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The world of Severance
Deities and other powers
World races
Monsters and creatures
Magic and magic items
Adventure ideas
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In this section we'll talk about the humanoid creatures and tipical monsters that exist in the world of Severance.
Generally speaking, this world is not filled with strange and monstruous creatures; instead, there aren't such a great variety of creatures but in which you can find them more easily with character levels (for example, orcs with fighter or barbarian levels, goblins with fighter or rogue levels, etc).
- Humanoids: the most tipical creatures are orcs and goblins. They are often the most constant and common enemies of the benign races of the world.
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Common goblin |
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Common orc |
In this humanoid sub-section, I also propose using the following list of creature though they didn't appear in the game; for the same reason in my oppinion they should be very uncommon and hard to find, unless you look for them actively.
Other humanoids: gnolls, hobgoblins, kobolds, lizard folk, troglodites.
- Giants: right from the game we have ogres and minotaur. I also propose using standard D&D trolls (acutally the game had trolls, though they look more like ogres than trolls given their skills and powers; thus, if you want to keep the original names use D&D ogres calling them trolls and use true trolls calling them True trolls or something similar). You can also use any other giant race, but with moderation.
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A minotaur |
- Undead: skeletons, zombies and vampires are original creatures from the game. In general, almost any other undead creature would suit fine in the world of Severance.
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An skeleton |
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"Zombified" knight |
- Outsiders: demons and devils in general should fit well due to a few creatures of that kind that appear in the game. Other outsiders aren't so appropriate, but use them if you want.
- Constructs: in general most kinds of golems appear in this game, so there is no problem on using them. Other constructs per se shouldn't cause much trouble in this setting.
- Dragons: though there aren't many clues to guess the existance of dragons in the world of Severance, I'd say there are dragons, though they are just a few.
- Other creatures: not counting giant spiders which are in the game, other creatures I think would be fine for this setting (I've only checked the Monster Manual I), would be:
Dire and/or giant animals, gargoyles, elementals, griffin, hydrae, manticores, medusae, mephits, worgs, wyverns.
Use any other creature and monster with moderation :)
There are also a few new creatures original from the world of Severance, who will be described here:
| Hopper maws |  | |
| Small monstruous humanoid |
| Hit dice: 1/2D8+2 (4 hp) |
| Initiative: +3 (Dex) |
| Speed: 20 feet |
| AC: 15, flat-footed 12, touch 14 (natural +1, size +1, Dexterity +3) |
| Attack: 1 bite +4 |
| Damage: 1D4 |
| Face/Reach: 5 feet by 5 feet/5 feet |
| Special qualities: Darkvision 60 feet, Sharp teeth (bite 1D4 damage without using its strenght modifier) |
| Saving throws: Fort +2, Ref +5, Will +0 |
| Abilities: Fue 7, Dex 16, Con 14, Int 3, Wis 6, Cha 4 |
| Skills: Hide +7, Listen +1, Spot +1, Move silently +3 |
| Feats: Weapon finesse (bite) |
| Climate/Terrain: underground |
| Challenge rating: 1/3 |
| Treasure: no goods, coins 1/4 (on lair) |
| Alignment: neutral |
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| Hopper maws are small creatures (1-2 feets tall) whose more prominent feature is their huge (disproportionate) mouth filled with razor-sharp teeth. They live usually underground, both on natural caves or ruins, where they feed with anything organic they can find (carrion, trash, etc). Nevertheless, with numerical superiority they can attack lone humanoids wandering on such places. Their small size and great attack modifier (they attack with small dexterious jumps usually catching victims by surprise, who tend too often to understimate them due to their small size) are factors which help a lot to make their hunts successful... |
| Fire reaper (lesser demon) |  | |
| Large outsider (chaos, evil, fire) |
| Hit dice: 4D8+12 (30 hp) |
| Initiative: +1 (Dex) |
| Speed: 30 feet |
| AC: 18, flat-footed 17, touch 10 (natural +8, size -1, Dexterity +1) |
| Attack: 1 claw +9 (base +4) or fire breath |
| Damage: 1D8+5 / 19-20x2 or 1D8 fire damage (ST Ref DC 15 halves) |
| Face/Reach: 5 feet by 5 feet/10 feet |
| Special qualities: Darkvision 60 feet, Phase, Reaper claw (1D8 base damage, threatens a critical hit with 19-20), Fire breath (once every 1D4 rounds), Spell resistance 14 |
| Saving throws: Fort +7, Ref +5, Will +4 |
| Abilities: Str 20, Dex 12, Con 16, Int 12, Wis 10, Cha 10 |
| Skills: Climb +10, Hide +6, Listen +5, Spot +5, Search +6, Move silently +5, Jump +5 |
| Feats: Power attack, Combat reflexes |
| Climate/Terrain: uncommon (underground) |
| Challenge rating: 3 |
| Treasure: none |
| Alignment: chaotic evil |
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| Fire reapers are a kind of demons usually summoned by nigromancers or other evil powers to serve as guardians or kill nosy people getting in the path of their masters.
They're big deform creatures (7-8 feet tall), looking skinless, whose right arm has the form of a huge bone reaper quite able to cut and slash its foes. They're also able to spit fire to enemies unwilling to close for melee, and they're quite cunning and thus dangerous in combat. They are quite willing to use their Power Attack feat against enemies with low armor class ratings.
Their Phase power allows them to dissapear intermittently to the Ethereal plane while they close for melee (anytime they tale movement actions of more than 5 feet). If they're attacked in those cases there is a 50% change of missing automatically like if they had full cover. |
| Chaos knight |  | |
| Large outsider (chaos, evil) |
| Hit dice: 6D8+18 (45 hp) |
| Initiative: +0 (Dex) |
| Speed: 30 feet |
| AC: 24, flat-footed 24, touch 9 (full plate +8, large steel shield +2, natural +5, size -1) |
| Attack: large longsword +12/+7 (base +6) or Chaos strike ranged |
| Damage: 2D6+5 / 19-20x2 or 1D10 electrical damage (ST Ref DC 16 halves) |
| Face/Reach: 5 feet by 5 feet/10 feet |
| Special qualities: Darkvision 60 feet, Chaos strike (once every 1D4 rounds), Spell resistance 16, Damage reduction 10/+2 |
| Saving throws: Fort +9, Ref +5, Will +5 |
| Abilities: Str 20, Dex 10, Con 18, Int 10, Wis 10, Cha 10 |
| Skills: Intimidate +6, Climb +2*, Listen +6, Spot +6, Search +5, Move silently -3*, Jump +2*, Knowledge (the planes) +5, Knowledge (religion) +5 |
| Feats: Power attack, Weapon focus (long sword) |
| Climate/Terrain: very rare (underground) |
| Challenge rating: 6 |
| Treasure: none |
| Alignment: chaotic evil |
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| Chaos knights are large armored humanoids (8 feet tall) who are summoned like the Fire Reapers to defend a place. Their armor and toughness make them very hard to defeat, besides their combat skill and ability to cause large amounts of damage make them very dangerous.
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| Black Knights (template) |
| Medium size undead |
| Requisites: lawful evil humanoids, willing to receive a ritual associated to a dark god or power. |
| They lose any magical power they had but keep all their combat powers, being able to advance in compatible classes (figther, rogue, etc). They get the usual inmmunities from the undead and their hit die type becomes D12. |
| They don't have modifiers to their abilities (though they lose their Constitution scores, as they're undead) and get competence with all martial weapons and all kinds of armor if they weren't already competent with them. |
| They have Dark Vision with a range of 60 feet if they didn't had it already. |
| They have Spell Resistance 11+level, Damage Reduction 10/+1 (up till level 5), 10/+2 (up till level 10) and 10/+3 (levels 11+). They have Fire Resistance 10. |
| Challenge rating: base criature +2. |
| Note: given their inmunity to poisons they like poisioning their weaoins with those substances to be even more deadly in combat. |
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| Black Knights are servants of a dark faith, willing to go so far in their worshipping as to become a blasphemous antinatural creature to better server their dark masters. After a terrible ritual is cast upon them, they are reborn to a new unlife without fatigue, hunger nor thirst... they only exist to serve the will of the evil powers who have given them unlife... |
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