks: None Attacks BAC D. Type Base Bonus Claw (x2) 48 P/C 2d3 9 Tongue barb* 65 P 1d3** 9 * If used on a held victim, this attack ignores armor. ** plus blood loss for 3d3 damage each round until removed. Powers: Extreme Attractiveness (dazing, "easy"/fleeing, "easy") Web Net Area of Effect: 2 yards Delivered by: Gesture Range: N/A Time: 1 AT Duration: until destroyed Frequency: at will Description: This power is similar to the CG V Dweomercraeft Casting, Invisible Chains Charm. It appears as a thick, silken net with a slight blueish glow, though this glow will not give away the position of a hidden Kriig. Hyperaesthesia (dark vision: sees equally well in light and darkness) Shadow cloaking, self Area of Effect: self Delivered by: thought Range: N/A Time: 1 CT Duration: until removed Frequency: at will Description: The Kriig Spider is nearly totally undetectable in shadows. Detection DRs are at +2, while its suprise attempts are at -1 DR. Furthermore, it has an effective Ambushing K/S of 45, allowing it to attempt for Total Suprise. Statistical Detail: Base Scheme (+/- 2d3) M (cunning): 34 P: 125 WL: 93 CL: 113 MM: 17 MR: 17 PM: 65 PN: 60 MMCap: 7 MRCap: 7 PMCap: 35 PNCap: 25 MMPow: 5 MRPow: 5 PMPow: 15 PNPow: 15 MMSpd: 5 MRSpd: 5 PMSpd: 15 PNSpd: 20 Armor Scheme: Area Pierce Cut Blunt Fire Chem Stun Elec. Ultra Vital 12 12 12 - - 12 - Super Vital 10 10 10 - - 10 - Vital 6 6 6 - - 6 - Non Vital 2 2 2 - - 2 - Average 7 7 7 - - 7 - Commentary & Description: No one is truly sure of the origins of the Kriig spider. Some sages would speculate that they are the result of some bizarre magickal experiment, or perhaps they are the result of indigenous breeding with some extra-planar fiend. Regardless of their origin, there can be no doubt of their malign behavior. Though they are not truly intelligent, or no more so than another insect, they are cunning in the extreme and act with a certain sense of inherent evil. They often reside in shallow caverns or abandon ruins. They do not appear to be territorial though they have proved to be cannibalistic. They do not spin webs as many other surface dwelling spider, but rather conceal themselves in tight crevices. Other than these facts, the ecology of the Kriig is virtually unknown. Kriigs are horrid in appearance; they have a vaguely arachnid body, covered with coarse black, wiry hairs, much like that of the tarantula. They have a pasty-white, bloated humanoid face covered with 6 spider-like eyes that can see quite well in any light condition. From the mouth of this head protrudes a long fleshy tongue, tipped in a nasty barb. The Kriig attaches this tongue to and from it sucks the blood of its prey. The front two legs are reverse to point upright, and are scythe-like in appearance. The Kriig uses these forelegs to fight in close quarters. The Kriig traps it prey by spinning a magickally strong web "net", which it holds over its hiding spot with its forelegs. When prey passes beneath it drops the net, which can easily tangle and hold a thing twice the size of any man. From here, the Kriig falls upon its prey and attaches its vile tongue and begins to feed. It the victim is still capable of resisting, the Kriig attacks it with its forelegs. In such a case, the Kriig strikes at twice its BAC (96). These creatures are fearless, and will often attack individuals within a large group, fending off the others with its forelegs while it feeds from the trapped victim. Yeth Hound Identifier: Goblin Habitat: Interior Phaeree, Occidental Size: 1xhuman-sized Number Appearing: 2d6 Modes & Rates of Movement: Walk: 56 yds/BT Trot: 112 yds/BT Run: 224 yds/BT Initiative Modifiers: Human Standard Joss Factors: 0 Dodging/Avoidance: 4/7,5,0 Attractiveness: 0 Invulnerabilities: Suseptibilities: Insinuation: Exposure: Average Armor Protection: 2 Quirks: None Attacks BAC D. Type Base Bonus Bite 60 P Varies (2d3+2) 4 Powers: Solid Air Area of Effect: self Delivered by: Thought Range: 224 yds Time: 1 CT Duration: 2d3 BTs Frequency: at will Description: This power allows a yeth hound to cross air as though it were solid. Water-walking Area of Effect: self Delivered by: Thought Range: 224 yds Time: 1 CT Duration: 2d3 BTs Frequency: at will Description: This power allows a yeth hound to cross water as though it were solid plane. Fear Area of Effect: 1d3 subjects Delivered by: Bay/Howl Range: earshot Time: 1 CT Duration: 1d3 ATs Frequency: at will Description: The howl, or baying, ofa yeth is enough to strike fear into the hearts of many. Victims must make a SMCap roll at DR "Moderate" or flee for the duration of the power, or when the hounds are no longer heard, whichever is final. Shape-shifting, to like form Area of Effect: self Delivered by: Thought Range: n/a Time: 1 CT Duration: 1 BT Frequency: at will Description: When desired, the yeth can alter their vaguelyhumanoid head shape into a more efficient form to attack, so that when hunting, these Goblin things might have heads resembling hounds, hyenas, or even lizards. Bad Karma Area of Effect: 1 subject Delivered by: gaze Range: sight Time: instant Duration: permanent or until removed Frequency: at will Description: This power allows a yeth to impose bad karma, or bad luck, on a victim by way of its gaze. Subjects must beat a P Avoidance check to avoid this attack. Bad karma is essentially the same as the Bad Luck Witchcraeft casting. Statistical Detail: Base Scheme (+/- 2d6) M (cunning): 33 P: 112 WL: 84 CL: 101 MM: 19 MR: 14 PM: 53 PN: 59 MMCap: 10 MRCap: 5 PMCap: 21 PNCap: 21 MMPow: 5 MRPow: 5 PMPow: 16 PNPow: 19 MMSpd: 4 MRSpd: 4 PMSpd: 16 PNSpd: 19 Armor Scheme: Area Pierce Cut Blunt Fire Chem. Stun Elec. Ultra Vital 8 8 8 0 0 8 0 Super Vital 6 6 6 0 0 6 0 Vital 4 4 4 0 0 4 0 Non Vital 2 2 2 0 0 2 0 Average 5 5 5 0 0 5 0 Commentary & Description: These Goblins are of hound-like form and temper. Of only minimal intelligence, they are swift and strong as the largest of dogs, and yeth are able to run on water or through the air as if their pack were racing over smooth, firm fileds in pursuit of hapless prey, baying all the way. The yeth are literally the running dogs of the Slaugh. Yeth are a dark, flat gray color, and their coat carries no shine. Their eyes are an eerie violet color that never changes and seems to pulse with a deep light. Their legs are abnormally long but lined with sinewy and muscule and their shoulders and neck are thick and broad. Their head is somewhat humanoid shaped and filled with sharp teeth. Yet, due to their innate magickal powers, few ever see the head of a yeth the way it naturally is. Enjoy, Tom