James Bell
CREATOR
3 months ago

Project Update: Six Example Enemies

Hello Cool Cats,

It's not all fun and games in the monarchies! There are dangers and threats that lurk in the shadows or outside the borders, and all cat adventurers should be ready and prepared to face some challenges as they navigate the world.

In addition to the creatures and dangers from the Realms of Pugmire core rulebook, curious cats may find themselves whisker-to-whisker with some of these enemies from the Curious Cats of Mau book.



Demons, Minor

When cats speak about the Unseen being all around them, it isn’t major demons that they’re speaking about. While those named demons are a horrifying threat, these lesser demons are the danger that lies both in every shadow and in the shadows of an unwary cat’s heart. None know why these fiends enjoy the terror they foster, but they delight in torment.

Frenzy Demon

(OL 4; Enemy; Unseen)

The berserkers of the Unseen, frenzy demons take possession of others and force them to crowded spaces full of unsuspecting cats before driving them to attack anyone they can get their claws on.

Description: Cats possessed by a frenzy demon can be detected by the dull red glow in their eyes and the eager way they flex their claws in the moments before they begin their assault. They tend to take the strongest of cats as their hosts.

Tactics: Frenzy demons use no tactics to speak of, aside from attempting to do as much damage as possible before their host is put down. They target mancers and other spellcasters first, before going after heftier targets.

Defense: 16 (impervious to pain)
Stamina Points: 50
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +2, Might +5, Vitality +2, Cunning −2, Intellect −3, Presence +0
Skills: Bluff, Intimidate, Traverse
Attack: Longsword (+8 melee, 1d8 + 5 edged), small crossbow (+4 ranged, 1d8 + 1 stabbing)
Morale: +3, at 17 or fewer stamina points
Tricks: Darkvision; resistant to all damage except from silver weapons and holy; weak to holy damage and damage from silver weapons; multiple attacks (two longsword or small crossbow attacks)

  • Cleave: As a bonus action, the frenzy demon can make a single additional attack when it reduces a target to 0 stamina points, but this attack must be the same type of attack it used on the previous target.

Smilodon’s Shadow

(OL 9; Legendary; Unseen)

It is said that the monarch of House Smilodon remains in the world, despite the entire House being destroyed root and stem. No one knows if this Shadow is just another shadow feline, or the father of all Shadow Felines, but the entity called Smilodon’s Shadow has been the subject of stories caretakers tell kittens to ensure their obedience. Such tales are told in hushed tones, for even now the name of that accursed house isn’t used in civilized company. Of course, their terror is real, and the tyrant of Smilodon sends shadow Felines all over the world, but he himself focuses in on Mau and those who ended his rule.

Description: Smilodon’s Shadow looks like a shadow feline, a black outline of a cat, with the points of a crown atop his head. When in his fully demonic state, however, he looks like a great demonic tiger with two fiery yellow eyes. 

Tactics: Smilodon’s Shadow knows that once his feline form is defeated (his Stamina Points hit 0), the battle will continue in his demonic form, so he disregards self-preservation in battle. He uses his shadow blend trick to become invisible after an attack, giving the next turn’s attack a boon.

Defense: 20 (shadow flesh)
Stamina Points: 286
Speed: 30 ft.
Experience Bonus: +5
Attributes: Agility +1, Might +3, Vitality +0, Cunning +2, Intellect +0, Presence +1
Skills: Bluff, Intimidate, Know Arcana, Know Culture, Know History, Know Religion, Notice, Persuade, Search, Sense Motive, Sneak, Survive
Attack: Freezing claws (+8 melee, 2d10 + 4 cold), shadow bolt (+6 ranged, 2d12 + 1 deathly)
Morale: Automatically succeeds
Tricks: Darkvision; resistant to edged and ice damage; weak against holy damage; multiple attacks (two freezing claw or shadow bolt)

  • Demonic Form: When Smilodon’s Shadow is reduced to 0 stamina points the first time in the battle, he transforms into his demonic form as a reflexive action, regaining half of his stamina points and alighting his eyes with cold yellow fire. As a bonus action on his turns thereafter, a target that he can see locks eyes with him and must succeed on a Cunning test (difficulty 15) or become Paralyzed until Smilodon’s Shadow uses this trick on another creature.
  • Shadow Blend: In any condition of illumination other than full daylight, a shadow feline can disappear into the shadows as a supplemental action, making it Invisible until its next turn. Artificial illumination does not negate this trick, but magical light does.
  • Waking Nightmares: As an action, each creature that Smilodon’s Shadow can see within near range must succeed on a Cunning test (difficulty 15) or become Scared of him. Afflicted creatures repeat the test at the end of each of their turns, ending the effect on a Success. Whenever a creature succeeds on this test, they become immune to this trick until they nap.



Dogs

While cats know the truth of the Old Ones and their place in the story of the past, dogs believe themselves to be the chosen ones of Man and worship the Old Ones as gods. Regardless of their hopped-up ideas of honor and service, the dogs of Pugmire, Houndston, or elsewhere do have their uses, and maintaining the peace between cats and dogs is paramount.

Gruff Wizard

(OL 3; Enemy)

Cats can’t help but smile at the clumsy way dogs handle the arcane. Sure, they have access to the many masterworks they find in their realm, but they don’t have the same affinity for magic that cats do. They couldn’t ever absorb the magic into themselves, thus proving their inferiority to mancers. Often these dogs seem unable to hide their disappointment, and who can blame them?

Description: Often elderly or otherwise disgruntled, these dogs are commonly found in worn and tattered robes and carry an object (typically a masterwork made of plastic) to channel their mystical energies through.

Tactics: While cantankerous, gruff wizards don’t want to fight and could very well be talked out of combat with kind words or reason. If he does have to fight, however, it’s more likely that he’d target enemy mancers, using his ward of protection trick against the strongest warrior coming for him.

Defense: 15 (thick robes)
Stamina Points: 32
Speed: 30 ft.
Experience Bonus: +2
Ablities: Agility −1, Might −3, Vitality +0, Cunning +2, Intellect +4, Presence +2
Skills: Know Arcana, Know Culture, Know History, Know Religion, Search
Attack: Lightning bolt (+6 ranged, 2d8 + 4 electrical)
Morale: +4, at 8 or fewer stamina points
Tricks: Darkvision

  • Acid Burst: Once per battle, as an action a target must make an Agility test (difficulty 14). On a failed test, they take 4d4 corrosive damage, plus an additional 2d4 corrosive damage at the end of their next turn. On a success, the target takes 2d4 corrosive damage and no additional damage.
  • Ward of Protection: Once per battle, the wizard may cast this spell as an action. Until the start of his next turn, all attacks made against him are done with a hindrance.


Stubborn Sentinel

(OL 4; Enemy)

The War of Dogs and Cats didn’t end for every soldier that fought in it. Some, left for dead on the battlefield in Mau with no way to pay for passage back to Pugmire, earn whatever they can as a blade for hire in the monarchies. Others spend what’s left of their lives protecting the dogs they can find in this foreign land.

Description: Dogs wearing patchwork heavy armor or worn leather protection, these sentinels tend to rely on trustworthy weapons such as swords and axes.

Tactics: When working for some wealthy noble or other boss, there is little a sentinel won’t do, other than attack other dogs. When she finds dogs in trouble, she remembers to be a Good Dog and fights to the death to defend them.

Defense: 16 (patchwork armor and shield)
Stamina Points: 50
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +0, Might +3, Vitality +2, Cunning +0, Intellect −2, Presence +1
Skills: Balance, Intimidate, Survive, Traverse
Attack: Battleaxe (+6 melee, 1d10 +3 edged), spear (+6 ranged, 1d6 + 3 stabbing), shield bash (+6 melee, 1d8 + 3 blunt)
Morale: +4, at 12 or fewer stamina points unless there is another allied dog in the fight
Tricks: Darkvision

  • Cleave: The sentinel may make an additional attack as a bonus action when she reduces a target to 0 stamina points. She must use the same attack.
  • Shield Bash: If a melee attack misses the sentinel by 5 or more, she may make a shield bash attack against the attacker as a reaction. If the triggering attack was a botch, the shield bash automatically hits.




Servitors


When the Old Ones left, they knew there had to be a way for cats to prove their worth, to know that they deserve to be worshiped and to gain the masterworks of Man. To facilitate this, Man left behind masterwork creatures, known as Servitors, to guard their relics.

Death Hearse

(OL 7; Enemy; Servitor)

Cats and those in the know always look to the skies before leaving their cities for the open wilds. The death hearse’s long, thin, silvery form is difficult to spot from the true clouds in the sky. Should it notice a cat, it dives with the sound of a swarm of insects, attacking with spring-loaded silver snakes that wrap around limbs and the neck of the poor victim, pulling them into the air and the hearse’s belly.

Description: The death hearse looks like silvery clouds when hunting, but when it attacks, it becomes more solid, firing serpentine tentacles that wrap around anyone it can find.

Tactics: The death hearse uses its flight to its advantage, staying up high out of reach wherever it can and only attacking targets that are apart from the rest of the group if possible. There is no rhyme or reason why it attacks, and thus it can’t be bargained with.

Defense: 19 (amorphous shape)
Stamina Points: 72
Speed: 0 ft., 50 ft. flying
Experience Bonus: +4
Attributes: Agility +4, Might +3, Vitality +3, Cunning +0, Intellect −2, Presence −2
Skills: Search, Sneak, Notice
Attack: Slam (+7 melee, 4d12 + 3 blunt)
Morale: Automatically succeeds
Tricks: Darkvision; resistance to blunt damage

  • One Track Mind: The death hearse is immune to being Charmed, Frightened, and Possessed, and automatically succeed on morale tests.
  • Reeled In: As a bonus action, the death hearse can pull an Immobile target 10 feet into the air. Next round, the death hearse drops the target, who takes 2d8 blunt damage when they land. If the target is no longer Immobile when they fall, they may make an Agility test (difficulty 15) to take half the damage instead.
  • Wrapped Up: After the death hearse hits with a slam attack, the target must make a Might test (difficulty 15). If failed, the death hearse’s tentacles wrap around the target and inflict the Immobile condition. The target may attempt to clear the condition by making the same test at the beginning of their turn.

Decayer Beast

(OL 5; Enemy; Servitor)

This black insectoid servitor was created to break down the old works of Man so they could create new wonders. It puts off a strange magical force that warps weapons, makes projectiles miss, and interfere with other magics, as well as spraying a strange acid that can eat through both masterworks and flesh.

Description: Decayer beasts look like large beetles made of dark metal with light purple arcs of energy between their spikes. A smaller jaw like an extendable mandible rests inside their main mouth.

Tactics: The beast always targets the cat with the most relics on their person, or the most metal if there are no relics. It cares not for wonders or fixes.

Defense: 17 (black armor)
Stamina Points: 55
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +0, Might +4, Vitality +1, Cunning +1, Intellect +0, Presence −1
Skills: Search, Notice
Attack: Mandible bite (+7 melee or ranged; 2d10 + 4 stabbing plus 2d8 corrosive)
Morale: Automatically succeeds
Tricks: Darkvision; immune to corrosive damage

  • Magnetic Field: All attacks on the decayer beast are made with a hindrance. If it is hit by an attack, this trick stops working until the end of its next turn.
  • Masterwork Malfunction: When the decayer beast is dealt damage from an attack or spell, all creatures near the beast must each choose one of their relics and roll a d20. On a roll to 11-20, nothing happens. On a 1-10, the relic stops working or is unable to provide its bonuses to the user until the end of their next turn. If a relic is affected this way three times in a single battle, it is destroyed.


These are just some of the challenges that curious cats may face! I'll have another sneak peek on Sunday with an example of a Major Demon, a warrior from House Smilodon, a Sphinx, and an undead Breathtaker! We'll get the full enemies chapter next Tuesday, when backers will be able to download the current draft manuscript and provide feedback directly to the developers!

#CuriousCats

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