Level Up (A5E) A Leveled-Up Bestiary: Volume Two

Tessarael

Explorer
Standing Leap. The kangaroo’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
That long jump may be low and the high jump distance is too high, if you want to be real world accurate. Red kangaroos can jump about 6 foot high from a standing jump, or up to 10 foot high with a running start. They can also long jump up to about 40 foot with a running start. I'm not sure how far kangaroos can long jump from a standing start - I didn't find any info on that. Red kangaroos are the largest kangaroos and have the longest and highest jumps.
https://a-z-animals.com/blog/how-high-and-far-can-a-kangaroo-jump/
Smaller kangaroo species don't jump as far, of course. :)

Nice write ups, thank you.
 

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Faolyn

(she/her)
That long jump may be low and the high jump distance is too high, if you want to be real world accurate. Red kangaroos can jump about 6 foot high from a standing jump, or up to 10 foot high with a running start. They can also long jump up to about 40 foot with a running start. I'm not sure how far kangaroos can long jump from a standing start - I didn't find any info on that. Red kangaroos are the largest kangaroos and have the longest and highest jumps.
https://a-z-animals.com/blog/how-high-and-far-can-a-kangaroo-jump/
Smaller kangaroo species don't jump as far, of course. :)

Nice write ups, thank you.
Hmm, good point. I think 30 feet is a good average for a kangaroo, but I'll lower the high jump to 10 feet. It's pretty safe to assume that these are red roos, anyway.
 

Faolyn

(she/her)
In the myths, Lamia was a queen who had children with Zeus, so of course Hera got jealous and took it out on her, because let’s face it, Hera is not the Goddess of Woman Have Some Respect For Yourself And Get A Divorce; You Deserve Better. She cursed Lamia to lose her kids—in some tellings, she made Lamia kill them herself. This drove Lamia to despair, so she stole other people’s children and ate them. As one does. These actions made her become monstrous in appearance, suffer from insomnia, and lose the ability to close her eyes. Zeus gave her the ability to remove her own eyes, so she wouldn’t have to look at herself. These things made sense to the ancient Greeks, guys. Her myths were intertwined with those of other snake-women monsters, and Lamia was not only used as a bogeyman to frighten children, but also—because the ancient Greeks had much the same view of snake-women as half the internet—she also started seducing young men and eating them.

D&D, of course, mostly has ignored the “child-eater” aspect in favor of “seducer.” The 1e MM gave them their primary look of female human upper half and animal (lion) lower half, and it’s one of those boobs-ahoy illustrations for them that titillated oh-so-many pubescent gamers. 2e was somewhat less cheesecake (whether that’s a good thing or a bad depends, of course, on your point of view). It also firmly established what was only hinted at in 1e: lamias either charm and seduce their (male) victims or use illusions to pose as damsels in distress, thus providing yet another reason why the adventurers will never trust another female NPC. 3e went with a badly-posed and -proportioned male lamia. The illustration for 5e was that of a female again, but I feel she’s more handsome then sexy. One thing I do miss from AD&D is the idea that lamias can have any beastly lower body (goats and deer being common), not just the lion that became the norm starting with 3e and that has continued with Level Up—although fortunately LU gives us the snake lamia variant.

This entry is not about the lamia.

Instead, it’s about the sa’ir, the animalistic offspring of a lamia and a person or monster she’s seduced. Interestingly, the article decides to use one of the real-world myths, that lamia are hermaphroditic, and can thus, in male form, impregnate female humans, who will also give birth to sa’ir. I assume this kills the mother, as both the lamia and their unfortunate humanoid mates give birth to litters of these things.

While I can’t recommend that you play as lamias-as-seducers and have them bed (or worse) your PCs, if you do use them that way, well, here are the fruits of their loins.

1704736087604.png


Sa’ir
The Ecology (Love Life) of the Lamia, Dragon Magazine #192
Creature by Spike Y. Jones, art by Susan Van Camp.

The offspring of a lamia and a usually-unwitting humanoid, sa’ir are animalistic in both appearance and mentality. They have the head, mane, and forepaws of a male lion (although sa’ir are sexless and sterile) and the hindquarters and horns of a goat. The prowl the wastelands near their lamia parent’s lairs

Unwilling Loyalty. Although they have no affection for their lamia parent, they are also bound to them. They will obey their parent’s orders and will not harm them, even as they resent them; nor will they journey too far from their parent’s lair. In return, lamias are also tied to their offspring. Their fiendish nature means that most lamias have little love for their beastly young and they usually prove to be cruel parents, but at the same time, lamias are also incapable of truly harming them.

According to some legends, a sa’ir also is bound to its mortal parent, and this parent is capable of freeing a sa’ir from their bond with their lamia. The legends don’t speak as to what happens to the sa’ir after it is freed, and whether it will turn on its lamia parent or simply leave—but it’s so rare that the mortal parent lives after mating with the lamia that even trying is practically a moot point.

Climate/Terrain: temperate, subtropical; Abyss, desert, grassland, hill

Legends and Lore
With an Arcana or Nature check, the characters can learn the following:

DC 10. Wherever you find sa’ir, you’re sure to find a lamia nearby.

DC 15. Sa’ir are the offspring of a lamia and a humanoid or a monstrosity.

DC 20. Sa’ir are forced to obey their lamia parent; they can’t betray the lamia or ignore their orders.

Sa’ir Encounters
CR 0-2
1 sa’ir

CR 3-4 1-2 sa’ir

CR 5-10 1d4+1 sa’ir; lamia and 2 sa’ir
Treasure: bronze collar with carved amethyst stone (250 gp), 2 gold hoop earrings and 2 horn-tips (150 gp each)

Signs
1. DC 15 Perception check: a strange set of footprints that are half-feline, half-caprine.
2. A distant, bleating roar and the sound of goats butting heads.
3. The ravaged remains of an antelope.
4. The ravaged remains of a person; with a DC 13 Perception or Investigation check: this person had recently been a captive of someone.

Behavior
1. Sunning itself after a large meal.
2. Dragging a living captive back to its lamia master.
3. Hungry; will attack on sight.
4. Disguised as a herd animal, slinking closer to the herd its marked as its next meal.
5. Scouting; will attack if the party seems badly injured
6. Watching the party warily; will report back to its lamia master.

Sa’ir
Large monstrosity (fiend); Challenge 2 (750 XP)
AC
15 (natural armor)
HP 38 (4d10+16; bloodied 19)
Speed 40 ft.

STR 20 (+5) DEX 10 (+0) CON 19 (+4)
INT 5 (-3) WIS 14 (+2) CHA 8 (-1)

Proficiency +2; Maneuver DC 15
Saving Throws
Skills
Perception +4, Stealth +2 (+1d6)
Damage Resistances fire
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 14
Languages understands Abyssal but can’t speak

Compelled to Obey. The sa’ir must obey an order given by a lamia.

Keen Vision. The sa’ir has advantage on Perception checks that rely on sight, and on checks and saving throws made to see through illusions.

Innate Spellcasting (1/day). The sa’ir can cast disguise self without the need for any components. Its spellcasting ability is Charisma.

Running Leap. With a 10-foot running start, the sa’ir can long-jump up to 25 feet.

Sure-Footed. The sa’ir has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. If the sa’ir moved at least 20 feet strait towards the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone.

Combat
Sa’ir are vicious combatants, fighting with teeth, claw, and horns with equal gusto. They retreat only when reduced to 8 hit points or fewer or ordered to by a lamia.

Variant: Chimeral Shrimp
These beings vaguely look like man-sized mantis shrimp, colored with muddy jewel tones, their shells sport several pairs of pearly, goat-like horns, and their raptorial claws are tipped with spikes that resemble lion’s teeth. They wear “manes” of kelp and coral they attach to themselves as a show of status. They are the offspring of giant lanternfish and the merfolk, sea elves, and marrow they’ve charmed.

A chimeral shrimp can breathe water but not air and has a swim speed of 40 feet. They gain the following trait:

Snap: The chimeral shrimp gains advantage on initiative checks.

Unbinding A Sa’ir
At the Narrator’s discretion, it may be possible to sever the connection between a lamia and any sa’ir children they have without killing one of them, thus depriving the lamia of valuable tools. This doesn’t guarantee that the sa’ir will feel particularly grateful, however. Possible methods include the following:

· Using a wish.
· Forcing the sa'ir to remain within a hallowed area for a day and a night cast by a cleric who follows a Good or Lawful deity.
· Bringing the sa’ir or lamia through a portal to another plane (rather than through a spell such as plane shift); when the portal closes, it breaks the connection.
 
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Faolyn

(she/her)
Ah, Ed Greenwood. You never fails to create some truly strange monsters. I like that—I wish there were more just weird creatures and fewer creatures from real-world myth in D&D. This article seems to be the genesis of the flameskull, the flying, flaming, undead skull that has made it into both the 5e Monster Manual and the Level Up Monstrous Menagerie, as well as the banelar, a naga-like thing allied by the Realmsian god Bane. I’m focusing on the foulwing, a nasty, misshapen monster used as a mount by the vilest of riders. It’s also one of the few times where I prefer Tom Baxa’s art to Tony DiTerlizzi’s; TD did the art for them when they were reprinted in Monster Compendium Annual Volume 1, and he made them took too clean, almost too pretty. Baxa made them look like misshapen, radioactive mutants, the type you’d find in bad sci-fantasy movies from the 70s and 80s, and I appreciate that.

1704904279978.png


Foulwing
Dragon’s Bestiary, Dragon Magazine #197
Creature by Ed Greenwood; art by Tom Baxa

Foulwings are hideous creatures thought to have originated from another plane. Their bullet-shaped heads sport three toothy maws from which loll barbed, blood-sucking proboscises, and an uneven number multifaceted, glowing red eyes bulge from wherever their mouths aren’t. The rest of their body is toadlike and covered with wiggling, spiraling horn-like growths that grow in disturbing patterns unique to each individual. The only part of their body that is truly symmetrical is their pair of short wings. They have no language, simply making guttural squawks, and they reek of ammonia.

Destructive Hunters. Foulwings act as horribly as they look. They love tearing things apart, caring little if their target is an object or a living being. They are as just happy to eat carrion and rotting logs and leaf piles as they are to eat fresh meat and plants, and they tend to be messy and wasteful eaters. They will gladly slaughter a creature, take a few bites, and then go off to hunt some more, this time stealing away their prey to keep alive a few days until it grows hungry again.

Strange Steeds. Despite their terrible appearance, smell, and behaviors, foulwings can be tamed and make for surprisingly tractable mounts; as long as they get food to eat and the occasional thing to destroy, they’re happy. Their strangely horned hide makes for an uncomfortable ride, requiring custom saddles. Between that and their general unpleasantness, few beings are willing to use them, and those that do are usually are far worse than their steeds.

Stranger Bedfellows. They’re generally solitary beings, but tolerate each other and other predators in their territories, as long as other creatures don’t try to steal their kill. Oddly, though, they have been known to form close associations with creatures such as chimeras and wyverns. These associations take the form of small hunting parties, but foulwings have also been known to mate with them. Their offspring closely resemble their non-foulwing parent, but typically have extra mouths and bulging, multifaceted eyes.

Climate/Terrain: arctic, subarctic, temperate, subtropical; desert, grassland, hills, mountains, ruin, The Bleak Gate, tundra

Legends and Lore
With an Arcana or Nature check, the characters can learn the following:

DC 10. Possibly originating on another plane of existence, foulwings are cruel-minded, malformed creatures that are often used as mounts by warlords and fiends.

DC 15. The foulwing constantly exhales ammonia; those bitten by one are at risk of being blinded and poisoned by the fumes.

DC 20. Foulwings are always hungry and are destructive and violent predators. They eat meat and vegetation, and drink blood, and are known to keep “larders” of captive creatures.

Foulwing Encounters
CR 5-10
1 foulwing

CR 11-16 1 foulwing and blackguard, cambion, or champion warrior rider; foulwing and ogre mage rider; foulwing and chimera or wyvern; fowlwing and 14d+1 harpies
Treasure: 700 gp, 500 ep, two topazes (500 gp each), gold armlet (250 gp), pouch of gold dust (250 gp), vial of faerie dragon euphoria gas, 2 potions of poison, shield +1

CR 17-22 1 foulwing and chain devil or khalkos; foulwing and erinyes; foulwing and 2 wyverns
Treasure: 800 pp, 9,000 sp, platinum-tipped scepter (2,500 gp), book which leads to the discovery of a rare 3rd-level spell, +2 lance, oil of slipperiness, pipes of the sewers, scroll of ice storm

Signs
1. The stench of ammonia lingering in the air.
2. A pile of foul-smelling droppings.
3. A clutch of unattended eggs; the mother is nearby.
4. A bulbous shadow flying overhead.

Behavior
1. Hunting; will attack on sight.
2. Being trained by a potential rider; will attack on command.
3. Tearing up a boulder or large tree.
4. Soaring on the wind, looking for prey
5. Toying with a group of travelers.
6. Feeding on a dead hill giant

Foulwing
Huge aberration; Challenge 8 (3,900 XP)
AC
17 (natural armor)
HP 137 (13d12+52)
Speed 20 ft., fly 40 ft.

STR 23 (+6) DEX 9 (-1) CON 18 (+4)
INT 7 (-2) WIS 12 (+1) CHA 6 (-2)

Proficiency +3; Maneuver DC 17
Saving Throws Str +9
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages

Many-Faced. The foulwing has advantage on saving throws to avoid being blinded or deafened.

Actions
Multiattack.
The foulwing makes five attacks: two bite attacks, two claw attacks, and one blood drain attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage plus 9 (2d8) acid damage, and the target must make a DC 14 Constitution saving throw or be blinded and poisoned until the end of its next turn. The foulwing then attaches its proboscis to the target. A creature can use a bonus action to make a DC 17 Strength check to detach itself, taking 3 (1d6) piercing damage on a success or failure. While it is attached to a creature, the foulwing can’t use that mouth to bite again, and a creature that is attached to the foulwing can’t move more than 5 feet from it.

Blood Drain. The foulwing drains blood from the creature it is attached to. The creature loses 11 (2d10) hit points. After the foulwing has drained 50 hit points from all creatures it is attached to, it detaches itself and can’t use Blood Drain until it finishes a rest.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) slashing damage.

Bonus Actions
Bite.
The foulwing makes a bite attack against a creature within 5 feet of it. It doesn’t attach its proboscis after making this attack.

Blood Drain. The foulwing uses Blood Drain.

Combat
Foulwings prefer to fight in the air or land heavily on their prey, allowing them to use their weight to pin targets down.
 

Stranger Bedfellows. They’re generally solitary beings, but tolerate each other and other predators in their territories, as long as other creatures don’t try to steal their kill. Oddly, though, they have been known to form close associations with creatures such as chimeras and wyverns. These associations take the form of small hunting parties, but foulwings have also been known to mate with them. Their offspring closely resemble their non-foulwing parent, but typically have extra mouths and bulging, multifaceted eyes.
Kinga missed an opportunity here to make a template. "Foul Hybrid" or something?
 

Faolyn

(she/her)
Kinga missed an opportunity here to make a template. "Foul Hybrid" or something?
Heh--the actual article has a pseudo-template, but it says to give the offspring the stats of their non-foulwing parent with 1-2 extra HD and three mouths. Although it doesn't say anything about extra attacks. I'd say you could just give the LU hybrid the acid damage to its bite attack and the rest is just cosmetic changes.
 



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