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Lion’s Den Press – The Iconic Bestiary: Classics of Controversy
The Iconic Bestiary
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
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Classics of
Controversy
Credits
Written By: Ari Marmell
Development: C.A. Suleiman
Cover and Interior Art: Beth Trott
Layout: Philip J. Reed
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
Contents
Introduction ..................................3
Bunyip...........................................4
Chupacabra ...................................6
Jersey Devil ...................................7
Loch Ness Monster ........................8
Mongolian Death Worm ..............10
Mothman ....................................11
Sasquatch ...................................13
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In these pages are are seven
new monsters, fully ready
for use. Each one of these
creatures correlates to one
of the iconic monsters not
included in the SRD. They
are not the same creatures
in disguise, but rather occu-
py the same niche, and pos-
sess comparable though
not identical abilities.
13 Termination:This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
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15. COPYRIGHT NOTICE
Open Game License v. 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material
by E. Gary Gygax and Dave Arneson.
The Iconic Bestiary: Classics of Controversy Copyright 2006, Lion’s Den Press; Author Ari
Marmell
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Lion’s Den Press – The Iconic Bestiary: Classics of Controversy is copyright © 2006 Lions Den Press. All text in
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Lion’s Den Press – The Iconic Bestiary: Classics of Controversy
Introduction
Officially, they’re called “cryptids.” The term
comes from cryptozoology, the study of ani-
mals that the researcher believes are real, but
for which there is little if any conclusive proof.
Some folks swear they exist, others scoff at the
mere mention of their names.
And you’ve heard those names, at least
some of them. Bigfoot. The Jersey devil. El chu-
pacabra. Nessie. Well, now you can do more
than just hear of them. Now you can use them
in your games. Classics of Controversy is the lat-
est in Lion’s Den Press ’s popular Iconic
Bestiary line, and it provides you everything
you need to introduce fantasy variants of these
creatures into your campaign.
Let’s be clear going in, though. These are
not “direct translations” of the various myths,
sightings, and reports of these creatures. In a
world already filled with strange monsters and
bizarre beasts, a simple lake monster or ape-
like creature stalking the woods is barely going
to raise an eyebrow. Just slapping stats on
them wouldn’t make them all that useful.
What we’ve done instead is to put a D20
fantasy spin on these creatures, keeping them
thematically appropriate to their myths and
reputations while at the same time acknowl-
edging that you need them to exist in a world
that’s familiar with magic. Why is it so hard for
searchers to locate the Loch Ness Monster? Why
is the chupacabra sometimes seen with wings,
and sometimes without? We’ve answered such
questions with abilities that can’t exist in the
real world, even if these creatures do, but which
fit perfectly with both the theme of the mon-
ster and the magical nature of a D20 fantasy
setting.
Note that while we’ve arranged these crea-
tures by the names they possess in the real
world, so you know in what order to find them,
we’re assuming that you’re probably going to
change their names to match your own cam-
paign. Odds are pretty good your setting does-
n’t have a “Loch Ness,” but it almost certainly
has a deep and mysterious lake somewhere
that’ll do the job just as well. Don’t hesitate in
the slightest to make whatever name changes
you find necessary in order to keep the
verisimilitude of your setting intact.
Let’s go hunt some monsters.
Lion’s Den Press
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Lion’s Den Press – The Iconic Bestiary: Classics of Controversy
Bunyip
Emerging from the water is a hideous, chimerical
creature. It has a large but sleek body boasting a pair
of large fore-fins, a horse-like tail, rending teeth, and
tusks to put a walrus to shame. Even as it surfaces, it
emits an ear-piercing, soul-rending wail.
Large Magical Beast (Aquatic)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 5 ft. (1 square), swim 50 ft.
Armor Class: 18 (–1 size, +2 Dex, +7 natural),
touch 11, flat-footed 16
Base Attack/Grapple: +6/+13
Attack: Tusk +9 melee (1d8+3/19–20)
Full Attack: 2 tusks +9 melee
(1d8+3/19–20) and bite +3 melee
(1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Disease, fearful cry, rush
Special Qualities: Amphibious, darkvision 60
ft., immune to disease, low-light vision
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 17, Dex 14, Con 17, Int 6, Wis 14,
Cha 8
Skills:
The bunyip is a malevolent predator of the
waters, worshipped in some primitive cultures
as a spirit of the river. It prefers rivers and
streams, but is known to frequent wet swamps
as well. Bunyips can feed on anything, but their
favored prey is humanoids, particularly female.
They crave the taste of diseased flesh most of
all, and are known to surface sporadically over
the course of days in order to spread plague
before they pick off a few meals.
Bunyips are roughly 10 feet in length, and
weigh roughly 2,500 pounds. They speak no
language, communicating with one another
primarily through grunts and gestures.
Combat
Bunyips prefer to lie in wait under the
water, lunging out to ambush passersby or,
when possible, dragging down swimmers and
bathers. They attack to feed, or simply for the
sheer pleasure of it, but they do not hesitate to
retreat to deeper waters if overpowered.
Amphibious (Ex): Bunyips can breathe
equally well on land or underwater.
Disease (Ex): Any living being within 30
feet of a bunyip must succeed on a DC 16
Fortitude save or contract red ache (incubation
1d3 days, 1d6 Strength). The save DC is
Constitution-based. A creature that successfully
saves is immune to the disease ability of that
particular bunyip for 24 hours.
Fearful Cry (Su): Once every 1d4 rounds,
the bunyip can release a hideous cry. All crea-
tures within 60 feet must succeed on a DC 12
Hide +4*, Listen +4, Spot +7, Swim
+11
Feats: Alertness, Improved Critical (tusk) B ,
Improved Initiative, Weapon Focus (tusk)
Environment: Any aquatic and swamp
Organization: Solitary, pair, or pod (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Neutral evil
Advancement Range:
7–12 HD (Large),
13–18 HD (Huge)
Level Adjustment:
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Lion’s Den Press – The Iconic Bestiary: Classics of Controversy
Will save or be panicked for 2d4 rounds.
Creatures who successfully save are instead
shaken for 1d4 rounds. The save DC is
Charisma-based. Subjects with more Hit Dice
than the bunyip are immune to this ability.
Rush (Ex): Although the bunyip’s land
speed is normally slow, it is capable of making
a sudden lunge from the water. In the round it
emerges from the water, the bunyip has a 40 ft.
land speed if and only if it is making a charge
attack.
Skills: A bunyip has a +8 racial bonus on
any Swim check to perform some special action
or avoid a hazard. It can always choose to take
10 on a Swim check, even if distracted or
endangered. It can use the run action while
swimming, provided it swims in a straight line.
*In aquatic environments, the bunyip has a +8
racial bonus to Hide checks.
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