Then I got to the “P”s, which could have been maybe two posts, and
I thought “Why not do them all?” Three of the entries are included in the Cyclopedia
of Common Animals, and frankly these entries are just plain fun.
Pseudo-dragons are technically covered in the “dragon” entry on pages 406-410
of the core rulebook, but I thought
you might like something a little closer to the Monster Manual, and there
is no reason not to use both. The dragon
generator at Purple Sorcerer Games was a big
help here.
Pegasus: Init +1; Atk hoof +3 melee (1d5+2); AC 14; HD 5d8; MV 60’ or fly 180’; Act 1d20; SV Fort +5, Ref +4, Will +6; AL N.
These divinely-favored winged horses are difficult to capture, but
may be fiercely loyal once they have accepted a rider.
Peryton: Init +0; Atk antlers +4 melee (1d6)
or hoof +4 melee (1d4+1) or claws +2 melee (1d4 and snatch) or bite +0 melee
(1d6); AC 14; HD 5d8; MV 40’ or fly 50’; Act 1d20; SP snatch, consume hearts
and souls, half damage from non-magical weapons, death throes; SV Fort +2, Ref +1,
Will +3; AL C.
These magical creatures have the forequarters of giant stags, and the wings and hind talons of gigantic eagles. Their teeth are sharp fangs capable of rending flesh and bone, and for the greater part of their lives they cast human-appearing shadows. A peryton is large enough to bear a human-sized figure aloft on its back or should it snatch it from the ground with its hind talons.
Perytons hunt humans by preference, and prefer to snatch them,
carrying them to some lonely location far from help. When they have reduced a
human to 0 hp, perytons spend the next 1d6 rounds chewing through flesh and
bone to consume their victim’s heart. For the 2d6+6 days following a human
kill, a peryton casts its own shadow as it digests the heart and soul of its
victim. It then lays a single egg for each human heart consumed; these hatch
into new perytons 3d10 days later.
Because only human hearts and souls can fuel their reproduction,
perytons will sometimes serve evil masters capable of providing them with
plentiful victims. When a peryton is slain, its human shadow flees, becoming a
monstrous shadow (as shadow, core
rulebook pages 425-426) upon the next new moon. The lairs of such masters,
as well as other places where these creatures congregate, thereby become the
haunt of shadows over time.
For another version of the peryton, see this post.
Piercer (Medium): Init -2; Atk pierce +3 melee (1d4);
AC 18; HD 2d6; MV 5’ or climb 5’; Act 1d20; SP camouflage +13, immunity to
falling damage; SV Fort +6, Ref -8, Will -2; AL N.
Piercer (Small): Init +0; Atk pierce +4 melee (1d6);
AC 20; HD 4d6; MV 5’ or climb 5’; Act 1d20; SP camouflage +10, immunity to
falling damage; SV Fort +8, Ref -8, Will -2; AL N.
Crustaceans with stony shells which appear like stalactites of
various lengths, piercers dwell on cavern roofs among real cave formations.
Because their shells are nearly indistinguishable from stone, they are
difficult to spot. Small piercers draw they eye less, and are even harder to
note.
Piercers sense vibrations, dropping on prey from above, hoping to
pierce it with their shells so that they may feast on it thereafter. These
creatures have no effective attacks beyond this, being forced to rely on their
shells for protection as they make their slow way ceiling-ward once more.
Giant Pike: See the Cyclopedia
of Common Animals.
These fey are about half the height of a halfling, and are often dressed in rags or have no clothing at all. They are dwell near dolmens, standing stones, stone circles, and similar ancient places. They can turn invisible at will, and can make visual illusions (Will DC 16 to negate when interacted with) that are often used to bewilder local folk or make them lost. It is a joy for pixies to force drunkards to sleep in ditches, or steal away neglected children, although they are equally likely to reward the good-hearted they meet (or even simply observe). They love finery and usually react well to gifts of clothing, ribbons, and the like.
Pixies can fit two types of ammunition to their bows. The first
causes those struck to succeed in a DC 15 Will save or fall into a magical
slumber for 2d4 hours. The more dangerous missiles are elfshot, where the flint
arrowheads remain in the wound and work their way inward. Every day, the victim
must succeed in a DC 10 Fort save for each elfshot or take an additional 1d3 damage
as it does further damage. Succeeding in three saves in a row stops the
movement and the damage. Elfshot may otherwise be removed as a minor curse.
Giant Porcupine: See the Cyclopedia
of Common Animals.
Portuguese
Man-o-War:
See
the Cyclopedia
of Common Animals (as Man o’ War).
These rare relatives of dragons can sting with a scorpion-like
tail, and those who fail a DC 15 Fort save fall into a cataleptic state which
can be mistaken for death (DC 5 Intelligence check; healers and the like are
trained). At the end of the catalepsy, another save must be made or the victim
dies.
These creatures have the ability to blend into their surroundings.
They are telepathic, and able to transmit feelings or sensory impressions, but
cannot “speak” in words.
Purple Worm: Init +0; Atk bite +4 melee (2d12 plus
swallow whole) or tail sting +2 melee (2d4 plus venom); AC 14; HD 15d8+30; MV
20’ or burrow 20’; Act 1d24; SP sense vibrations 120’, swallow whole (2d12 per
round, DC 7 Reflex negates), venomous sting (1d3 Stamina damage plus DC 12 Fort
or 3d6 damage), crit 20-24; SV Fort +22, Ref -8, Will +0; AL N.
Hatchling Purple Worm: Init +2; Atk bite +0 melee (1d3); AC
16; HD 1d3+3; MV 10’ or burrow 10’; Act 1d16; SP sense vibrations 120’; SV Fort
+2, Ref +0, Will +0; AL N.
Juvenile Purple Worm: Init +1; Atk bite +4 melee (2d6) or
tail sting +2 melee (2d3 plus venom); AC 13; HD 6d8+12; MV 20’ or burrow 20’;
Act 1d20; SP sense vibrations 120’, venomous sting (1d3 Stamina damage plus DC
12 Fort or 3d6 damage); SV Fort +12, Ref -4, Will +0; AL N.
These enormous predators resemble gigantic violet earthworms, but they are 1d3+3 x 10 feet long, with a cavernous maw at one end filled with sharp downward-pointing teeth and a poisonous sting at the other. They dwell deep underground, tunneling through the earth creating tunnels 1d4+5 feet in diameter. How purple worms normally sustain themselves is unknown, but they take any opportunity to add fresh meat to their diets.
These beings are blind, but can sense vibrations within 120 feet.
A purple worm normally attacks with a bite, swallowing whole any opponent who
fails a DC 7 Reflex save on a successful hit. Swallowed creatures are unable to
act, taking 2d12 damage each round and being completely digested 1d12+6 turns
after being swallowed (thus making recovering the body impossible).
A purple worm’s tail is equipped with a venomous sting, and it may
make a free attack each round if approached from this direction. A thief may
recover 1d6 doses of this venom with a successful Handle Poison check from a
dead purple worm, and may make 1d3+2 checks before further attempts are
useless.
Purple worms hatch from leathery eggs, at an average length of
1d3+3 feet long. A juvenile worm, 1d12+15 feet long, is too small to swallow
living opponents whole, but its sting is developed enough to inject
full-strength venom. Because slain juveniles allow 1d4 doses of venom each to
be recovered with 1d3 Handle Poison checks, they are sometimes sought by
adventurers and would-be assassins.
From this post.
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