Carmanian Monster Stats

From: Loren Miller (loren@wharton.upenn.edu)
Date: Wed 14 Jan 1998 - 00:21:09 EET


Here are some stats for carmanian monstrosities. If someone else wants to
do the hit location charts then feel free to post em.

Blue Men
There are several races of blue men in Carmania. All are vile. Few are fully
intelligent. Two are outlined here, (1) the Blue Bloodsuckers, and (2) the
Watery Blue Men.

Blue Bloodsuckers
This race of blue-skinned sub-men are semi-intelligent humanoid mosquitos,
about the size of human midgets, that live and move in swarms. They breed in
the fens around Castle Blue and are a pestilence on the area. Some of them
(about 5%) have wings and can fly.

STR 1d6+5 Move 3 (15 flying)
CON 3d6 Hit Points 9
SIZ 1d6+3 Fatigue 15
INT 4 Armor 1 Pts
POW 3d6
DEX 2d6+12

weapon SR atk% damage
Bite 9 35 1d6-1d4+venom+blood sucking

Skill: Maneuver in Swamp Muck 90, Dodge 45

Blue Bloodsuckers attack in swarms. They will cooperate to herd victims into
swamps and other areas which are advantageous to them. A Blue Bloodsucker
will bite and inject an anesthetic and paralytic venom with 1d6 POT each
round that it remains attached. Once the total POT of the venom overcomes
the victim's CON then the victim will be paralyzed. In addition, each round
that it remains attached the Blue Bloodsucker will drain blood worth 1d6
fatigue from its victim. Once fatigue reaches zero the blood will cost HP
instead. In addition, 25% of them carry diseases.

For every 1d6 of FP or HP a Blue Bloodsucker drains, its STR and SIZ will be
raised by 1. When both STR and SIZ are at least double their original value
then the Blue Bloodsucker is satiated. It will break off contact immediately
and head back to its spawning ground to mate and die.

Watery Blue Men (DediVakuRu)
The Watery Blue Men are large men and women with heads and tails like those
possessed by an enormous pike. They live in the depths of the Sweet Sea and

other bodies of fresh water in and around Carmania and the Oronin Valley.
They worship their evil cannibal god, Yargan, and on cold, dark nights they
sometimes creep out of the depths onto the shore and celebrate their
terrible rites under the black moon. In the summer, they travel to the Fens
of Castle Blue, there to hunt and eat the Blue Bloodsuckers who hatch and
swarm at that time.

STR 3d6+6 Move 3/3 swimming
CON 2d6+6 Hit Points 17
SIZ 4d6+6 Fatigue 27
INT 3d6 Armor 2 pt scales + 2 pt fish-hide armor
POW 3d6
DEX 3d6

weapon SR atk% damage
Bite 6 35 1d6+1d6
Trident 5 50 2d3+1d6

Skill: Swim 90, others as per humans
Magic: favorites include Slow, Glue, Darkwall and Demoralize

Rumors: There are rumors of fishing villages which have ancient pacts with
the Watery Blue Men, villages in which humans worship the dark, cannibal god
of the Watery Blue Men. They can interbreed with humans, and often do so,
since they realize that the hybrids are more intelligent than purebred
Watery Blue Men. These hybrids are born looking fully human, and some time
after reaching adulthood will develop gills, scaled feed, a hunger for human
flesh, and other signs of their Blue heritage. Eventually, they swim into
the water for good. Those of the race of Watery Blue Men never stop growing.
Ancient members of this race will be considerably larger and more skilled
than our example. Luckily, internecine strife kills most of them off.

Carmanian White Lion
These huge, white furred cats are more solitary than normal lions, and live
in small family units until they are old enough to go out on their own. Both
males and females have manes, though the female manes are black instead of
white.

STR 5d6+18 Move 6
CON 3d6 Hit Points 22
SIZ 4d6+18 Fatigue 46
INT 5 Armor 3 pt fur, 6 pts on neck
POW 2d6+6
DEX 3d6+6

weapon SR atk% damage
Claw 5 62 1d10+3d6
Bite 8 52 1d12+3d6
Rake 5 80 2d10+3d6

A Carmanian White Lion will attack with one claw and one bite each round.
The bite will hit 3SR after the claw. If both hit, it will continue to bite
and rake with the hind legs the next round.

Skills: Hide 50, Sneak 60, Listen 50, Scent 50

Giant Mosquitos
Giant Mosquitos breed in still water that is deep enough to hatch their half
meter long eggs. They grow quickly in the first 72 hours to full size, which
is nearly 1.5 meters long with a wingspan over 2 meters. They swarm in
groups ranging in size from 10 to 200.

STR 4d6 Move 2/25
CON 3d6 Hit Points 11
SIZ 3d6 Fatigue 24
INT 2 Armor 2 Pts
POW 2d6
DEX 2d6+12

weapon SR atk% damage
Bite 7 55 1d6+1d4+venom+blood sucking

Giant Mosquitos attack in swarms but they do not cooperate. A Giant Mosquito
will bite and inject an anesthetic and paralytic venom with 1d6 POT each
round that it remains attached. Once the total POT of the venom overcomes
the victim's CON then the victim will be paralyzed. In addition, each round
that it remains attached the Giant Mosquito will drain blood worth 1d6
fatigue from its victim. Once fatigue reaches zero the blood will cost HP
instead. In addition, 15% of Giant Mosquitos carry diseases.

Owlion
The Owlion has a lion's body and legs and the wings and head of an owl. It
is a night hunter, associated with the moon instead of the sun. It loves to
eat dogs and cats and other household pets, prefers cold weather, and its
wings are muffled and silent. It is a fearsome figure in Carmanian tales.

STR 8d6 Move 5/12 flying
CON 3d6+12 Hit Points 26
SIZ 8d6 Fatigue 50
INT 6 Armor 5 pt hide
POW 2d6+6
DEX 3d6+12

weapon SR atk% damage
Claw x2 4 70 1d6+3d6
Bite 7 70 1d6+3d6

Each melee round an Owlion attacks with both claws and then with its bite
3SR later.

Skills: Sneak 90, Scan by Night 60

+++++++++++++++++++++++23
Loren Miller <loren@wharton.upenn.edu>
A priest, a rabbi, a Penn student, and an elephant walk into
a bar. The bartender says, "what is this, some kinda joke?"

------------------------------

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