Amherth Bestiary

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Amherth Bestiary

Post by MedievalMan »

As I said in the main Amherth conversion post goblins, hobgoblins, and orcs are not present in the setting and have been replaced with Ruks. In addition ogres have been replaced with ogruks. Bugbears, Gnolls, Kobolds, Lizardfolk and Troglodytes are still present as normal. Giants and Trolls remain unchanged, Scrags have also been added.

Below are the statistics for Ruks, Bugbears (Slightly changed), Ogruks, and Scrags.

EDIT
I couldn't find a suitable replacement for goblin level adversaries so I have added goblin back into the game. Though I did put my own spin on them of course.

Ruks

Ruk
Armor Class: 14 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30’ Unarmored 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter 1
Morale: 8
Treasure Type: P, Q, R each; D in lair
XP: 25

Ruks are smelly disgusting humanoids with oily, unwashed skin, bristly body hair, and pig-like faces. They have brown or brown-green skin and are typically bald. They stand between 5'5'' and 6' tall and weigh upwards of 250 pounds. Everything they touch becomes filthy, from their rusty blackened armor to the soiled rags they wear. Ruks are exceptionally greedy and love to kill, which makes them particularly attractive to chaotic rulers who hire ruks as mercenary soldiers and bodyguards. Ruks not commanded by some greater power form their own crude tribes and war among themselves incessantly. The mighty have power in ruk communities, and they can do and say as they please. Murder, theft, and worse plague ruk camps, and prisoners can expect little but endless toil and an agonizing death. When ruks establish more permanent settlements, they use slaves to raise watchtowers and palisades. These sites typically sit atop mines and tunnels where the clatter of digging and the screams of the dieing can be heard day and night. Vile humors and vapors rise up from these pits and have a toxic influence on the surrounding countryside. It doesn't take long before such regions are rendered a brown and gray wasteland. Ruks worship a pantheon of foul gods led by a war god named Groms (Lodor).

The statistics given above are for a standard ruk in piecemeal armor (AC 13) wielding a shield; they have a natural Movement rate of 40' and a natural armor class of 11. Ruks have Darkvision 60'. They suffer a -1 attack penalty in areas of bright sunlight or within the radius of a spell causing magical light.

Ruks lack discipline or finesse in battle, recklessly charging into battle and hacking away with wild abandon. They kill and burn all that they can, ignoring pleas for mercy and asking for none in return. Ruks typically fight with battleaxes, longswords and heavy spears. They prefer longbows when fighting at a range. Though ruks are capable of crafting their own goods they more often just steal what they need, or simply cobble together gear from whatever they can scavenge.

One out of every eight ruks will be a warrior of 2+2 Hit Dice (75 XP). Ruks gain a +1 bonus to their morale if they are led by a warrior. In the wilderness and ruk lairs, one out of every twelve ruks will be a champion of 4+4 Hit Dice (240 XP), with an Armor Class of 15 (11), having a +1 bonus to damage due to strength. In ruk lairs of 30 or more, there will be an ruk chieftain of 6+6 Hit Dice (500 XP), with an Armor Class of 16 (11) having a +2 bonus to damage due to great strength. In the lair, ruks never fail a morale check as long as their chieftain lives. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a ruk chieftain is present), and a 1 on 1d6 chance of a witch or warlock being present. A shaman is equal to a warrior ruk statistically, but has Clerical abilities at level 1d6+2. A witch or warlock is equivalent to a regular ruk, but has Magic-User abilities of level 1d6.


Bugbear

Bugbear
Armor Class: 15 (12)
Hit Dice: 3+1
No. of Attacks: 1 weapon
Damage: 1d8+1 or by weapon +1
Movement: 30’ Unarmored 40'
No. Appearing: 2d4, Wild 5d4, Lair 5d4
Save As: Fighter 3
Morale: 9
Treasure Type: Q, S each; B, L, M in lair
XP: 145

Bugbears are large muscular hairy humanoids, standing on average 6'5'' tall and weighing around 250 pounds. Their bestial faces sport large wedge shaped ears, sharp fangs, and a wild mane. A bugbears hide is typically dull yellow in color and their fur is usually brown or gray. Their eyes are yellow-green and shine with reflected light. They are wild and relatively fearless, and bully weaker humanoids whenever possible. Bugbears will often work as mercenaries for more powerful creatures and serve ably in such positions.

The statistics given above are for a standard bugbear in leather armor (AC 13) wielding a shield; they have a natural Movement rate of 40' and a natural armor class of 12. Bugbears have Darkvision 60'.

Bugbears prefer to ambush opponents when they can. When hunting, they often send scouts ahead of the main group. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. They are able to move in nearly complete silence, surprising opponents on a 1-3 on 1d6. Bugbears receive a +1 bonus to damage due to their impressive strength. They typically fight with maces or longswords and employ thrown weapons before charging. Bugbears prefer compound bows when fighting from afar.

One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 XP), with a +2 bonus to damage due to strength. In lairs of 16 or more, there will be a chieftain of 6+6 Hit Dice (500 XP), with a +3 bonus to damage due to great strength. Bugbears receive a +1 bonus to their morale if led by a hardened warrior or chieftain. In addition, their is a 1-2 on 1d6 chance that a shaman will be present in a lair. A shaman is equal to a hardened warrior statistically, but possesses Clerical abilities at level 1d4+1.


Ogruks

Ogruk
Armor Class: 15 (13)
Hit Dice: 4+2
No. of Attacks: 1 weapon
Damage: 2d6 or by weapon +3
Movement: 30’ Unarmored 40'
No. Appearing: 1d6, Wild 2d6, Lair 3d6
Save As: Fighter 4
Morale: 10
Treasure Type: C + 1d20x100 gp
XP: 240

Ogruks resemble giant ruks that stand nine to ten feet tall, with black greasy hair, thick warty hides, and green-brown skin. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogruks are brutish and aggressive, but inherently lazy. They usually live under rock shelters, in caves, or abandoned ruins. When ogruks are found away from their lair they will have sacks containing 1d6x100 gp worth of valuables (jewelry, coins, furs, etc.). Ogruks usually live in loosely aligned clans, but can also be found among their smaller kin. Most ogruks pay homage to the ruk gods.

The statistics given above are for a standard ogruk in hide armor (AC 13); they have a natural Movement rate of 40' and a natural armor class of 13. Ogruks have Darkvision 60'.

In combat, ogruks usually attack with large spiked clubs, crude axes, or heavy spears dealing 2d6 points of damage. Although they may be outfitted with better weapons and armor when recruited as mercenaries for an evil leader. If normal weapons are employed, an ogruk has a +3 bonus to damage due to great strength. If an ogruk fights bare-handed, it does 1d8 subduing damage per hit. Ogruks are capable of throwing large boulders and rocks at their enemies dealing 1d8 points of damage when they do so. Thrown rocks have a range of 10/20/30.

One out of every six ogruks will be a gang leader of 6+2 Hit Dice (500 XP). Ogruks gain a +1 bonus to their morale if they are lead by a gang leader. In ogruk lairs of 15 or greater, there will also be an ogruk brute of 8+3 Hit Dice (875 XP), with an armor class of 17 (13) and having a +4 bonus to damage due to phenomenal strength. Ogruks gain a +2 to morale as long as the ogruk brute is present. In ogruk lairs there is a 1 on 1d6 chance of a shaman being present. A shaman is equivalent to an ogruk gang leader statistically, but has Clerical abilities at level 1d4+1.

Scrag


Scrag
Armor Class: 14
Hit Dice: 4*
No. of Attacks: 2 claws/ 1 bite
Damage: 1d4/1d4/1d8
Movement: 40', Swim 30'
No Appearing: Wild 1d6, Lair 2d6
Save As: Fighter 4
Morale: 10 (8)
Treasure Type: B; D in lair
XP: 280

Scrags are the smaller relatives of the more common troll. They are aquatic and are only found in environments where water is plentiful. Scrags are often known by the alternate titles of swamp troll and bridge troll. They resemble normal trolls in appearance but are shorter, around 7 feet tall, and are much more burly and stocky in shape weighing around 400 lbs. Scrags typically wear rough battered clothing and sometimes don crude patchwork armor for better protection (25% chance, AC 16). Scrags tend to be much smarter than the average troll and thus are far more likely to communicate with potential victims rather than just attack. They will usually demand some sort of tribute in broken common and will often leave would be victims alone if their demands are met. Scrags are smart enough to make use of any magical treasure that may be in their possession. Scrags, like trolls, have the ability to regenerate damage. A scrag, however, must have at least 50% of its body immersed in water for their regeneration to take effect. Unlike normal trolls, scrags regenerate damage dealt by acid. The lower morale rating (in parenthesis) is used when the scrag faces attackers armed with fire.


Goblin

Goblin
Armor Class: 14 (11)
Hit Dice: 1d6 hit points
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20’ Unarmored 30'
No. Appearing: 3d4, Wild 6d6, Lair 6d10
Save As: Fighter 1
Morale: 7
Treasure Type: P, Q each; B in lair
XP: 10

Goblins are a wickedly cunning race of diminutive humanoids. They have sloping faces, large pointed ears, broad noses, coarse hair, and fang filled jaws. Their eyes large and bright and come in any shade of green. Their skin is usually bright green, yellow, or orange-red and all members of the same clan share the same skin color. Goblins walk upright, but are bowlegged and their arms hang down almost to their knees. They stand between 3'5'' and 4' tall and weigh between 60 and 100 pounds. They are often bullied into servitude by stronger humanoids, giants, and evil spell-casters who use them as spear fodder and slave labor. When left to their own devices, goblins form their own kingdoms deep underground where they live in massive, sprawling mine complexes. There they dig for base metals to forge into weapons of torture and war. They often come into conflict with dwarves, and many forgotten wars have been waged between the two races. Goblins can often be found in caves and ruins near the surface world where they launch moonlit raids upon other unsuspecting folk before disappearing back into the darkness of the earth. Some goblins tame and ride Dire Wolves or enter into alliances with evil Worgs. They use such beasts to track their enemies and aid them in battle. Goblins wear leather clothing, tending towards drab soiled looking colors. Leaders often adorn themselves in capes or tunics of red to distinguish themselves.

The statistics given above are for a standard goblin in leather armor (AC 13) wielding a shield; they have a natural Movement rate of 30' and a natural armor class of 11. Goblins have Darkvision 60'. They suffer a -1 attack penalty in areas of bright sunlight or within the radius of a spell causing magical light. Goblins suffer the same weapon restrictions as halflings.

Goblins are decent, if dishonorable, tacticians and favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. They are individually cowardly and prefer to attack en mass with the support of other goblins. Goblins prefer light spears, shortswords and warhammers in combat and use shortbows when fighting from afar. Goblins craft their own weapons and armor, though their work is often of shoddy quality.

One out of every eight goblins will be a veteran warrior of 3d6 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a veteran warrior. In the wilderness or lair, one out of fifteen goblins will be a chieftain of 5d6 Hit Dice (360 XP) with an Armor Class of 15 (11) that gains a +1 bonus to damage due to strength. In lairs of 30 or more goblins, there will be a goblin king of 7d6 Hit Dice (670 XP), with an Armor Class of 16 (11), and having a +2 bonus to damage due to strength. Goblins gain a +2 bonus to their morale while their king is present (this is not cumulative with the bonus given by a veteran warrior). In addition, a lair or settlement has a chance equal to 1-2 on 1d6 of a witchdoctor being present (or 1-3 on 1d6 if a goblin king is present). A witchdoctor is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.
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