Date:         Tue, 29 Mar 1994 14:39:48 EST
From: Tom Harrison <[b--p--e] at [aol.com]>
Subject:      Things that eat people (kinda long)
To: Multiple recipients of list MYTHUS-L <[MYTHUS L] at [BROWNVM.brown.edu]>

Here are a couple of things that I was working on sending out to Frank before
the magazine was rudely interrupted.  Hats off, Frank!  You done a damned
good job >Applause<
Anyway, in the tradition of JRT, i figured I drop them on here and let you
guys have at 'em.  Comments are appreciated but never nessecary.  However, if
these creatures strike off inspiration of any sort, I'd like to here about
it.

Here goes:

Kriig Spider

Identifier: Monster, arachnoid
Habitat: AErth, exterior
Size: Human-sized
Number Appearing: 1d3
Modes & Rates of Movement:
 Crawl:  125 yds/BT
 Scurry: 250 yds/BT
Initiative Modifiers: Human Standard
Joss Factors: 0
Dodging/Avoidance:  4%/10, 35
Attractiveness: 0
Average Armor Protection:  4
Quirks: None

Attacks   BAC  D. Type  Base  Bonus
Claw (x2)   48  P/C   2d3  9
Tongue barb*   65  P   1d3**  9
* If used on a held victim, this attack ignores armor.
** plus blood loss for 3d3 damage each round until removed.

Powers:
Extreme Attractiveness (dazing, "easy"/fleeing, "easy")

Web Net
 Area of Effect: 2 yards
 Delivered by: Gesture
 Range: N/A
 Time: 1 AT
 Duration: until destroyed
 Frequency: at will
 Description: This power is similar to the CG V Dweomercraeft Casting,
Invisible Chains  Charm.  It appears as a thick, silken net with a slight
blueish glow, though this glow  will not give away the position of a hidden
Kriig.
Hyperaesthesia (dark vision: sees equally well in light and darkness)

Shadow cloaking, self
 Area of Effect: self
 Delivered by: thought
 Range: N/A
 Time: 1 CT
 Duration: until removed
 Frequency: at will
 Description: The Kriig Spider is nearly totally undetectable in shadows.
Detection  DRs are at +2, while its suprise attempts are at -1 DR.
Furthermore, it has an  effective Ambushing K/S of 45, allowing it to attempt
for Total Suprise.

Statistical Detail:
Base Scheme (+/- 2d3)
M (cunning): 34    P: 125   WL: 93  CL:  113
MM:    17 MR:    17 PM:    65 PN:    60
MMCap:  7 MRCap:  7 PMCap:  35 PNCap:  25
MMPow:  5 MRPow:  5 PMPow:  15 PNPow:  15
MMSpd:  5 MRSpd:  5 PMSpd:  15 PNSpd:  20

Armor Scheme:
Area  Pierce Cut Blunt Fire Chem Stun Elec.
Ultra Vital 12 12 12 - - 12 -
Super Vital 10 10 10 - - 10 -
Vital  6 6 6 - - 6 -
Non Vital 2 2 2 - - 2 -
Average       7 7 7 - - 7 -

Commentary & Description:
 No one is truly sure of the origins of the Kriig spider.  Some sages would
speculate that they are the result of some bizarre magickal experiment, or
perhaps they are the result of indigenous breeding with some extra-planar
fiend.  Regardless of their origin, there can be no doubt of their malign
behavior.  Though they are not truly intelligent, or no more so than another
insect, they are cunning in the extreme and act with a certain sense of
inherent evil.  They often reside in shallow caverns or abandon ruins.  They
do not appear to be territorial though they have proved to be cannibalistic.
They do not spin webs as many other surface dwelling spider, but rather
conceal themselves in tight crevices.  Other than these facts, the ecology of
the Kriig is virtually unknown.
 Kriigs are horrid in appearance; they have a vaguely arachnid body, covered
with coarse black, wiry hairs, much like that of the tarantula.  They have a
pasty-white,  bloated humanoid face covered with 6 spider-like eyes that can
see quite well in any light condition.  From the mouth of this head protrudes
a long fleshy tongue, tipped in a nasty barb.  The Kriig attaches this tongue
to and from it sucks the blood of its prey.  The front two legs are reverse
to point upright, and are scythe-like in appearance.  The Kriig uses these
forelegs to fight in close quarters.
 The Kriig traps it prey by spinning a magickally strong web "net", which it
holds over its hiding spot with its forelegs.  When prey passes beneath it
drops the net, which can easily tangle and hold a thing twice the size of any
man.  From here, the Kriig falls upon its prey and attaches its vile tongue
and begins to feed.  It the victim is still capable of resisting, the Kriig
attacks it with its forelegs.  In such a case, the Kriig strikes at twice its
BAC (96).  These creatures are fearless, and will often attack individuals
within a large group, fending off the others with its forelegs while it feeds
from the trapped victim.

Yeth Hound

Identifier: Goblin
Habitat: Interior Phaeree, Occidental
Size: 1xhuman-sized
Number Appearing: 2d6
Modes & Rates of Movement:
 Walk:  56 yds/BT
 Trot: 112 yds/BT
 Run:  224 yds/BT
Initiative Modifiers: Human Standard
Joss Factors: 0
Dodging/Avoidance: 4/7,5,0
Attractiveness: 0
Invulnerabilities:
Suseptibilities:
 Insinuation:
 Exposure:
Average Armor Protection: 2
Quirks: None

Attacks   BAC  D. Type Base   Bonus
Bite    60  P  Varies (2d3+2) 4

Powers:
Solid Air
 Area of Effect: self
 Delivered by: Thought
 Range: 224 yds
 Time: 1 CT
 Duration: 2d3 BTs
 Frequency: at will
 Description: This power allows a yeth hound to cross air as though it were
solid.
Water-walking
 Area of Effect: self
 Delivered by: Thought
 Range: 224 yds
 Time: 1 CT
 Duration: 2d3 BTs
 Frequency: at will
 Description: This power allows a yeth hound to cross water as though it were
solid  plane.
Fear
 Area of Effect: 1d3 subjects
 Delivered by: Bay/Howl
 Range: earshot
 Time: 1 CT
 Duration: 1d3 ATs
 Frequency: at will
 Description: The howl, or baying, ofa yeth is enough to strike fear into the
hearts  of many.  Victims must make a SMCap roll at DR "Moderate" or flee for
the duration of  the power, or when the hounds are no longer heard, whichever
is final.
Shape-shifting, to like form
 Area of Effect: self
 Delivered by: Thought
 Range: n/a
 Time: 1 CT
 Duration: 1 BT
 Frequency: at will
 Description: When desired, the yeth can alter their vaguelyhumanoid head
shape into a  more efficient form to attack, so that when hunting, these
Goblin things might have  heads resembling hounds, hyenas, or even lizards.
Bad Karma
 Area of Effect: 1 subject
 Delivered by: gaze
 Range: sight
 Time: instant
 Duration: permanent or until removed
 Frequency: at will
 Description: This power allows a yeth to impose bad karma, or bad luck, on a
victim  by way of its gaze.  Subjects must beat a P Avoidance check to avoid
this attack.  Bad  karma is essentially the same as the Bad Luck Witchcraeft
casting.

Statistical Detail:
Base Scheme (+/- 2d6)
M (cunning): 33  P: 112   WL: 84  CL:  101
MM:    19 MR:    14 PM:    53 PN:    59
MMCap:  10 MRCap:   5 PMCap:  21 PNCap:  21
MMPow:   5 MRPow:   5 PMPow:  16 PNPow:  19
MMSpd:   4 MRSpd:   4 PMSpd:  16 PNSpd:  19

Armor Scheme:
Area  Pierce Cut Blunt Fire Chem. Stun Elec.
Ultra Vital 8 8 8 0 0 8 0
Super Vital 6 6 6 0 0 6 0
Vital  4 4 4 0 0 4 0
Non Vital 2 2 2 0 0 2 0
Average       5 5 5 0 0 5 0

Commentary & Description:
 These Goblins are of hound-like form and temper.  Of only minimal
intelligence, they are swift and strong as the largest of dogs, and yeth are
able to run on water or through the air as if their pack were racing over
smooth, firm fileds in pursuit of hapless prey, baying all the way.  The yeth
are literally the running dogs of the Slaugh.
 Yeth are a dark, flat gray color, and their coat carries no shine.  Their
eyes are an eerie violet color that never changes and seems to pulse with a
deep light. Their legs are abnormally long but lined with sinewy and muscule
and their shoulders and neck are thick and broad.  Their head is somewhat
humanoid shaped and filled with sharp teeth.  Yet, due to their innate
magickal powers, few ever see the head of a yeth the way it naturally is.

Enjoy,

Tom