More art (finally) for the Expanded Petty Gods project at Save vs Dragon.
Here’s Okkin, a big scary champion version of the flying monkeys.
This is a preview of one of the beasts featured in my upcoming module: The Warlock’s Curse. What follows may change a bit between now and when the product is playtested and completed.
The Balaur is a mythical creature made real by the dark powers plaguing the land of Morminte. It rampages across the countryside killing and taking livestock and people back to its lair. A foreign monster-hunter has been on its trail for over a week and can’t seem to find it, to the frustration of the locals.
This creature from Romanian folklore is, for all intents and purposes, a Hydra. The key difference is that its spittle can create precious gemstones.
Despite that, this creature is unique and even more terrifying than the usual beastie from Monster Manuals.
(gradually goes from 1, which is false, to 6 which is true)
The Balaur is a bizarre creature. Use the following lists to give it a truly weird and frightening set of features and abilities. Some are purely cosmetic, others grant additional abilities (update the stat blocks accordingly).
Extending from its torso are 1d8+5 long, snake-like (or tentacle-like) necks, each one ending in a monstrous head. Choose or randomly determine their overall appearance:
Between all of its necks, on its body, is a single, huge mouth. Choose what kind or roll 1d8 to determine the type (mix two or more results for a very memorable encounter):
Enchanted Spittle: After a battle with the Balaur one can find 3d10 gemstones encrusted into any stone on the surrounding walls, floor or statues (which must be chiselled or broken out). Each is worth 10gp.
Wakefulness: One of the Balaur’s heads is always awake while it sleeps.
(Labyrinth Lord and Lamentations of the Flame Princess)
Armor 15/5, Move 120′, 10 Hit Dice, 170hp, 1d10 bite for each of its heads. Anyone bitten must save vs Paralysis/Petrify or be paralyzed for a number of hours equal to the number of heads that it has left. Morale 9. One of the heads will die if the Balaur takes 10 or more points of damage from a single hit. If all its heads die, the Balaur dies. At the end of its turn, two heads regenerate for each one that has died since its last turn (regaining 10hp in the process), unless it has taken fire damage in that time.
Armor 10/10, Move 60′, 2 Hit Dice, 50hp, 1d6 bite for each of its heads (starts with 1d3+1). Morale 5. When the Balaur’s Young take 6 hit points of damage in a single hit, 1 head dies. If all of its heads die, the Balaur dies. These Young do not have their magical spittle nor their regenerative abilities yet (this appears in about 20 years, but not in captivity).
Bite (d10+3 damage); 16 HP; 2 Armor
Special Qualities: Many heads (1d8+5), Petrifying Bite, Regeneration
Instinct: To feed and protect its young.
Bite (d8 damage); 6 HP; 0 Armor
Special Qualities: Several heads (1d3+1)
Instinct: To feed.
From the Island World Bestiary
Horns and Bite (d10+7 damage, Reach, Forceful)
These brutish predators may lack the bite power of their relatives but they make up for it with their aggressive, territorial brutality and kinetic force. Their bull-headed charge is enough to shatter bones and smash stone.
Instinct: To dominate and crush.
Visually survey territory for intruders
Charge and roar at intruders
Brutally Gore intruders and eat them