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CONTRATACIÓN ADMINISTRATIVA

In document MEMORIA ECONÓMICA 2001 (página 89-115)

G ARGOYLE

G OLEM

H YBRIDS

Hybrids encompass any monsters which are a fusion of multiple creatures, such as griffons, harpies (which are different from traditional D&D harpies), lamias, satyrs, sirens, and succubi (which have horns and goat legs but no wings in the Witcher setting).

H ARPY (S HISHIGA )

"Most monsters don't actually keep any trasure in their lairs. Harpies, though- they like shiny things" - Letheo, Viper School Witcher

It is hard to say what is most repulsive about harpies and their cousins, the Shishigas: their hideous appearance, the overwhelming stench of rot and bird excrement that clings to them or their bloodcurdling screech. Suffice it to say that even rats, who dwell happily among the rankest fecal matter and rotten waste, give their nests wide berth.

Harpy nests are most often found atop high cliffs, or rocky ravines. Sure signs of having strayed near one are crumbling human and animals remains, guano-streaked rocks and feathers

littering the ground.

Harpies and Shishigas hunt in flocks consisting of a handful to up to twenty individuals. Though rather cowardly and cautious, harpies fiercely defend their nests and will not hesitate to attack when outnumbering their foes.

During combat they use their ability to fly swiftly to strike their victims one by one before soaring back up out of reach. They can kill with their wings or their sharp beak and talons.

Shishiga

Medium monstrosity (hybrid), chaotic evil Armor Class 11

Hit Points 38 (7d8+7) Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA

12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Senses passive perception 10 Languages -

Challenge 1 (200 XP) TRAITS

Flyby. The shishiga doesn’t provoke an

opportunity attack when it flies out of an enemy’s reach.

Pack Tactics. The shishiga has advantage on an attack roll against a creature if at least one of the shishiga’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Stench.

Winged Vulnerability. When the shishiga takes damage while flying, it must make a Constitution saving throw as if making a concentration check to remain aloft, otherwise it falls.

ACTIONS

Multiattack. The shishiga makes two attacks: one with its claws and one with its beak.

Claw. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 6 (2d4+1) slashing damage.

Beak. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 3 (1d4+1) piercing damage.


S IREN

Like skilled hunters setting out wooden ducks, sirens lure men near - using their own bodies as decoys. In the water they appear as classical mermaids. Once a naive sailor gets close however, their fair faces suddenly turn to fang-filled, fish-like maws, and lovely tails promising unknown delights become sharp, death dealing talons. Once, sirens were friendly towards men — and supposedly were even known (albeit on rare occasions) to accept some sailors' clumsy attempts at courtship.

In the current day, however, they are decidedly aggressive. Sirens hunt in flocks, making use of

their numbers as well as their ability to move effortlessly through water and air.

Siren

Medium monstrosity (hybrid), neutral evil Armor Class 12

Hit Points 38 (7d8+7)

Speed 5 ft., fly 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA

12 (+1) 14 (+2) 13 (+2) 7 (-1) 10 (+0) 14 (+2) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Senses blindsight 10 ft., darkvision 60 ft., passive perception 10

Languages -

Challenge 1 (200 XP) TRAITS

False Appearance. While at least partially immersed in water, the siren appears to be a beautiful young mermaid. This is an illusion and a character taking an action to make aDC 20 Wisdom (Insight) check sees thru it.

Flyby. The siren doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Ground Vulnerability. When forced to be on solid ground, the siren is prone and cannot rise from being prone unless it takes an action to fly.

ACTIONS

Multiattack: The siren makes two claw attacks.

Claw. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 7 (2d4+2) piercing damage.

Luring Song. The siren sings a magical melody.

Humanoid and giants within 300 feet of the siren that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The siren concentrates to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated.

While charmed, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must take the Dash action on its turn to move toward the siren by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this siren’s song for the next 24 hours.

Shriek. All non-sirens within 10 feet that can hear the siren must make a DC 12 Constitution saving throw or be stunned until the start of their next turn.


I NSECTOIDS

In addition to giant centipedes, giant spiders, and similar creatures, “insectoids” include a great variety of monsters like the arachas, endrega, ettercap, and kikimore. Among

insectoids, there are three legendary kinds created by a horrific ritual of the mage Alzur known as the Double Cross of Alzur; these are the frightener, the koshchey, and the viy of Maribor (a remorhaz).

A RACHAS

E NDREGA

Endregas are forest monsters resembling arachnids or lobsters that are especially fond of flood-plains where moisture and tall grass suit them. Hatched from eggs laid by their queen in cocoons hanging from trees, endregas are extremely protective of their queen who keeps herself hidden unless the egg cocoons are threatened. Due to an endrega’s hard carapace, they are more easily dispatched by knocking the monster onto its back and attacking its exposed underbelly, or in the case of the queen the backside. Encased in a carapace as strong as plate armor, an endrega queen is especially tough to damage head-on and fights to the death when antagonized or protecting her eggs cocoons.

Endrega

Medium monstrosity (insectoid), neutral Armor Class 15 (natural armor) or 11 on the underbelly

Hit Points 26 (4d8+8) Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 13 (+1) 14 (+2) 2 (-4) 10 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Damage Immunities poison Condition Immunities poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive perception 10

Languages -

Challenge 1 (200 XP) ACTIONS

Bite. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d6+2) piercing damage and 3 (1d6) poison damage.


Endrega Queen

Large monstrosity (insectoid), neutral

Armor Class 19 (natural armor) or 15 (natural armor) on the backside

Hit Points 79 (10d8+24) Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Damage Immunities poison

Condition Immunities poisoned, prone

Senses blindsight 10 ft., darkvision 60 ft., passive perception 10

Languages -

Challenge 5 (1,800 XP)

ACTIONS

Bite. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 11 (2d6+4) piercing damage and 7 (2d6) poison damage.

Poison Spit. Ranged weapon attack. Attack: +7 hit, range 30 ft., one target. Hit: 17 (5d6) poison damage and the target must make a DC 14 Constitution saving throw or be poisoned. The target can repeat this save at the end of each of its turns.

Scuttling Charge (recharge 5-6). The endrega queen moves up to its speed in a straight line and makes a ram attack against each creature whose space it enters. Medium or smaller

creatures in its way are pushed up to 5 feet out of the line of its attack and knocked prone.

F RIGHTENER

K IKIMORE

Swamp-dwelling insectoids resembling a four-legged mutant spider-cockroach hybrid, kikimores are ravenous scavengers. They dig tunnels thru the muck, coming out at night to search for easy prey and are known for their horrible sulfurous stench. Kikimores communicate via scent and pheromones.

Kikimores have colonies similar to ants, with workers tending to the digging of tunnels and scavenging for food, warriors to hunting and defense of the colony, and a lethal

queen who unceasingly procreates. It is around the queen that the colony is centered; her nest is typically located in a dark damp area that is utterly barren, eerily quiet, and littered with the remains of unfortunate creatures.

Kikimore Worker

Medium monstrosity (insectoid), neutral Armor Class 13 (natural armor)

Hit Points 22 (4d8+4) Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 4 (-3) Damage Resistances acid; bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Damage Immunities poison Condition Immunities poisoned

Senses blindsight 60 ft., passive perception 10 Languages -

Challenge 1/4 (50 XP) ACTIONS

Bite. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 4 (1d4+2) piercing damage and 2 (1d4) acid damage.

Kikimore Warrior

Medium monstrosity (insectoid), neutral Armor Class 15 (natural armor)

Hit Points 45 (6d8+18) Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3) Damage Resistances acid; bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., passive perception 10 Languages -

Challenge 2 (450 XP) ACTIONS

Bite. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 10 (2d6+3) piercing damage.

Spit Acid. Ranged weapon attack. Attack: +5 hit, range 30 ft., one target. Hit: 7 (2d6) acid damage and the target must make a DC 13 Constitution saving throw or be blinded and poisoned. The target can repeat this save at the end of each of its turns to end both conditions.


Kikimore Queen

Huge monstrosity (insectoid), neutral Armor Class 20 (natural armor) Hit Points 126 (12d12+48)

Senses blindsight 60 ft., passive perception 10 Languages -

Challenge 8 (3,900 XP)

TRAITS

Out for Blood. When the kikimore queen hits a wounded creature or a creature against whom her attacks have advantage, she deals an extra 13 (3d8) damage.

ACTIONS

Multiattack. The kikimore queen makes a bite attack and a pincer attack.

Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 17 (2d10+6) piercing damage and 5 (1d10) acid damage.

Pincer. Melee weapon attack. Attack: +9 hit, reach 15-ft, one target. Hit: 13 (2d6+6) piercing damage.


K OSHCHEY

Koshchey

Huge monstrosity (insectoid), neutral Armor Class 20 (natural armor) Hit Points 126 (12d12+48) Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA

22 (+6) 10 (+0) 18 (+4) 2 (-4) 10 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities poison

Condition Immunities poisoned, prone

Senses blindsight 60 ft., passive perception 10 Languages -

Challenge 8 (3,900 XP) ACTIONS

Multiattack. The kikimore queen makes a bite attack and a pincer attack.

Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 17 (2d10+6) piercing damage.

Pincer. Melee weapon attack. Attack: +9 hit, reach 15-ft, one target. Hit: 13 (2d6+6) piercing damage.


N ECROPHAGES

Necrophages, corpse-eaters, are monsters that generally haunt cemeteries and battlefields, and other places where dead bodies lie. Usually they stick to eating carrion, but few have compunctions against making corpses from the living. They

include black annis, bullvores, drowners, foglets, ghouls, rotfiends, and water hags (a sea hag variant).

In document MEMORIA ECONÓMICA 2001 (página 89-115)

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