These small sized mammals are the preferred way for many non-psionics groups to hunt for Thellans or psionic using humans. Technically they are Arrantics, or non-super intelligent animals gifted with psionic abilities. An important aspect is that they do not train to utilize psionics, but learn them as natural skills.
Psionic Ferret (Sniffers)
Tiny Size Magical Beast
Hit Dice: 3d8 (13 hp)
Initiative: +3 (dexterity)
Speed: 30 ft
AC: 18 (+2 size, +3 Natural, +3 Dexterity)
Base Attack / Grapple: +3 / +7
Attacks: +4 Bite (1d3+1)
Full Attack: +4 Bite (1d3+1)
Special Attacks: Attach
Special Qualities: Immune to spell detection, Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 4, Dex 16, Con 10, Int 6, Wis 14, Cha 14
Skills: Acrobatics +10, Hide +13, Move Silently +9, Perception +9, Empathy +4
Feats: Mental Leap (40 ft), Track Psionic, (Free) Prionic Charge
Climate/Terrain: Any wilderness or Urban
Organization: Solitary or Pod (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement Range: 4-8 HD (Small)
A grey skinned weasel on a leash smelling the pub’s patrons, looking for something…
Appear the same as a normal ferret except for its purple eyes and a look of intelligence. Few still live wild as they have long been captured and trained for their unique ability to detect psionics by their smell. It was the Elves who first noticed their unique sensory abilities but it was the dwarves who breed and domesticated the ferrets. It is unknown if the ferrets were always heralded for their ability to detect psionics or simply their observation powers in general. Sniffers are easy to both breed and train but their playfulness lead them to become favorite pets of dwarven nobility. While often used by those who hate or fear psionics, the animals don't have this trait - psionicists often keep them as pets, the same as others.
Combat: In the wild, psionic ferrets survive mostly by hunting small rodents, insects and shrubbery. They do this in small packs, while carefully observing the creatures around them for subtle signs of danger. Whenever a threat appears they hide, and do their best to simply avoid any trouble and when they cannot hide, they flee by any means possible. As pets, they survive by pleasing their masters in the duties they perform. For those who fear psionics they couldn't do better by having one of these beasts near them. Once trained (DC 20), they can detect psionics and inform their trainer by a prearranged sign. Most sniffers can learn up to 6 tricks, but some leaarn many more.
Psionics: PSP Points: 25; Manifest as 3rd level; Power DC 12+(Charge) 1d4
Powers Known: Detect Psionics (No PSP cost, Always active), heighten senses, body equilibrium, wall walker, touch sight.
Detect Psionics: Has a 250 foot range as a psionic power. Their natural smelling capacity has a 100 foot range, so even if a creature can hide their psionic powers using psionics or magic, the ferret can still smell it naturally, just in a slightly lessened range
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Showing posts with label Animal. Show all posts
Showing posts with label Animal. Show all posts
Monday, 25 March 2019
Wednesday, 20 March 2019
Kazeen Hound - Psionic Blink Dog
They are essentially golden haired psionic blink dogs.
Kazeen Hound - Psionic Blink Dog
Creature CR3
NG Medium Magical Beast
Init +3 Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34hp (4d10+12 con)
Fort +7, Ref +7, Will +4
Defensive Abilities DR 3/Evil
OFFENSE
Speed 50 ft.
Melee Bite +5 (1d6+1)
Special Attacks Sneak Attack +2d6
STATISTICS
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 14
Base Atk +4 CMB +5 CMD 18
Feats Track, Iron Will, Run
Skills Sense Motive +5, Perception +10, Survival +10
ECOLOGY+
Environment Kazurn Plains
Organization Solitary, Pack (4-16)
Treasure Value Standard
SPECIAL ABILITIES
Ability (Ex)
Natural Blink (1=Front, 2-3 Right Flank, 4-5 =Left Flank, 6-8 Behind - Usable once every round
Kazeen hounds are medium sized, golden coloured canines gifted with psionic abilities. They are usually found in the icy Kazurn plains, but they originate in the Tallene spirelands. These beasts use their abilities to help good aligned creatures out of danger, protecting weaker beings from monster ambushes. They are psionic Nyssian versions of Blink Dogs, and many good aligned adventurers seek them out as companions.
These hounds teleportation abilities are legendary and are perhaps the fastest animals in terms of ability to travel from one location to another. They have a Master Teleportation ability they use if they are at less than 20% of their maximum hp.
Psionics: PSPs: 50, DC: 13 + (1d8) level; 4th level Psions
Powers: Adrenalin Control, Catfall (80 ft), Heightened Senses, Immovability, Life Detection, Dimension Door, Energy Adaptation (Cold, 10 dmg), Aversion (Baying). Master Teleportation (Focus, 5th lev)
Tuesday, 11 December 2018
Ferroplasmic Feline (Psionic Cat)
Ferroplasmic Feline (Psionic Cat)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (dexterity)
Speed: 30 ft
AC: 16 (+2 size, +2 Natural, +2 Dexterity)
BAB / Grapple: +2 / -2
Attacks: +3 Bite (1d3+1)
Special Attacks: None
Special Qualities: Detect Psionics, Scent, Buffer
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 6, Dex 14, Con 12, Int 8, Wis 17, Cha 10
Skills: Acrobatics +8, Stealth +8, Move Silently +9, Perception +9, Sense Motive +12
Feats: Weapon Finesse (Bite), Rubbing Buffer
Climate/Terrain: Any (usually urban)
Organization: Solitary or Hex (6 cats)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral good
Advancement Range: 3-6 HD (Small) 7-12 HD (Small)
Rubbing Buffer: After three rounds of rubbing their skin or tail on one creature, that creature gains a +3 on the first saving throw they need to make. Given to allies, most often children.
A small blob of goo is in a corner of the room, jumps up, and moments later you see a small orange colored cat take form hissing at something from afar.
Most generally appear the same size and shape as a regular sized cat, most are black and white or dull orange in color. Often they are trained to hunt & detect undead, rats or other vermin. They are not true cats, as their natural form is a gooey blob of green goo. But they spend so much time in the mortal world they are just as accustomed to their alternate cat form.
Their natural home is a webby nest, within a very small opening, seemingly impossible for them to get through. They can breed both domestically and wild - they prefer to hunt for their own foods, but some are spoiled by human, dwarf or tenderfoot owners. Families are sometimes adopted by the cat, especially if there are friendly children that inhabit the same same area.
Rubbing Buffer: After three rounds of rubbing their skin or tail on one creature, that creature gains a +3 on the first saving throw they need to make. Given to allies, most often children.
A small blob of goo is in a corner of the room, jumps up, and moments later you see a small orange colored cat take form hissing at something from afar.
Most generally appear the same size and shape as a regular sized cat, most are black and white or dull orange in color. Often they are trained to hunt & detect undead, rats or other vermin. They are not true cats, as their natural form is a gooey blob of green goo. But they spend so much time in the mortal world they are just as accustomed to their alternate cat form.
Their natural home is a webby nest, within a very small opening, seemingly impossible for them to get through. They can breed both domestically and wild - they prefer to hunt for their own foods, but some are spoiled by human, dwarf or tenderfoot owners. Families are sometimes adopted by the cat, especially if there are friendly children that inhabit the same same area.
Psionics: detect dimensional space, detect evil, dimension door (20 ft), sense link (100 ft), ectoplasmic form; PSP 15; Psion Level: 2
Tuesday, 3 April 2018
Mantarri (Flying Snow Ray)
A quiet animal, long the source of legends in the spirelands. Appear as a large white winged, flying snow ray.
Mantarri CR 5
N Large Animal
Init +3 Senses Low-light vision; Perception +6
hp 52hp (7d8+21 con)
Fort +8, Ref +8, Will +2
Resist Cold 10 (+6 on ice or cold saving throws)
Melee Headbutt +10 (1d10+5), Tail Slap +7 (1d6+3)
Special Attack: Double damage from headbutt dive of 40 or more feet
Base Atk +5 CMB +11 CMD 24
Feats Flyby Attack, Evasion, Wing-Over & Power Attack
Skills +15 Fly , +10 Survival, +6 Perception
Organization Solitary, Pair or Flock (4-16)
Treasure Value none
Advancement 8-15 HD (Large)
A large flying manta ray, has light brown and white fur with a long, near-prehensile tail. Their wings range out between 12 to 20 feet wide. They can carry one large creature on their backs or up to 400 pounds of weight (flight speed reduced to 30 ft.)
While a Pegasi or Hippogrif are the preferred flying steed for the Spires, a Mantarri is a bit more common in the hinterlands. They can be fairly easily caught and trained; most are very loyal to their owners or trainers.
Most reside on the cloud isles, eating vegetation and avoiding contact with almost everything. A few fly down to feed on shrum in the Balashi's (snow whale) trail. Mantarri are peaceful creatures, and can be convinced to take others for a ride. Elven rangers have long used these animals when travelling in the cloud isles or most dangerous spires..
They cannot speak but many understand simple command phrases, similar to a dog or horse's tricks. They communicate with each other via high pitched clicks, inaudible to most humanoid creatures, but they can hear each other up to five miles away. While they can be spurred on by a trusted rider, they naturally flee from almost every encounter simply because they can. A few evil creatures will charm these rays to travel or transport goods. Some phaetox towns herd the mantarri to collect and gather their furs.
Combat
Mantarri begin by either charging their opponents or if possible diving. They have natural evasion, as they can always counter attack an enemy behind them with their tail slap.
Mantarri CR 5
N Large Animal
Init +3 Senses Low-light vision; Perception +6
DEFENSE
AC 20 touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)hp 52hp (7d8+21 con)
Fort +8, Ref +8, Will +2
Resist Cold 10 (+6 on ice or cold saving throws)
OFFENSE
Speed Crawl 20 ft., Fly 50 (Good)Melee Headbutt +10 (1d10+5), Tail Slap +7 (1d6+3)
Special Attack: Double damage from headbutt dive of 40 or more feet
STATISTICS
Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 10Base Atk +5 CMB +11 CMD 24
Feats Flyby Attack, Evasion, Wing-Over & Power Attack
Skills +15 Fly , +10 Survival, +6 Perception
ECOLOGY
Environment Spirelands or Cloud IslandsOrganization Solitary, Pair or Flock (4-16)
Treasure Value none
Advancement 8-15 HD (Large)
A large flying manta ray, has light brown and white fur with a long, near-prehensile tail. Their wings range out between 12 to 20 feet wide. They can carry one large creature on their backs or up to 400 pounds of weight (flight speed reduced to 30 ft.)
While a Pegasi or Hippogrif are the preferred flying steed for the Spires, a Mantarri is a bit more common in the hinterlands. They can be fairly easily caught and trained; most are very loyal to their owners or trainers.
Most reside on the cloud isles, eating vegetation and avoiding contact with almost everything. A few fly down to feed on shrum in the Balashi's (snow whale) trail. Mantarri are peaceful creatures, and can be convinced to take others for a ride. Elven rangers have long used these animals when travelling in the cloud isles or most dangerous spires..
They cannot speak but many understand simple command phrases, similar to a dog or horse's tricks. They communicate with each other via high pitched clicks, inaudible to most humanoid creatures, but they can hear each other up to five miles away. While they can be spurred on by a trusted rider, they naturally flee from almost every encounter simply because they can. A few evil creatures will charm these rays to travel or transport goods. Some phaetox towns herd the mantarri to collect and gather their furs.
Combat
Mantarri begin by either charging their opponents or if possible diving. They have natural evasion, as they can always counter attack an enemy behind them with their tail slap.
Labels:
Animal,
D20,
Flying Steed,
Mantarri,
Pathfinder,
Spirelands
Monday, 5 February 2018
Anchor Cat (Prison Cats)
Anytime players see small cats in a dungeon, it's usually these buggers. Small, unassuming but they have a powerful effect, as they can virtually eliminate teleportation.
Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
Melee Claw +9/+9 (1d3) , Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth
Organization Solitary
Treasure Value None
Advancement 5-12 HD (Small), 13-20 HD (Small)
Pounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.
Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.
A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.
There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.
Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.
On Nyssa they first became beloved pets of the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.
Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.
It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.
Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
DEFENSE
AC 15 touch 15, flat-footed 10 (+5 Dex)hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
OFFENSE
Speed 30 ft.Melee Claw +9/+9 (1d3) , Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
STATISTICS
Str 5, Dex 20, Con 10, Int 10, Wis 12, Cha 15Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth
ECOLOGY
Environment Any land, usually in SettlementsOrganization Solitary
Treasure Value None
Advancement 5-12 HD (Small), 13-20 HD (Small)
SPECIAL ABILITIES
Skills: Cats receive a +8 racial bonus to Stealth and Perception checksPounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.
Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.
A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.
There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.
Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.
On Nyssa they first became beloved pets of the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.
Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.
It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.
Tuesday, 2 January 2018
Rhinto - Hunting Hound with a prominent forehead horn
A hunter's hound long feared when they hunt in packs. Long associated with goblins and other evil hunters, but it is more how they are raised than the animal itself. Some are trained to excel in running and have running speeds far beyond what is listed below.
Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold
OFFENSE
Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)
STATISTICS
Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language
ECOLOGY
Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)
SPECIAL ABILITIES
Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.
A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.
Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie - another less savage side appears.
Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold
OFFENSE
Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)
STATISTICS
Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language
ECOLOGY
Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)
SPECIAL ABILITIES
Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.
A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.
Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie - another less savage side appears.
Tuesday, 3 October 2017
Hederak - Large furry herd animals
These are an awesome elephant-sized herd animal that is often sought out by traders but are difficult to train and even harder to capture.
Hederak
XP 6,400
N Huge Animal
Init +2 Senses Low-light vision; Perception +9
DEFENSE
AC 19 touch 5, flat-footed 17 (-4 Dex, -1 Size, +12 natural)
hp 85hp (9d8+45 con)
Fort +11, Ref +4, Will +3
SQ Immune to Charm, Cold, Fear, Hold and Monster Summoning Spells
OFFENSE
Speed 40 ft.Run, 20 ft standard pace
Melee Gore +13 (2d6+7) or 2 hooves +10 melee (1d10+5)
Special Attacks Trample and Charge
STATISTICS
Str 25, Dex 7, Con 20, Int 3, Wis 10, Cha 13
Base Atk +6 CMB +13 CMD 21
Feats Improved Initiative,Endurance, Iron Will, Improved Bull Rush, Power Attack,
Skills +9 Perception , +10 Swim
Languages None
ECOLOGY
Environment Any Wilderness
Organization Pack (3-18)
Treasure Value None
Advancement: 10-17 HD
Charge (Ex): When charging a large or bigger creature, Hederak do double damage with their horn gore attack.
Trample (Ex): When a herd faces a threat, they will often charge towards it to begin a runaway tactic. They inflict 1d10 for every 3 members in the herd. Base save is DC 15+1 for every three additional charging hederaks.
These hulking beasts appear as heavily brown and white furred elephantine creatures without a trunk and three small horns in their nostril and forehead area similar to a rhino. They weigh three tons and stand fifteen feet tall, and quite happily spend their days grazing. They are among the powerful steeds known on Nyssa and are valued as pack animals that can haul wagons weighing five tons or more.
COMBAT
These fearsome creatures are fantastic at combat because of their strength and ability to coordinate with their pack mates. Their first action is to charge with their horns, then crush anything smaller than themselves with their hoofs. While they have animal intelligence, they still know enough to charge the legs of huge sized creatures, bringing them down in order to crush foes with their powerful hooves.
SOCIETY
Naturally very docile and while they cannot be magically charmed into service, they may be trained through a long process of grooming. Their only natural enemies are dragons, giants and barbarian tribes who hunt these creatures for their meat, fur, blood and horns. For a fully intact carcass, hunters can retrieve up to 500 crowns (gold pieces) or more. A living specimen ranges from 1000 - 2000 crowns, but for a fully trained beast, it can be more than 5000 crowns. Most live to 50 years but can live much longer than a hundred years in parks or zoos.
This is the atypical stuffed animal that many children have. Many Nyssian children are fascinated by them, their gait and temperment.
Because of their size and appetites, as well as being difficult to charm them, it is quite difficult to bend them to your will. Individual trainers often have to work with one for many years in order to get them to accomplish basic tasks. Druids or rangers that have helped their herd have a much easier job to get them to do tasks for them.
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