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Mediaeval Monsters of Legend

Creatures from bestiaries and folklore or mediaeval Europe Shadowdark RPG.

By Samuel WrightPublished 10 months ago 4 min read
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The Bonnacon

Taken from European bestiaries and mediaeval legends, these are more creatures for you to encounter in Shadowdark RPG campaigns.

Bonnacon

A buffalo-like grazer, the bonnacon is timid and harmless unless startled. Its curved horns do less damage than most herbivores its size, and the bonnacon flees at the first sign of trouble. Large, slow herd animals, they roam open plains. A frightened herd of bonnacons can be quite destructive, setting fires as it flees from danger that can wipe out acres of grassland and forest.

AC 12, HP 17, ATK 1 horns+3 (1d4), MV near, S +3, D +0, C +4, I -3, W -1, Ch -2, AL N, LV 3

Explosive Flatulence. If startled or attacked the bonnacon emits a massive cloud of flaming gas and faecal matter that makes all targets in a near sized cube behind the bonnacon make a DC 12 DEX check or take 3d6 damage. This burst of flame often ignites dry brush and trees, and can be done 3/day.

Impervious. Fire immune.

Calopus

A creature with the body of a wolf but the face and paws of a cat, the calopus attacks with horns that have serrated edges and sharp points. Dwelling in dense forests, it has been known to use its horns to saw through branches of trees and bushes if stuck in difficult terrain.

AC 12, HP 14, ATK 1 horn +2 (1d8), MV double near, S +2, D +3, C +1, I -1, W +1, Ch +1, AL N, LV 3

Cynocephali (Ancestry)

Furry humanoids with canine heads, the Dog-Headed People live in packs and dwell on the fringes of civilization, usually working as peaceful hunters and farmers, but in times of famine or plague they can become predatory and have been known to kill and eat other humanoid races.

Cynocephali speak Common and a language of their own composed of barks, yips, and howls.

Natural Trackers. Cynocephali have a keen sense of smell and gain advantage to track by scent or identify any specific odour they have smelled before.

Pard

A creature with a body like a lion and the face of a human, the pard is an honourable and chivalrous predator that only hunts heroes, and demands they fight him mano-a-mano, with no interference, devouring those he defeats. Pards are known to follow armies, looking for warriors to challenge to single combat. They never attack by surprise or fight “dirty”, always obeying the code of chivalry, even though there are man-eaters.

AC 16, HP 34 , ATK 2 rend +4 (1d8), MV near, S +4, D +3, C +3, I +3, W +1, Ch +1, AL L, LV 7

Impervious. Immune to non-magical ranged attacks. Immune to hostile spells of 3rd tier or lower.

Leaping Attack. The pard clan leap a double near distance to land on a target with a +2 bonus to hit every 3 rounds.

Shurale

A furry, wild, murderous creature like a satyr with only one horn, the Shurale is a devilish fey that dwells in the woods. This strange creature is often called a “tickle monster” for the way its touch sends people into paroxysms of laughter. It uses magic to hide and delude its victims, then tickles them to death and chops up their bodies to eat them later.

AC 12, HP 28, ATK 2 battle axe +3 (1d8/1d10) or 1 tickle, MV near (swim, fly), S +3, D +3, C +1, I +2, W +2, Ch +1, AL C, LV 6

Tickle. The Shurale can touch a target in close range, causing the target to make a DC 12 WIS check or fall down in paroxysms of laughter. Laughing characters cannot take any actions for full minute and lose 1d4 CON from exhaustion. At 0 CON the target dies.

Alter Self (INT Spell). DC 12 Duration: 5 rounds Range: Self

The shurale magically changes physical form, gaining one feature that modifies its existing anatomy.

Detect Thoughts (INT Spell). DC12 Duration: Focus Range: Near

The shurale peers into the mind of one creature it can see within range. Each round, it learns the target’s immediate thoughts. On its turn, the target makes a Wisdom check vs. the shurale’s last spellcasting check. If the target succeeds, it notices the shurale’s presence in its mind and the spell ends.

Illusion (INT Spell). DC 13 Duration: Focus Range: Far

The shurale creates a convincing visible and audible illusion that fills up to a near-sized cube in range. The illusion cannot cause harm, but creatures who believe the illusion is real react to it as though it were. A creature who inspects the illusion from afar must pass a Wisdom check vs. the shurale’s last spellcasting check to perceive the false nature of the illusion. Touching the illusion also reveals its false nature.

Invisibility (INT Spell). DC 12 Duration: 10 rounds Range: Self

The shurale becomes invisible for the spell’s duration. The spell ends if the shurale attacks or casts a spell.

Misty Step (INT Spell). DC12 Duration: Instant Range: Self In a puff of smoke, the shurale teleports a near distance to an area it can see.

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About the Creator

Samuel Wright

I am a writer & tarot reader in Oregon. I'm a TTRPG fan, love all types of sci-fi & fantasy books, movies, & games, & read voraciously. I write a variety of content, mostly RPG blogs. Tell me where you found my page.

Art by Google/Unsplash

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