THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Swamp Creatures
The swamps are
filled with dangerous creatures. The
Lizardmen use most of them as a food source.
Dire Platypus
HD 3, Hp 13, AC 16
(Natural)
Fort +3, Ref +7,
Will +4
Melee: Bite +2 to hit 1d6+3 + Poison DC 18
Fort Sv or painful death in 1 + Con Bonus hrs.
Another Ancient
creation, the otherwise shy platypus turned deadly. Though in this case, the Ancients were doing
it to enhance and harvest their venom.
If the Lizardmen were smarter, they’d be gathering it. Of course, human assassins highly prize the
venom, though acquiring it may be harder than deploying it. Platypus eggs are considered a delicacy in
the colony (a pricey one at that), but they’re not exactly easy to get either.
Monitor Lizard
HD 3+9, Hp 22, AC
15 (Natural)
Fort +8, Ref +5,
Will +2
Melee: Bite +5 to hit 1d8+4
A big lizard. They aren’t docile, but the Lizardmen have
somewhat domesticated them as a food source.
Yeah, it’s about a half-step away from outright cannibalism.
Crocodile
HD 3+9, Hp 22, AC 15 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +6 to hit 1d8+6 or Tail Slap +6 to hit
1d12+6 + Knocked Down
Stealth +4
Improved Grab: After a successful bite attack, the
Croc may choose to hold on to drag its prey underwater. A DC 12 Str Sv is necessary to break
free. Also, if the Croc takes a hit
while grabbing, it must make a DC 18 Will Sv, or it will drop its prey.
No need to make a crocodile more dangerous by calling them
“dire” or something. Lizardmen hunt them
for sport and for large meals.
Giant Crocodile
(“Chopper”)
HD 7+28, Hp 59, AC 16 (Natural)
Fort +9, Ref +6, Will +3
Melee: Bite +11 to hit 2d8+12 or Tail Slap +11 to hit
1d12+12 + Knocked Down
Stealth +6
Improved Grab: After a successful bite attack, the
Croc may choose to hold on to drag its prey underwater. A DC 18 Str Sv is necessary to break
free. Also, if the Croc takes a hit
while grabbing, it must make a DC 12 Will Sv, or it will drop its prey.
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