Creatures Book

Creature type Blood-points Immunities

Species, Breed, Type

Attack Descriptions Life-span
Class Avoidance-Rolls Likes
Align Defense Needs
Gender Offense Special Abilities
Level Damage-points Special Defenses
Experience-points Treasure Special Offenses
Characteristics Description Susceptibilities
Movement Dislikes Weapon Susceptibilities
Luck Fears  
Oxygen-points Habitat  

 

Kemplan Wolf (Illustration)

 

If this creature is not linked to an illustration, one has not yet been created.

Submission donations are accepted to fill this spot for aspiring artists.

 

Original illustrations donated from other artists: View the talent of others who have donated illustrations.

Even though the author of Guardians of Utaemia will retain all rights to donated illustrations, credit will always be given to the artist, along with a link to his or her personal site (appropriate sites only). This is done to increase the popularity of those who donate their personal talent for Guardians of Utaemia, or the other works of the author.

 

Author's Note:

Before submitting a donated Illustration to portray anything within Guardians of Utaemia, or any other works on Challengergames.Net, please contact the author for the terms and conditions of the donation at: Selman - 247 - at - gmail - dot - com.

 

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Species:

Breed:

Type:

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Species: Wolf.

Breed: Kemplan (assassin).

Type: Not applicable.

 

 

Class:

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Monster (Mammal).

 

 

Align:

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%Roll: Align determination:

01-05:   Apathetic

06-10:   Chaotic

11-95:   Evil

96-00:   Good

 

Basic instinct creature.

 

 

Gender:

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%Roll: Gender determination:

01-50:   Female

51-00:   Male

 

Level:

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11 + 1-D20

 

 

# Encountered:

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1-D4 per character.

 

 

Experience-points:

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2 per damage-point of each creature defeated, captured, or killed.

 

 

Characteristics:

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The important information for each characteristic has been put into the creature sheet for calculating certain aspects during game-play.

 

Awareness: 50

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Detect sneak: Awareness + %dice-roll vs. opponent's Sneak

                        (See: "Coordination")


Charisma: Not applicable.

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Barter / Trade: Charisma + % dice-roll (100+ = in your favor)

 


Constitution: 35

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Healing: (Constitution: ÷ 4):  D.P. per 24 Hrs.

                                                 O.P. per turn

                                                 B.P. per 12 hours

 


Coordination: 35

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Defense:

Dodge: Coordination:______ + Misc.:___ = (_____)
             Hand Held: -10 --- Hurled: -30 --- Thrown: -20

 

Sneak: Coordination + % dice-roll vs. opponent's Detect Sneak

             (see: "Awareness")

 


Dexterity: 30

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Adjusted time for casting: (hand casters only):  (Dexterity ÷ 4 -4)

 

Defense: Blocking: Dexterity:______ + Misc.:___ = (_____)
                Hand-held: +15 --- Hurled: +5 --- Thrown: +10

 

Parry:     Dexterity:______ + Misc.:___ = (_____)
               Hand Held: +0 --- Hurled: -20 --- Thrown: -10

 

Locate Secret Levers & Switches: Dexterity ÷ 10 = %

 

Offense: Dexterity:_______ + Misc.:_____ = (_____) + %Roll

 


Intelligence: 9

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Mental-Strength: 45

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Adjusted time for casting:  (Mental Strength ÷ 4 -4)

 


Strength: 50

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Damage adjustment:  (Strength ÷ 5 -4)
Weight allowance: Normal (Str. x5), Heavy (Str. x10),

                               Heaved (Str. x15)

 


Widsom: 9

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Adjusted spell-points per level:  (Wis. ÷ 10 -2)

 

Movement:

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Flying:

Can't

 

Grounded:

21

 

Swimming:

7

 

 

Luck:

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30

 

Oxygen-Points:

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135

 

Blood-Points:

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105

 

Attack Descriptions:

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%Roll: Randomized attack method:

Not applicable.

 

Bite: 2/turn.
Area of Effect --- : Single target.

Damage ----------- : 1-D12 x6
Range ------------- : 1 space (5')
Attack type ------ : Sharp.
Special ------------ : Suprise attacks cause x2 damage.

 

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Avoidance-Rolls: Roll the % number or below to succeed.

Annihilation-Strike: Coordination + Dexterity ÷ 10 (rounded down)
Awareness Check:   Awareness = % chance.

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Breath:                               Constitution x2 = % chance.Return to top

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Characteristic:                   x2 the characteristic = % chance.
Charisma Check:               Charisma = % chance.
Consciousness:                  Strength + Constitution = % chance. (i.e. knocked out)
                                            Awareness = % chance (i.e., waking from sleep)

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Constitution Check:           Constitution = % chance.
Control PET or STEED:    Charisma + Dexterity = % chance.
Coordination Check:          Coordination = % chance.
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Death:                                 Constitution + M.S. = % chance.
Dexterity Check:               Dexterity = % chance.
Disease:                             Constitution = % chance.

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Enchantment:                     Intelligence + Wisdom ÷ 10 (rounded down) = % chance.

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Faith:                                  Intelligence + Wisdom = % chance.Return to top
Fall:                                    Coordination x2 = % chance.
Fear:                                  Intelligence + Wisdom = % chance.

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Intelligence Check:           Intelligence = % chance.

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Magic:                               Intelligence x2 = % chance (or pit your Int. vs. your foe's Int. (depending on the ruling)
Mental-attack:                  Mental Strength x2 = % chance (or pit M.S. vs. your foe's M.S. (depending on the ruling)
Mental-Strength Check:  Mental-Strength = % chance.
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Pain:                                  Mental Strength + Strength = % chance.
Paralysis:                          Strength = % chance.
Petrification:                     Win initiative with your foe to avoid being turned into anything by a natural ability.
Poison:                              Constitution = % chance.

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Riddle:                              Common: Wis. / UnCommon: Wis. ÷ 2 / Rare: Wis. ÷ 4 / Legendary: Wis. ÷ 10

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Shock:                               Constitution x2 = % chance.
Sickness:                          Constitution + Strength = % chance.
Strength Check:               Strength = % chance.Return to top
Stun:                                 Constitution x2 = % chance.
Sudden Death:                 Coordination + Dexterity = % chance.

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Tracking:                         Awareness -10 = % chance (for characters without the ability to track)
Trap:                                Intelligence + Dexterity -30 = % chance (this is for non-thieves)

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Wisdom Check:              Wisdom = % chance.

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Defense:

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35

 

Offense:

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35

 

Damage-points:

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3-D12 x level.

 

 

Treasure:

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If there is no information in this section, this creature will have no treasure.

 

Wealth:

 

 

Needed %Roll:

 

Amount:

Copper:

+

1-D x   +

Bronze:

+

1-D x   +

Silver:

+

1-D x   +

Electrum:

+

1-D x   +

White-gold:

+

1-D x   +

Yellow-gold:

+

1-D x   +

Black-gold:

+

1-D x   +

 

 

Treasure item(s):

Item Rarity:

 

# of checks:

Common:

 

---

---

UnCommon:

 

61+

1

Rare:

 

91+

1

Legendary:

 

---

---

Notes: Check for treasure one time only (not for each creature encountered).

Other treasure checks for this creature:

None.

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Description:

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Annihilation Strike?: Yes.

 

Description:

This creature appears to be a common giant bat, though black as lightless shadow.

 

Eye Color:

Black.

 

Eye Shape:

Medium-sized and round.

 

Fur Color:

Its soft, shadowy, skin is lined with a vest of Dark-brown fur covering its chest and back areas.

 

Height:

3'-0"

 

Length:

3'-0"

 

Posture:

Avian (like a bird, or relating to the family of birds).

 

Weight:

5 lbs. This creature is very light as it is a spell.

 

Wing Contour:

Bat.

 

Wingspan:

12'-0"

 

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Dislikes:

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Not applicable.

 

Fears:

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Not applicable.

 

Habitat:

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Not applicable.

 

Immunities:

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Beguile

Charms

Disease

Sickness

 

Magic: Which requires an avoidance-roll vs. "Intelligence", "Wisdom", or "Mental-attack" will not effect it, unless it deals directly with dead or undead creatures (in which the caster must make the avoidance-roll as if the spell is being cast at him or her (of course the bat will be effected and not the caster).

 

Mental-attack: Mind attacks attempted upon Darguhl's Bat will have a 10% chance of effecting its creator as if cast directly upon him or her).

 

Pain

Paralysis

Poison

Shock

Sickness

Spiritual-attack (this spell-creature has no soul)

Stun

 

Life-span:

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Not applicable.

 

Likes:

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Not applicable.

 

Needs:

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This creature does not think for itself, for it is a Necromancer spell.

 

Special Abilities:

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Echolocation:

This creature has very poor eyesight, but they make up for it with the ability to send out sound that will bounce back from all objects, telling the precise shape and pattern of the obstacles being approached. With this ability, bats can effectively hunt or evade a potential collision with objects.

 

Special Defenses:

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Evasion:

This creature will have a 50% chance of automatically evading a strike against it while in flight (this does not apply to area of effect attacks).

 

Resistances:

Magic: 30%

 

Special Offense:

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Channel-Spell:

The Necromancer who creates this spell-creature can cast spells through it at a cost of x2 the normal amount of spell-points.

 

Susceptibilities:

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Not applicable.

 

 

Weapon Susceptibility:

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Rank-1 (or better) magical weapon to harm.