Deadly Denizens of the Dry Steppes
By C. Wesley Clough
Empty, Desolate, Barren, these words and many others like
them have been used to describe the Dry Steppes that stretch out to the south
east of Ull. While these descriptions
may appear accurate upon the surface, in reality the Dry Steppes are a vibrant
living place, full of life. Trees and
other large forms of ground cover may be few and far between but grasses of all
sorts, along with many types of shrubs and flowers flourish in the Dry Steppes,
in fact in the baklunish lands the Dry Steppes are referred to as the
Zir’al-Wiss, or “Sea of Grass”. With the
grasses come the creatures that feed on them, wild horses, cattle, goats, and an
astonishing variety of antelopes are all common sights to the traveler crossing
the Steppes. Wolves, hyenas, and lions
all prey upon this bounty, but they are not the only creatures to do so.
Many types of fearsome beast not found elsewhere in the flanaess can be
encountered in the Dry Steppes, some are natural and some can trace their
origins back to the Invoked Devastation which turned the a once vibrant and
forested land into a great flat plain.
Detailed below are some of the more dangerous creatures to call this vast
expanse of arid plains home.
Erblin
|
Medium Monstrous Humanoid |
Hit
Dice: |
5d8+5 (27 hp) |
Initiative: |
+3 |
Speed: |
30ft. |
Armor
Class: |
19 (+3 Dex, + 6 natural)
Touch 13 Flatfooted 16 |
Base
Attack/Grapple: |
+5/+7 |
Attack: |
Claw +7 melee
(1d4+2) |
Full
Attack: |
2 claws +7 melee (1d4+2)
and Bite +5 melee (1d4+1) and Tail rake +5 melee (2d4+1 plus
poison) |
Space/Reach: |
5ft./5ft. |
Special
Attacks: |
Improved grab, body spines,
poison |
Special
Qualities: |
Immune to poison,
scent |
Saves: |
Fort +2, Ref +7, Will +5
|
Abilities: |
Str 15, Dex 16, Con 13, Int
10, Wis 12, Cha 9 |
Skills: |
Hide +9, Listen +5, Move
Silently +9, Spot +5 |
Feats: |
Multi-Attack,
Stealthy |
Environment: |
Warm
grasslands |
Organization: |
Solitary, pair, or pride
(3-12) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Always Lawful
Evil |
Advancement: |
By Character
class |
Level
Adjustment: |
+4 |
Moving about in highly organized, tightly knit
bands, striking by night, leaving no survivors, the Erblin are the stuff that
the nightmares of many nomad children are made of. Dervish legends state that the Erblin were
once a tribe of devil worshiping men that were turned into their current form by
their dark masters in an attempt to help them better survive the Invoked
Devistation. Whether there is any truth
to this rumor is debatable, however the Erblin do resemble devils in both their
outward appearance and disposition, and it is known that they do worship the
Lords of the Nine.
Standing six and a half feet tall an Erblin has a
humanoid form with a long supple tail.
The creature’s entire body is covered with exoskeletal plates from which
sprout spines and bony spurs of varying sizes, and the tail is tipped with a
cluster of spines that include a poisonous stinger. Several long tendrils sprout from the back of
the surprisingly human-like head, resembling wriggling green hair. An Erblin’s color is predominantly grayish
green, with the myriad of spines and spurs being a deep black color. Their eyes are yellow and glow dimly in the
dark.
COMBAT
A
pride of Erblin always fights in a cold and efficient manner; all members of the
pride know their place, with complicated tactics and battle plans that have been
worked out well in advance. Erblin
rarely use weapons in combat, preferring to rely upon their formidable natural
weaponry. Erblin strongly prefer melee
combat, and most refuse to use ranged weapons as a point of
honor.
Improved Grab (ex): to
use this ability the Erblin must hit a single opponent with both claw attacks,
if it does it can attempt to start a grapple as a free action with out provoking
an attack of opportunity.
Body Spines (Ex): Due
to the jagged, bony spines and spurs that cover it, an Erblin inflicts 2d6
points of damage with a successful grapple check in addition to any other
affects the grapple might have (such as getting or maintaining a
hold).
Poison (Ex):
injury, Fort Save (DC 13) Initial and secondary damage 1d6 temporary
strength. The Saving throw is
constitution based.
ERBLIN CHARACTERS
Many Erblin take levels in the fighter class, and the leader of a Erblin
pride will almost always have levels of fighter. Most prides also number a cleric among their
members. Erblin clerics worship Devils
and have access to two of the following domains: Evil, Law, and War. Sages speculate that the lords of hell worked
out some deal with the evil god Hextor where in he would grant spells to their
Erblin followers in return for some unknown service.
Horn
Wing
|
Medium
Animal |
Hit
Dice: |
3d8+3 (16
hp) |
Initiative: |
+2 |
Speed: |
40ft. |
Armor
Class: |
13 (+2 dex, +1 Natural)
Touch 12 Flatfooted 11 |
Base
Attack/Grapple: |
+2/+3 |
Attack: |
Bite +4 melee
(1d8+1) |
Full
Attack: |
Bite +4 melee (1d8+1) and 2 claws +2 melee (1d4) |
Space/Reach: |
5ft./5ft. |
Special
Attacks: |
Rend
2d4 |
Special
Qualities: |
Lowlight-vision, scent,
sprint |
Saves: |
Fort +4, Ref +5, Will +1
|
Abilities: |
Str 12, Dex 15, Con 13, Int
2, Wis 11, Cha 4 |
Skills: |
Listen +4, Jump +4, Spot
+4 |
Feats: |
Alertness (b),
Multiattack, Weapon Finesse |
Environment: |
Warm to temperate
grasslands |
Organization: |
Solitary, pair, or flock
(3-8) |
Challenge
Rating: |
2 |
Treasure: |
none |
Alignment: |
Always
Neutral |
Advancement: |
4-6 HD (Medium) 7-9 HD
(Large) |
Level
Adjustment: |
-- |
The horn wing is a man sized flightless bird
that has an outward appearance similar to an ostrich with a shorter thicker neck
and a much larger head. Another telling
difference are the wings from which these birds derive their name, these wings
are longer then the wings of most other flightless birds, and shaped more like
feathered arms, each one ending in a single long talon-like claw. Their hooked, eagle-like beaks and talon-like
wing claws are a whitish brown color, while their overall plumage tends toward
gray and black.
Horn wings have always lived in the area
that is now the dry steppes, being one of the few creatures that made it through
the Invoked Devastation with relatively little change. They quickly adapted to
the new, more arid environment by growing larger then they had previously been,
but other then that the creature is essential the same as it was before the twin
cataclysms. The dervishes of the
central Steppes often send young warriors out to bring back a horn wing plume as
a sign of man-hood.
COMBAT
Horn Wings are some of the fastest creatures of the dry
steppes, able to use a short burst of speed to run down nearly any other
creature that inhabits the sea of grass.
They are surprisingly social for birds; often hunt in small flocks and
working together to ensure that all of them get enough to eat. They attack by biting with their large,
hooked, razor sharp beak and slashing with their wing
claws.
Rend (Ex):
If a horn wing hits with
both claw attacks, it latches onto the opponent’s body and tears the flesh. This
attack automatically deals an additional 2d4 points of
damage.
Sprint (Ex):
Once per hour, a horn wing
can move ten times its normal speed (400 feet) when it makes a
charge.
Mhor’Keth
|
Large Magical
Beast |
Hit
Dice: |
6d10+18 (51 hp) |
Initiative: |
+1 |
Speed: |
40ft. |
Armor
Class: |
15 (-1 size, +1 Dex, + 5
Natural) Touch 10 Flatfooted 14 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee
(1d6+4) |
Full
Attack: |
2 claws + 9 melee (1d6+4)
and bite +4 melee (1d8+2) |
Space/Reach: |
10ft./10ft. |
Special
Attacks: |
Laugh, Pounce, Rend
2d6+6 |
Special
Qualities: |
Darkvision 30ft., lowlight
vision, Scent |
Saves: |
Fort +8, Ref +8, Will
+2 |
Abilities: |
Str 19, Dex 13, Con 17, Int
4, Wis 10, Cha 12 |
Skills: |
Listen +5, Hide
+1 |
Feats: |
Ability Focus (laugh),
Lightning Reflexes, Power Attack |
Environment: |
Temperate to warm hills and
grasslands |
Organization: |
Solitary, pair, or Pack
(3-8) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Usually
Neutral |
Advancement: |
7-12 HD
(large) |
Level
Adjustment: |
-- |
The dreaded Mhor’Keth (sometimes known as
the Death Giggler) is a dangerous carnivore that hunts open hills and
grasslands. Although they can be found
everywhere west of the Crystalmist and Yatil mountain ranges, they are
especially common in the Dry Steppes.
The Mhor’Keth looks much like an ogre sized cross between a hyena and
baboon in form, with a tawny hide and black irregular spots or stripes. Most consider Mhor’Keths little more then
animals, although they do show the aptitude to use tools, such as pounding bones
with stones to get at the marrow, and using digging sticks to get into animal
burrows. Mhor’Keth are thought to
communicate with one another through the use of the peculiar laughing sound that
they almost constantly make, although a rare few also learn to speak giant or
common.
COMBAT
Mhor’Keths
live and hunt in loose packs, generally trying to get close to prey and then
confuse it with their laugh to make it easier to take down. They prefer to prey on medium sized herd
animals of various sorts (antelope, wild goats or sheep, etc.) but will attack
anything that they perceive as edible if hungry enough. Although generally much feared by people who
live near them, in truth Mhor’Keth’s rarely attack humanoids unless driven by
great hunger or disease (Mhor’Keths are very susceptible to distemper, rabies
and other such diseases).
Laugh (Su):
Mhor’Keths constantly make a noise that sounds like a child’s laughing or
giggling. While this can be unnerving
under normal circumstances it can be much more dangerous if the Mhor’Keth so
chooses. As a standard action the
Mhor’Keth can change to tempo of its laugh, causing all non Mhor’Keths with in
30 feet to make a will save (DC 16) or be confused (as if by a confusion
spell) for 1d4 rounds. This is a sonic,
mind-affecting effect. The save DC is
charisma based and includes a +2 bonus for the ability focus
feat.
Pounce (Ex): If a Mhor’Keth charges a foe it can
make a full attack.
Rend (Ex): If a Mhor’Keth hits with both claw
attacks, it latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 2d6+6 points of damage.
Steppe
Hunter
|
Large Magical
Beast |
Hit
Dice: |
6d10+30 (63 hp) |
Initiative: |
+0 |
Speed: |
20ft. |
Armor
Class: |
21 (-1 Size, +12 natural)
Touch 9 Flatfooted 21 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Bite +9 melee (1d8+4 plus
poison) |
Full
Attack: |
Bite +9 melee (1d8+4 plus poison) and 2 claws +7 melee (1d6+2) |
Space/Reach: |
10ft./5ft. |
Special
Attacks: |
Poison, breath
weapon |
Special
Qualities: |
Reflective
carapace |
Saves: |
Fort +10, Reflex +5, Will
+2 |
Abilities: |
Str 18, Dex 11, Con 20, Int
8, Wis 10, Cha 8 |
Skills: |
Hide +0*, Listen +5, Spot
+4 |
Feats: |
Ability Focus (breath
weapon), Alertness, Multiattack |
Environment: |
Temperate to warm
grasslands |
Organization: |
Solitary or
pair |
Challenge
Rating: |
6 |
Treasure: |
None |
Alignment: |
Usually
Neutral |
Advancement: |
7-12 HD (large), 13-18 HD
(huge) |
Level
Adjustment: |
-- |
The dervishes of the Dry Steppes tell their children to behave or the
Hunters will get them. Many dervish
children grow up never realizing that the tales are based upon truth. Steppe Hunters are monsters that dwell in the
more barren fringes of the steppes, hiding amidst the rocky grass, waiting for
prey.
A Steppe Hunter looks something like a cross between a serpent and an
armadillo. They have a banded shell of
gray and green, which matches closely the coloration of the grass-covered
boulders that they often hide among. A
long scaly neck, rimmed with green hair ends in a snake like head. The Steppe Hunter also has four scaly,
greenish-gray furred legs that end in large, sharp claws. Steppe Hunters typically understand the
languages of whatever creatures dwell near them, although they cannot themselves
speak.
COMBAT
Steppe Hunters are lazy by nature, and often
simply find a convenient spot along a well-traveled trail to wait for prey to
come to them. A Steppe Hunter couldn’t
care less whether that prey was an antelope or a nomad; to a Steppe Hunter prey
is simply prey. They avoid other big
predators such as bulettes, but other wise consider all other creatures in their
environment potential prey.
Breath Weapon (Su): If hard pressed the Steppe Hunter can
expel all of the poison in its venom glands as a cloud of poisonous mist. The Hunter will only do this if in dire
straits however, as it depletes the hunters store of venom for 1 hour. A hunter that uses its breath weapon cannot
use it again for at least one hour, and during that time its bite cannot deliver
its poison. The breath weapon forms a
ten-foot cube directly in front of the Steppe Hunter, any creature caught in the
area is subject to a much more concentrated dose of the hunters poison then is
delivered via the bite. Fortitude save
(DC 20) initial damage 2d6 temporary Dexterity, secondary damage 1d6 temporary
dexterity. The save DC is constitution
based, and includes a +2 for the Steppe Hunters ability focus
feat.
Poison (Ex): Injury, Fortitude save (DC 18); initial
and secondary damage 1d6 temporary Dexterity.
The save DC is constitution based.
Reflective Carapace (Su): A Steppe Hunter’s
armor like carapace is exceptionally tough and reflective, deflecting all rays,
lines and even magic missile spells.
There is a 20% chance of reflecting any such attack back at the caster,
other wise it is merely negated.
Skills: Steppe Hunters get a +4 racial bonus to
hide checks in areas with a combination of stones and grass. (not taken into account
above).
Other
Monsters of the Steppes
The monsters presented in this article are by no means the only ones to
roam the Dry Steppes, and the following monsters from the Monster Manual can
also be encountered there: Ankheg,
Athatch, Baboon, Basilisk, Bat, Behir, Blink Dog, Bulette, Cat, Centuar,
Cheetah, Chimera, Cockatrice, Dire Lion, Dire Weasel, Displacer Beast, Dragonne,
Eagle (normal and giant), Giant Ant, Giant Bee, Giant Fire Beetle, Gnoll,
Goblin, Gorgon, Griffon, Hawk, Hippogriff, Hobgoblin, Horse (wild light), Hyena,
Lamia, Lammasu, Lion, Monstrous Scorpion, Naga (dark and guardian), Rat, Snake,
Sphinx (all types), Weasel, Wolf, and Wyvern
Note: For more information on the Hornwing, see the article “The Hornwing
of the Dry Steppes” by C. Wesley Clough, here on Canonfire!
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