Originally published July 2nd 2024
Lots of valleys in this one. I decided to do three this time because the first two were so slim.
when the north wind blows through the valley
Landsquid, Feral
Will be described in the future Monsters.MD conversion.
Magpie-faced
Init: +3; Atk: As Weapon +2; Crit III/1d6; AC 11 (agility); HD 1d10; MV 30’; Act 1d20; SP Shiny Lover; SV Fort +1, Ref +1, Will +3; AL L
Shiny Lover: A Magpie-faced has a 80% chance of picking pockets successfully. It will either steal 1d30 golden coins or a trinket, judge’s choice.
The creature on the hill
Init: +0; Atk: Gore +8 melee (1d10+4); Crit M/d16; AC 14 (thick fur); HD 10d10; MV 40’; Act 1d24 + 1d20; SP Protective Wind, The Amber Dream; SV Fort +6, Ref +4, Will +6; AL L
Protective Wind: Missile attacks made against the creature are made with a -2d penalty. A fumble against the creature means the projectile flies straight and true back towards the attacker, inflicting maximum damage on top of whatever else even occurs.
The Amber Dream: Upon locking eyes with the creature on the hill a creature must make a DC 18 Will Save or bear the curse of the amber dream. They suffer a -2 luck Penalty and no longer heal from resting. Whenever they attempt to rest their bodies begin to work away fulfilling the desires of the creature.
A Game, Played in the Valley
Animal Aspirant
Will be described in the future Monsters.MD conversion.
Barbarians
Will be described in the future Monsters.MD conversion.
Mask Demon
Will be described in the future Monsters.MD conversion.
Wild Bear
Init: +3; Atk: Claw +3 Melee (1d8+2) or Bite +5 Melee (1d6); Crit M/d10; AC 13 (thick fur); HD 4d6; MV 50’; Act 2d10 + 1d20; SP Bear Hug; SV Fort +6, Ref +2, Will +0; AL N
Bear Hug: If a bear lands two claw attacks on a single target it can scoop them up for an additional 1d10 damage. The victim must make an opposed Strength check to escape, the bear is treated as having a +6 modifier.