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Beasts of Lejend
LEJEND MASTERS’ SPECIAL INFORMATION

Including New Creatures Added to the System not Found in the Core Book

By Gary Gygax

© 2001 Trigee Enterprises Company.  All rights reserved.

Version 1.0

Not a few Lejend Masters have called for more detailed information regarding the creatures encountered in the LEJENDARY ADVENTURETM game.  This is reasonable and useful, so here you have it.

The information is presented in tabular form.  The explanations for each heading are given immediately hereafter.  Note that the Cunning and Intellect portion is applicable only in a subjective manner as the LM determines, so it has a more lengthy explanation and benchmark table of its own.

Note: The information provided is for the average specimen of creature indicated.  The LM is advised that the variation in size from individual to individual within a species can be +/-10%, more if seen fit by the LM.

Length/Height:

The general size of the creature in regards its standing height or length, its girth, etc.

Weight:

The average weight of the typical creature indicated.

Quadrupedal Movement:

A quadruped has a lower height than a biped.  Some bipeds are capable of quadrupedal movement and vice versa.  The capacity to stand and/or move bipedally or quadrupedally affects movement considerations and the capacity to avoid combat.  For example, a tall biped in pursuit might be avoided by Avatars moving along a low passage, but not if that creature can drop to all quadrupedal (or multipedal) stance and follow thus.  Similarly, climbing a tree is a sure way to avoid attack by a bull, but a bear able to stand bipedally might be able to reach the one seeking to avoid it. 

Cunning and Intellect:

Cunning is the capacity to demonstrate defensive-protective and offensive-aggressive behavior that resembles intelligent thinking, but only, or mostly, in the areas noted.  Cunning is demonstrated in wild creatures in their capacity to avoid hunters and/or in their own hunting techniques.  It relies primarily on instincts and senses with what must be some cognitive input from memory (learned behavior) and situational analysis.

Intellect is thinking and reasoning, reference to memory, tool use; at higher levels it includes idea communication, planning, writing etc.  It applies to all situations, but in regards to most only 10% of the rating is applicable as a percent chance for using pure intellect as a means of doing something successfully, solving a problem.

The definition of intelligence is most difficult to accomplish.  It is not possible to offer more than the guidelines on the table below, and from the scores shown the Lejend Master must use his or her own cunning and intellect to apply the ratings to game situations.  The following extract regarding from the yet-to-be-published LEJENDARY ASTEROGUESTM Game Lejend Master’s Lore, Volume I, might be of some use in assessing intellect.

Semi-Intelligent Creatures:

It is important to distinguish semi-intelligent creatures and operate them in a manner other than that ordinarily used for the basic “animal intelligence” ones.

As the expert Legend Master varies the words and actions of intelligent creatures encountered in play, so too must the next thinking level of life forms be treated is special and unique manner.  One would not assume the role appropriate to an enraged bear when playing the role of an innkeeper.  It is as generally inappropriate to don the trappings of a philosopher or a wombat when enacting the part of some semi-intelligent creature.  There is a clear dividing line that separates the bright from the instinctive, and to understand where this line is drawn enhances your ability as a Legend Master to provide appropriate, interesting, and challenging play in the campaign.

By way of definition, semi-intelligence is intellectual and manipulative capacity above that of an animal such as a crow, but less than that of even a stupid human.  A chimpanzee, for example is semi-intelligent in this definition, even lacking the manipulative capacity of opposing thumb and forefinger.  A discussion of this topic was held on the author’s online List, and some interesting comments were made by subscribers who examined the list of those things posed as being qualifiers for semi-intelligence.  One thing was clear from this exposure.  The concept of semi-intelligence is not a well-defined one in most persons’ minds.

Semi-intelligent creatures should pose a special threat because of their ability to reason and plan defense and attack, use tools and weapons to carry out such activity.  The greater the number of qualifications of semi-intelligence possessed by the creature, the nearer it is to being fully intelligent.

Here are the identifiers used to determine semi-intelligence:

1.  Communication: The ability to communicate by sound or other means, with at least 12 different basic concepts thus conveyed, such as: Attack, close/near, come, down, far/distant, few/small, foe, follow, food, friend, go, help, hide, hunt/seek, hurry/fast, kill, look, many/large, one, quiet/silence, run, stop, up.

2.  Planning: The ability to plan for and organize necessary activities such as hunting/attack and defense.

3.  Cooperation: The ability to act with others or its kind, or associated with its kind, in order to improve the chances for success of some necessary activity ranging from hunting or gathering to shelter acquisition and defense.

4.  Abstraction Recognition: The capacity to equate a depiction, symbol, or similar model of a thing with the actual area or thing in question.  Thus, for example, a map scratched in the dirt is understood to represent in small scale an area that is elsewhere.

5.  Bartering: The capacity to understand the benefit of and employ the use of the exchange of things, services and/or goods for goods and/or services.  Rather than doing all that is needed to provide for needed or wanted things, barter allows for exchange of available, excess goods or services for some of those needs and wants, thus assuring a complete or better provision of necessities and even luxuries of a sort.

6.  Tool Use: The capacity to use objects as tools, and the term includes weapons, a tool of hunting or combat, so as to perform tasks that would otherwise not be possible, or to enhance performance of otherwise possible tasks.

7.  Gaze Awareness: Relating Gaze (or other sensory attention) to Attention: The capacity to understand that gaze equals attention, and to observe the direction and object of gaze so as to know where attention if fixed.  This ability enables the capable individual to determine the potential threat of a possible enemy, or to be alerted by the gaze of another, whether of the same or different species.

8.  Pointing Awareness: Relating physical pointing to an area or object thus indicated: The capacity to understand than another is indicating some important thing by the act of pointing, and that attention should be given to the thing pointed to.

9.  Shelter Construction: The capacity to construct some form of physical shelter against the elements, and/or possibly enemies.

10.  Clothing: The capacity to employ animal, vegetable, or mineral material(s) for the protection of the wearer against the elements and also against physical Harm from enemies.

A creature possessing most, if not all, of these capacities is at least semi-intelligent.

The semi-intelligent creature demands that the Legend Master take its part and represent it in play on a basis commensurate with its intellect.  This means that the creature is to be played with such cunning and ingenuity in all of its actions as matches its nature, numbers, capacities, and so on.  For example, a pack of wolves will always behave in a certain way, depending on their number, hunger, etc.  The semi-intelligent creature is less predictable and will indeed attempt surprises in regards attack and defense.

In regards to cunning possessed by creatures with intellect, it is always of a 5 or higher rating, but it varies by individual, not species.  In regards to defensive-protective and offensive-aggressive situations, the cunning rating might well be added to the 10% base intellect score to find a probability.

Where applicable a cunning rating will be shown with an Intellect one thus: 11/50

Cunning/Intellect Table:

0

earthworm

1

insect such as a mosquito

2

fish

3

chicken or pigeon

4

opossum, porcupine, or skunk

5

bovine

6

typical deer or horse

7

typical dog or typical feline

8

bear, a spider

9

man-eating feline of wolf

10

yena, jackal or rat

11

an-eating bear or a weasel

12

coyote or fox

13

an otter or raccoon

14

a crow or raven

15

a pig

16

a glutton/wolverine

17

an animal familiar of any sort, many monsters

18

(Alien?)

19

(Dr. Fu Manchu?)

>Intellect begins, cunning ends but can operate in conjunction with intelligence.<

20

a monkey—group communication

30

a baboon—group attack & defense

40

an orangutan—rudimentary planning

50

a gorilla—idea communication by actions

60

a chimpanzee—rudimentary tool use

70

a very stupid person—limited speech communication

80

a stupid person

90

a dull person

100

an average person

110

an above average person

120

a bright person

130

a very bright person

140

a near-genius person

150

a genius person

160

supra-genius

170

“Adept” intellect

180

lesser deital

190

godlike

200

greater deital

CREATURE LIST, ALPHABETICALLY

Creature

Length/Height

Weight

Quadrupedal Movement

Cunning or Intellect

Adder

2’- 4’

1# - 4#

slithering

6

Adhere ant

0.1 oz.

hexapedal

1

Aetherowl

/4’; 10’ wing span

40#

bipedal hop, flight

10/60

Alf

6.5’ – 7.5’

190# - 300#

crawling only

?/130

Amoeboids

       

Clear amoeboid

c. 4’ x 6’

50# - 60#

no, flowing motion

15

Dark amoeboid

c. 5’ x 7’

75# - 90#

no, flowing motion

15

Wallflower amoeboid

c. 7’ x 9’

110# - 130#

no, flowing motion

15

Anaconda

15’ - 35’

100# - 750#

slithering

6

Ape, gorilla bull

/6.5’

425#

usual

?/50

Gorilla female

/5’

250#

usual

?/50

Chimpanzee female

/3.5’

150#

usual

?/60

Chimpanzee male

/5’

250#

usual

?/60

Orangutan female

/4’

200#

usual

?/40

Orangutan male

/5’

300#

usual

?/40

Arborum

/3.33’ - 4.5’

50# - 70#

crawl only

?/105+

Asp

1’-2’

0.5# - 1#

slithering

6

Baboon, male

/4’

150#

usual

12/30

Baboon female

/3’

75#

usual

?/30

Mandrill female

/3.5’

100#

usual

?/30

Mandrill male

/4.5’

175#

usual

12/30

Barracuda

 

see listing for Fish, barracuda

   

Basilisk

11’ – 18’

100# - #260

if necessary

10/20

Bear, brown

/9’ – 12’

900# - 1,500#

usual

8

Black

/6’ – 8’

600# - 800#

usual

8

Grizzly

/8’ – 10’

800# - 1,200#

usual

10

Polar

/8’ – 11’

700# - 1,100#

usual

9

Beetle

       

big

1 oz.

hexapedal or flying

1

huge

3#

hexapedal or flying

2

Bestial

       

Clawed

/4.5’

100#

if necessary

9/30

Immature

/3.5’

60#

if necessary

8/30

Fanged

/5’

125#

if necessary

8/40

Immature

/3.75’

75#

if necessary

7/40

Hoofed

/5.5’

150#

if necessary

11/20

Immature

/4’

100#

if necessary

10/20

Horned

/6’

175#

if necessary

8/40

Immature

/4.5’

110#

if necessary

7/40

Mandibled

/4’

125#

if necessary

8/20

Immature

/3’

80#

if necessary

7/20

Pincered

/5.75’

175#

if necessary

11/50

Immature

/4.25’

110#

if necessary

10/50

Spined

/4.25’

110#

if necessary

6/30

Immature

/3.25’

70#

if necessary

5/30

Tusked

/5.25’

200#

if necessary

5/20

Immature

/4’

125#

if necessary

4/20

Blackrat

       

Average

1.5’ with tail

3#

usual

10

Robust

2.5’ with tail

10#

usual

14

Blackroot

/3’ d./3’

n/a

n/a

17/80

Blindsnake

15’ - 20’+

500# - 1,100+#

slithering

3

Boa constrictor

13’ - 20’

40# - 200#

slithering

6

Boa, subterranean

25’ - 32’

150# - 325#

slithering

6

Boar, wild

4’ - 6’

400# - 700#

usual

14

Peccary

2’ - 3’

75# - 150#

usual

13

Robust

5’ - 7’

500# - 850#

usual

14

Warthog

4’ - 5’

300# - 450#

usual

14

Boggart

2.5’ - 3’

30# - 45#

crawl only

15+/100

Bog Hopper

4’, 1’ d.

80#

lateral fly or swim

3

Brain Imp

/3’

40#

crawl only

17/140+

Brownie

/2.25’ - 2.75’

30# - 45#

crawl only

6+/90

Bull

7’ - 8’

1,000# - 1,350#

usual

5

bull aurochs

7.5’ - 8.5’

1,250# - 1,600#

usual

5

bull bison

7.5’ - 8.5’

1,500# - 1,850#

usual

5

bull buffalo

7’ - 8’

1,400# - 1,750#

usual

5, Cape 8

bull gaur

8.5’ - 9’

1,600# - 2.050#

usual

5

bull gnu (wildebeest)

6’ - 7’

700# - 900#

usual

5

bull hartebeest

5.5’ - 6’

500# - 700#

usual

5

musk ox bull

5’ – 5.5’

600# - 750#

usual

5

yak bull

5.5’ – 6.5’

800# - 1,000#

usual

5

Bullkopf

15+’

1,500+#

swimming-wiggling only

2

Bull Thistle

10 ’- 15’

30# - 50#

tripedal stalks

5

Bullwhip Scorpion

3’, +3’ sting, 9’ whip

75#

multipedal only

6

Bushmaster

8’ - 11’

15# - 30#

slithering

6

Cave coneshell

2’-3’ +3’ tube

30# - 45#

pseudopod crawl

2

Centaur

7+’/7+’

750# -1,000#

usual

?/100

Bucentaur

8+’/8+’

1,000# -1,250#

usual

?/90

Stacentaur

6+’/6+’

400# -500#

usual

?/110

Centipede

0.5 ’- 1.5’

a few ounces

myriapedal movement

3

Chimera (typical)

7’/5’

600#

usual

17

Chimera, triple

20’

3,000#

usual

17

Clodreg

       

Favored

/5.25’

125#

not possible

7/70

Monitor

/5.5’

160#

not possible

9/90

Preceptor

/6.5’

250#

not possible

13/130

Soldier

/5’

110#

not possible

5/50

Warden

/6’

200#

not possible

11/110

Cobra

8’- 15’

15# - 50#

slithering

6

Cockatrice

2’/6’

12#

bipedal bird movement

17

Condor

4.5’/13’ wing spread’

45#

bipedal hop, flight

5

Coral snake

1’ - 2’

.5# - 1#

slithering

6

Cougar

4.5’ +tail

175+#

usual

7

Crayfish, giant

4’ or more

60# or more

multipedal & swimming

3

Crocodile

6’ - 13’

275# - 1,500#

usual

7

Alligator

5’ - 12’

200# - 1,000#

usual

6

Cayman

5’ - 11’

175# - 800#

usual

6

Salt water crocodile

9’ - 16’

850# - 2,500#

usual

7

Cuttlecatfish

9’ - 14’

700# - 1,250#

swimming-wiggling only

10

Darkveil

up to 20’ x 12’

up to 24#

n/a

17

Deathfriend

5’ - 8’

100# - 250#

usual

7

Death Root

5’ d./30’

n/a

n/a

17/110

Deital Minion

/4’ - 12’

100# - 2,500#

as needed

15/150

Demon

 

see also Spirits of Nether Dimensions, Malign, Ordinary

   

Gaabulo

400#

crawl only

19/110

Demon, Deital

       

Demon, Akhakhazu

13’ - 18’

650# - 900#

multipedal

19/130

Demon, Ekimmu

/7’ - 8’, 20’ wing span

300# - 400#

crawl only

19/130

Demon, Namtar

/8.5’ – 9.5’, 24’ wing span

350# - 475#

crawl only

19/130

Demon, Rabisu

/7.5’ – 8.5’, 22’ wing span

325# - 450#

crawl only

19/130

Demon, Serpent

see Serpent Demon

     

Demoniacal Hybrids

       

Agrue

/5.5’ ­- 6.5’

175# - 250#

double-speed crawl

17/100

Banecreeper

/4.5’ ­- 5.5’

100# - 150#

as needed

17/110

Darkgaunt

/6.5’ - 7.5’

175# - 250#

double-speed crawl

17/90

Dread

/7’ - 8’

250# - 300#

double-speed crawl

17/80

Harquad

/5’ - 6’, 15’ wing span

125# - 175#

double-speed crawl

17/70

Nightslinker

/4’ - 5’

100# - 150#

as needed

17/90

Pang

/6’ - 7’

225# - 325#

double-speed crawl

17/80

Prowler

/7.5’ - 8.5’

350# - 450#

as needed

17/120

Skulk

/4.5’ - 5.5’

125# - 175#

as needed

17/70

Soucouyant

human range

human range

as desired

19/100

Dog (average) or Coyote

2.5’ +tail

50#

usual

7 or 12

Dog, guard

3’ +tail

100#

usual

7

Dog, lg., hunting

4’ +tail

150# - 200#

usual

7

Dog, war

3.5’ +tail

175#

usual

7

Dog, wild

2.5’ +tail

50#

usual

7

Dog, wild, hunting

3’ +tail

75#

usual

9

Hound, gigantic

6’/5’

350#

usual

9

Dragon

       

Air, red

30’

1,050#

usual

14/110

Air, green

40’

1,450#

usual

15/120

Air, violet

50’

1,900#

usual

16/130

Air, blue

60’

2,500#

usual

17/140

Air, white

70’

3,200#

usual

18/150

Air, black

80’

4,000#

usual

19/160

Water, red

30’

1,950#

usual

13/100

Water, green

40’

2,700#

usual

14/110

Water, violet

50’

3,400#

usual

15/120

Water, blue

60’

4.350#

usual

16/130

Water, white

70’

5,200#

usual

17/140

Water, black

80’

6,500#

usual

18/150

Earth, red

30’

1,650#

usual

14/90

Earth, green

40’

2,200#

usual

15/100

Earth, violet

50’

2,850#

usual

16/110

Earth, blue

60’

3,400#

usual

17/120

Earth, white

70’

4,250#

usual

18/130

Earth, black

80’

5,000#

usual

19/140

Drake

       

Firedrake, immature

20’+

2,000#

usual

15/80

Firedrake, small

40’+

4,400#

usual

16/90

Firedrake, average

60’+

7,200#

usual

17/100

Firedrake, large

80’+

10,400#

usual

18/110

Firedrake, huge

100’+

14,000+#

usual

19/120

Icedrake, immature

20’+

1,600#

usual

15/80

Icedrake, small

40’+

3,600#

usual

16/90

Icedrake, average

60’+

6,000#

usual

17/100

Icedrake, large

80’+

8,800#

usual

18/110

Icedrake, huge

100’+

12,000+#

usual

19/120

Noosedrake, immature

20’+

1,800#

usual

15/80

Noosedrake, small

40’+

4,000#

usual

16/90

Noosedrake, average

60’+

6,600#

usual

17/100

Noosedrake, large

80’+

9,600#

usual

18/110

Noosedrake, huge

100’+

13,200+#

usual

19/120

Slimedrake, immature

20’+

1,750#

usual

15/80

Slimedrake, small

40’+

3,900#

usual

16/90

Slimedrake, average

60’+

6,350#

usual

17/100

Slimedrake, large

80’+

9,300#

usual

18/110

Slimedrake, huge

100’+

13,000+#

usual

19/120

Dream Lurker

/7’

n/a

at will

17/120

Dunnie

/2.33’ - 2.9’

30# - 45#

crawl only

12+/90

Dzunkhwa

/7.5’ - 8.25’

1,000# - 1,750#

crawl only

9+/70+

Immature (male ogre)

/6’ - 7’

600# - 1,000#

crawl only

15+/70+

Eagle

/3’, 7’ wing spread’

25#

bipedal hop, flight

6

Eel, electric

4’ - 7’

8# - 25#

swimming-wiggling only

3

Eel, moray

12’ - 15’

80# - 120#

swimming-wiggling only

5

Elemental

       

Devati, air

/9’ - 18’

500# - #5,000

no, but lateral flying

17/140

Efriti, fire

/9’ - 18’

600# - #6,000

yes

19/130

Jinni, earth

/9’ - 18’

800# - #8,000

yes

16/120

Maridi, water

/9’ - 18’

700# - #7,000

flowing movement

18/110

Elephant, bull

/8’ - 11’

8,000# - 12,000#

usual

17

elephant, cow

/7’ - 9’

6,000# - 9,000#

usual

17

loxodont bull

/9’ - 13’

9,000# - 14,000#

usual

16

loxodont cow

/8’ - 10’

7,000# - 10,000#

usual

16

mammoth bull

/10’ - 14’

11,000# - 18,000#

usual

15

mammoth cow

/9’ - 11’

9,000# - 12,000#

usual

15

mastodon bull

/8’ - 11’

9,000# - 14,000#

usual

14

mastodon cow

/7’ - 9’

7,000# - 10,000#

usual

14

pygmy elephant

/4’ - 6’

1,000# - 2,500#

usual

19

Elf

6’ - 7’

160# - 250#

crawling only

?/110

Elk (wapiti), bull

/5.5’ shoulder

1,000#

usual

5

caribou, buck

/5’ shoulder

600#

usual

5

deer, buck

/4.5’ shoulder

450#

usual

5

moose (elk), bull

/6’ shoulder

1,500#

usual

5

reindeer, buck

/4’ shoulder

300#

usual

5

Faun

/5’ - 5.5’

150# - 200#

no, but crouching run

19/130

Satyr

/5’ - 6’

125# - 200#

no, but crouching run

18/120

Fer-de-lance

6’-9’

10#-20#

slithering

6

Fir Darrig

35#

as needed

15/120

Fire Toad

4’, 3’ wide

80#

lateral fly or swim

3

Fish, sm.., man-eating

0.5+’

0.5+#

swimming only

2

Fish, sm.., poisonous species

1+/-’

1+/-#

swimming only

2

Fish, gar

5’ - 9’

20# - 80#

swimming only

4

Fish, barracuda

6’ - 10’

25# - 125#

swimming only

2

Fish, pike, huge

4.5’ - 8’

15# - 60#

swimming only

2

Flatadder

5’ - 8’

15# - 30#

slithering

3

Flesh-borer Beetle

2’ - 5’

2 oz. – 8 oz.

hexapedal movement

3/70

Flunkh

30’/5’

20.000#

multi-cilia crawl

18

Fu (or Foo)

       

Fu, Dog-lion

6’ +tail

600#

usual

10/110

Fu, Lion-dog

3’ +tail

200#

usual

12/120

Gargoyle

       

Chthonic

4.5’

120+#

usual

19/60

Escalading

110+#

usual

18/70

Volitant

4.25’

100+#

usual

17/80

Giant, various species:

       

Giant

/9.5’ - 11’

1,750# - 3,500#

crawl only

16/70

Cephalocorn

/8.5’ - 10’

1,500# - 3,000#

crawl only

14/65

Cyclopean

/11’ – 12.5’

2,250# - 3,250#

crawl only

17/75

Ettin

/11’ – 13’

3,250# - 4,750#

crawl only

10/50 or 70

Giraffe

11’ shoulder, 20+’ tall

4,000+/-#

usual

5

Gloom-goer

3’ d., mutable

150#

as desired

17/40

Goblin

/5.5’ - 6.5’

200# - 400#

crawl only

9+/100+

Golem

       

Brass

/6’ - 8’

600# - 1,200#

crawl only

17

Bronze

/5’ - 7’

100# - 800#

crawl only

17

Charnel Heap

3.5’ d./3’

300#

amorphous crawl

17

Clay

/6’ - 8’

1,750#

crawl only

17

Coal

/4’ - 5’

90#

as desired

17

Crystal

/4’

600#

as desired

17

Feather

/6’

45#

as desired

17

Flame

/6’ = 1’-flames

80#

as desired

17

Fog

/8’ - 10’

90#

as desired

17

Frazil

/7’

1,200#

as desired

17

Gas

/8’ - 10’

90#

as desired

17

Graveyard

/7’

390#

crawl only

17

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