Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Sunday, July 26, 2015

In which I take a crack at 5e Hengeyokai

Okay, I haven't done the 5e-style flavor text yet, but I probably will at some point, I just wanted to knock out a draft of this and get the mechanics ready before I did any of that stuff. But the plan is to make a nice pretty PDF and I'll have the fluff ready then.

Hengeyokai Traits

Ability Score Increase: The ability score that is highest in your species increases by 2 in your humanoid and hybrid forms. Treat the intelligence score of your species as if it were 10 higher than it actually is for the purposes of this trait. In the event that two or more scores are tied for highest, you may choose which one to increase.
Age: Hengeyokai mature at about the same rate as humans, reaching adulthood in their late teens. They live slightly longer than do humans, usually around 100 years.
Alignment: Free-spirited, even capricious, and playful, hengeyokai tend to be of chaotic alignment.
Size: In their humanoid or hybrid form Hengeyokai are about the size of humans. In their animal form, Hengeyokai are the normal size for an animal of their species.
Speed: In humanoid and hybrid form, your base walking speed is 30 feet. In animal form you have whatever speed is appropriate to your species.
Shapechanging: Hengeyokai can change their shape among three possible forms. Your natural form is that of a beast of CR 0, but as an action you may assume an anthropomorphic "hybrid" form or a humanoid form that resembles a human with features reminiscent of its animal form. Your human features are always the same unique individual, as are your features in both hybrid and animal forms. You may change shape a number of times per day equal to your level. While you are transformed, the following rules apply:
  • While in animal form, your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain ali of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • In hybrid form, you have darkvision if your animal form would. If your animal form has the Amphibious, Keen Hearing, Keen Smell, Keen Sight, or Water Breathing traits, your hybrid form does as well.
  • When you transform, you retain your own hit points and Hit Dice.
  • While in your animal form you can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. You may, however, communicate with animals of your species (or closely related ones as defined by the DM.) Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call Lightning, that you've already cast. While in your hybrid form, you may speak normally and cast spells, but you retain the ability to communicate with animals.
  • You retain the benefit of any features from your class or other sources and can use them if the new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Languages: You can speak, read, and write Common and Sylvan. Additionally, when in hybrid or animal form, you may communicate with animals of your species (or closely related species as defined by the DM.)

Hengeyokai most frequently take the forms of the following animals, as well as the badger, cat, crab, rat, and weasel. Other hengeyokai may be found, but are more unusual.

Carp
Tiny beast, unaligned
Armor Class: 11
Hit Points: 1 (1d4 - 1)
Speed: 0 ft., swim 30ft.
STR: 1 (- 5)
DEX: 12 (+1)
CON: 8 (-1)
INT: 1 (- 5)
WIS: 10 (+0)
CHA: 2 (-4)

Senses: Passive Perception: 10
Languages: -
Challenge: 0 (0 XP)
Water Breathing: The carp can breathe only underwater

Crane
Medium beast, unaligned
Armor Class: 11
Hit Points: 4 (1d8 + 0)
Speed: 10ft., fly 50 ft.
STR: 7 (- 2)
DEX: 13 (+1)
CON: 10 (+0)
INT: 2 (- 4)
WIS: 12 (+1)
CHA: 4 (-3)

Skills: Perception +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)

ACTIONS
Beak: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

Dog
Small beast, unaligned
Armor Class: 12
Hit Points: 5 (1d6 + 2)
Speed: 40ft.
STR: 8 (-1)
DEX: 11 (+0)
CON: 14 (+2)
INT: 3 (-4)
WIS: 12 (+1)
CHA: 6 (- 2)

Skills: Perception: +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft. , one target. Hit: 1 (1d4- 1) piercing damage.

Fox
Tiny beast, unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40ft., climb 30ft.
STR: 3 (-4)
DEX: 15 (+2)
CON: 10 (+0)
INT: 3 (-4)
WIS: 12 (+1)
CHA: 7 (-2)

Skills: Perception: +3, Stealth: +4
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Monkey
Tiny beast, unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 30ft., climb 30ft.
STR: 6 (-2)
DEX: 14 (+2)
CON: 11 (+0)
INT: 6 (-2)
WIS: 12 (+1)
CHA: 6 (-2)

Senses: Passive Perception: 11
Languages: -
Challenge: 0 (10 XP)

ACTIONS
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rabbit
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4- 1)
Speed: 40ft.
STR: 3 (-4)
DEX: 16 (+3)
CON: 8 (-1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 3 (-4)

Skills: Perception: +3 Stealth: +5
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing: The rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Tanuki
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4- 1)
Speed: 40ft.
STR: 3 (-4)
DEX: 16 (+3)
CON: 8 (-1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 3 (-4)

Skills: Perception: +3, Stealth: +5
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The tanuki has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Sparrow
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4 - 1)
Speed: 10ft., fly 50 ft.
STR: 2 (-4)
DEX: 16 (+3)
CON: 8 (- 1)
INT: 2 (- 4)
WIS: 12 (+1 )
CHA: 6 (-2)

Skills: Perception: +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)

Friday, May 8, 2015

In which a background is described: The Refugee

Refugee


You've seen the worst the world has to offer and survived. You lost your home, you lost almost all your possessions, and you probably lost somebody, or a lot of somebodies, along the way, too. What stayed behind? Who will you never see again? Something took your old life away from you, and that something has made you brave, crazy, or desperate enough to turn adventurer.


Skill proficiencies: Survival, Insight


Tool proficiencies: One vehicle or artisan's tool of your choice


Language proficiencies: One of your choice


Equipment: A moth-eaten blanket given in charity, a precious reminder of the home you've lost, a small knife, five GP you've suffered to scrimp together, and the clothes on your back


Ordeal: Something happened that caused a lot of people, including you, to be displaced. Choose a disaster or tragedy, or roll on the table below to define the trouble that plagued your homeland.



  1. Plague or epidemic 
  2. Famine/drought
  3. War, invasion, or civil war
  4. Natural disaster (hurricanes, earthquakes, tsunami, etc.)
  5. Supernatural disaster (Demons or undead overran the land, magical cataclysm destroyed/sank your homeland, the tarrasque awoke and devastated the kingdom, etc.)
  6. Political crisis or genocide


Feature: Object of pity

You've long since learned to give up pride if it means having food and a warm place to sleep. Provided you don't make yourself a threat or a nuisance, you can always find enough people moved by the story of your suffering to allow you to maintain lodgings and food of a meager or poor standard for you and your companions-- and maybe even a modest or comfortable standard for a night or two-- in exchange for minor tasks (for instance, help around the home for a generous peasant family, or attending religious services for a temple or mission.) In addition, as word gets out of your terrible ordeal, strangers in a place you've been living a while may show you a certain level of sympathy.

Personality

1) I never, ever let anything go to waste.
2) I've seen and done terrible things to stay alive. I don't want to talk about them.
3) My trust comes justifiably slowly but it is built to last.
4) Experiencing lean times has made me relish the good life all the more when I can get it.
5) I have no interest in thinking too much about my former life, it's all dead and in the past now.
6) Losing everything has strengthened my religious convictions.
7) I don't want to lose anyone else, I lost too many people already.
8) I still haven't cried, but I'm not ready to smile yet either.

Ideal

1) Nihilism: Chance will have its way with all of us, better to accept it and try to adapt than try to impose order where none exists. (Chaotic)
2) Faith: Even if I can't see it, there is some greater cosmic plan and what I've been through was a necessary step (Lawful)
3) Resentment: The world has been unfair to me, why should I be fair to anyone else? (Evil)
4) Drive: I've always had to struggle and fight, and it's made me strong. (Neutral)
5) Strength: I know what it's like to have no one else to depend on, therefore I will make sure I am someone on whom others can depend. (Good)
6) Hope: I saw the worst the world could show me and I survived. It can only get better for me from here. (Any)

Bond

1) I know that the one I love is still alive out there.
2) My mother was taken from me on that day, but I hope we will see each other again.
3) When I crossed the border and I was hungry, the farmer I met slaughtered his only pig to ensure that I would get the best meal he could provide me.
4) We never met before it all happened, but escaping together made me and another survivor as close as family.
5) Exhausted and on the edge of death, I met an itinerant priest who rescued me and helped me make it across the border. One day I'll repay him for saving my life.
6) So far as I know, only one other member of my family made it out. We're all each other has now.

Flaw

1) I hold the world responsible for not doing more to save us.
2) What happened was a terrible tragedy... and I'm pretty sure we all know who were really responsible for it.
3) If you'd seen what I've seen, you'd never trust anybody either.
4) I used to be rich and powerful, maybe even a noble. I'm disgusted by myself and what I've been reduced to.
5) I may accept your charity, but I'll resent both you and myself for needing to.
6) I've turned to terrible vices to cover up my grief.

Tuesday, February 24, 2015

Completionism: Or how 5e's release schedule saved my life

I'm something of an obsessive-compulsive when it comes to D&D-- I want the game to feel complete, like nothing is missing or unaccounted for, like it's all thought through.

Sometimes this works for me. Sometimes it compels me to pull at threads and I get a fun, insightful article that gives me (and hopefully you) a greater appreciation for the game, or an interesting new way of handling things. Other times it just causes a lot of trouble and stress for me as suddenly it occurs to me that I overlooked something, and now its absence gnaws at me and leaves me dissatisfied.

This, as a matter of fact, is why I haven't really followed the OSR too closely since my big hiatus. I spent long nights cribbing from every blog post, retroclone, zine, and supplement out there-- and occasionally from the WOTC editions that formed the bulk of my background-- until I lost sight of the simplicity and fun of the game and developed a veritable Frankenstein's monster of house rules, custom classes, and edge cases, every bit as bulky and inaccessible as late-period 3.5 or tax law.

Enter 5th edition. A new D&D, compatible enough to be familiar, or even to reuse old material when necessary, but different enough from TSR!D&D to not allow for direct porting, containing very nearly everything I expect D&D to include in its toolkit, it gave me an opportunity to cast off all the cruft I let myself accumulate-- the cruft I would have had to make a significant effort to stop myself accumulating. It was a breath of fresh air.

There was, during the fall, an expectation that this Elemental Evil/Princes of the Apocalypse campaign they're now preparing to launch would include a supplement, an "Adventurer's Handbook." Whether this was the actual plan and they changed their minds or the whole thing was just misguided speculation isn't for me to know, but either way there's no Adventuer's Handbook planned, either for Elemental Evil or for any future offerings, and there never will be. For the foreseeable future, 5e is just those three books.

Of course there will in all likelihood be new options for Elemental Evil, in all likelihood released through the web (and the monthly Unearthed Arcana column as well, of course.) But the ethos of 5e has so far been very-core focused, so I expect they will not be too many or too sweeping and I also expect they will be treated in a more optional fashion than supplemental rules have been in the past. As such I do not feel the same pressure to keep up with them as I did when I played 3.x and 4e. And furthermore since I feel like I don't have anything vital to my conception of D&D missing, only things I might like, I don't feel the same pressure to incorporate additional options that fell outside of the traditional OSR purview that I felt from about 2011 onwards.

For the first time in a long time, I don't feel like I'm having to extensively kitbash or run the Red Queen's race to get the game I need. Instead, I have everything I need and am being presented with an occasional spate of extras if the mood should strike me.

Now if only I can start feeling ready to accept a little vagueness when I'm worldbuilding...

Saturday, August 23, 2014

In which a 5e Background is introduced: The Fey-Touched

FEY-TOUCHED



When you were very young, you were kidnapped and taken to the Feywild to be raised in the court of a fairy noble, and a changeling left in your place. Were you raised as a princeling? A pet? A slave? You were set free, escaped, or simply allowed to leave the nest when you grew up and have come to the material plane to seek your fortune.

Skill Proficiencies: Arcana, Persuasion

Tool Proficiencies: One gaming set or musical instrument

Languages: Sylvan.

Equipment: A set of fine clothes, a token to remember your birth family by or a small favor from your patron, and a purse containing 15GP

Feature: Fairy Courtier
You grew up among the fey, and are used to their bizarre customs, strange manners, and frequent shifts in logic. When interacting with fey, you can keep up with them as easily as you can with material plane societies.

Personality: 
1. I am only really familiar with the customs and habits of the Feywild, so I seem strange and unusual.
2. People mistake me for being highly superstitious because I take every opportunity to appease any of the Fair Folk that might live nearby.
3. I grew up around such strange beauty that I find myself somewhat blase about the world.
4. I was treated harshly as a slave of the Lords and Ladies, and am somewhat fearful and submissive.
5. I was a favored child of the fey and have a spoiled and entitled attitude.
6. I am bizarrely joyful and prone to jokes, songs, or dance.

IDEAL:
1. Stringency: I hold myself and everyone I make deals with to the exact letter of their word, as the fairies do. (Lawful)
2. Cruelty: My masters treated me as a plaything, and I will do the same if I can to others. (Evil)
3. Freedom: I escaped the Feywild, and I encourage others to escape what is holding them. (Chaotic)
4. Unpredictability: Things in my home were often strange, and I always expect the unexpected. (Chaotic)
5. Wonder: Things in the Feywild are so amazing, I wish to share that beauty with the world! (Good)
6. Curiosity: The Material Plane is so different from the Feywild, it's exciting to see what it has to offer. (Neutral)

BOND:
1. I am on the run from my wicked faerie captors.
2. My patron owes me a favor that one day I'd like to collect if I see them again.
3. I was betrothed to one of the fey before I left.
4. I won my freedom in a game-- and the loser isn't happy.
5. I bargained away something irreplaceable, like my memories of my birth family or the color of my hair.
6. My birth family weren't fooled by the changeling left in my place, and have never given up searching for me.

FLAW:
1. I am the adopted scion of a lord or lady of the Feywild. Mere mortals are beneath me.
2. I never quite seem to fit in, no matter where I go.
3. I was... altered, somehow, and not in a nondescript way. People stare.
4. Once, I had to bargain away one or more of my emotions. I no longer feel that way at all.
5. Years of toil in the hostile social environment of the Feywild has embittered me.
6. I've learned all too well to fear what magic, used in anger, can do.

Alternate Feature: Fey Patron (Credit to /u/JRutterbush at reddit)
You have the ability to contact one of the fey who raised you, from whom you may ask favors. They may be unable or unwilling to help, or require repayment in kind.

Wednesday, August 13, 2014

Another 5e Basic vs B/X comparison: Monster lists

So yesterday the 5e basic rules updated to include several monsters, some DM guidelines for encounter building, and a small selection of basic magic items. Overall I thought it was a bit of a curious list, so, submitted for your consideration: A comparison of the monster selection provided in 5e Basic and in B/X follows. Overall... it's not a terrible list, though I think it's a touch short on fey, aberrations, and undead, and a bit heavy on animals. And only two dragons is a bit of a bummer as well. Special prize for the most WTF inclusion goes to the Spectator, which is there despite the fact that the Beholder is not, and to the Quipper, which I had to look up-- it's a sort of coldwater piranha made up for the 1e Fiend Folio, apparently (I'm surprised they didn't just call it a piranha, mostly.) Also, they swapped out Stegosaurus for Ankylosaurus, which strikes me as pretty weird-- but I think 3.5 and 4e had Ankylosaurs early in the running too. Maybe someone at WOTC just really likes Ankylosaurus?

Another interesting decision is that none of the demihuman races are featured as monsters in their own right, rather you apply their racial traits to a set of default NPC stats. Which is kinda neat, actually.

A-C

B/X
5e Basic
Acolyte
Acolyte
Antelope
Allosaurus
Ape, White
Animated Armor
Bandit
Ankylosaurus
Basilisk
Ape
Bat
Ape, Giant
Bat, Giant
Awakened Shrub
Bear, Black
Awakened Tree
Bear, Grizzly
Axe Beak
Bear, Polar
Baboon
Bear, Cave
Badger
Beetle, Fire, Giant
Badger, Giant
Beetle, Oil, Giant
Bandit
Beetle, Tiger, Giant
Banshee
Berserker
Basilisk
Black Pudding
Bat
Blink Dog
Bat, Giant
Boar
Bear, Black
Bugbear
Bear, Brown
Caecilia
Bear, Polar
Camel
Berserker
Carrion Crawler
Blink Dog
Cat, Great, Mountain Lion
Boar
Cat, Great, Panther
Boar, Giant
Cat, Great, Lion
Bugbear
Cat, Great, Tiger
Camel
Cat, Great, Saber-toothed Tiger
Cat
Cave Locust, Giant
Centaur
Centaur
Centipede, Giant
Centipede, Giant
Chimera
Chimera
Cockatrice
Cockatrice
Commoner
Crab, Giant
Crab
Crocodile
Crab, Giant
Crocodile, Large
Crocodile
Crocodile, Giant
Crocodile, Giant
Cyclops
Cultist

Cyclops

D-G
B/X
5e Basic
Devil Swine
Death Dog
Displacer Beast
Deer
Djinni
Doppelganger
Doppelganger
Dragon, Green, Young
Dragon, White
Dragon, Red, Adult
Dragon, Black
Eagle
Dragon, Green
Eagle, Giant
Dragon, Blue
Elemental, Air
Dragon, Red
Elemental, Earth
Dragon, Gold
Elemental, Fire
Dragon Turtle
Elemental, Water
Driver Ant
Elephant
Dryad
Elk
Dwarf*
Elk, Giant
Efreet
Flameskull
Elemental, Air
Flying Sword
Elemental, Earth
Frog
Elemental, Fire
Frog, Giant
Elemental, Water
Gargoyle
Elephant
Ghost
Elf*
Ghoul
Ferret, Giant
Giant, Hill
Fish, Giant, Piranha
Giant, Fire
Fish, Giant, Rockfish
Giant, Frost
Fish, Giant, Catfish
Gnoll
Fish, Giant, Sturgeon
Goat
Gargoyle
Goat, Giant
Gelatinous Cube
Goblin
Ghoul
Golem, Flesh
Giant, Hill
Golem, Stone
Giant, Stone
Grick
Giant, Fire
Griffon
Giant, Frost
Guard
Giant, Cloud

Giant, Storm

Gnoll

Gnome

Goblin

Golem, Wood

Golem, Bone

Golem, Amber

Golem, Bronze

Gorgon

Grey Ooze

Green Slime

Griffon


H-M

B/X
5e Basic
Halfling*
Harpy
Harpy
Hawk
Hawk, Normal
Hawk, Blood
Hawk, Giant
Hellhound
Hellhound
Hippogriff
Hippogriff
Hobgoblin
Hobgoblin
Horse, Riding
Horse, Riding
Horse, Draft
Horse, Draft
Horse, War
Horse, War
Hydra
Hydra
Hyena
Invisible Stalker
Hyena, Giant
Killer Bee
Jackal
Kobold
Knight
Leech, Giant
Kobold
Living Statue, Crystal
Lizard
Living Statue, Stone
Lizard, Giant
Living Statue, Iron
Lizardfolk
Lizard, Giant, Gecko
Lycanthrope, Werewolf
Lizard, Giant, Draco
Mage
Lizard, Giant, Horned Chameleon
Mammoth
Lizard, Giant, Tuatara
Manticore
Lizard Man
Mastiff
Lycanthrope, Wererat
Medusa
Lycanthrope, Werewolf
Merfolk
Lycanthrope, Wereboar
Minotaur
Lycanthrope, Weretiger
Mule
Lycanthrope, Werebear
Mummy
Manticore

Mastodon

Medium

Medusa

Men, Brigand

Men, Buccaneer

Men, Dervish

Men, Merchant

Men, Nomad

Mermen

Minotaur

Mule

Mummy












N-R
B/X
5e Basic
Neanderthal
Nothic
Nixie
Ochre Jelly
Noble
Octopus
Normal Human
Octopus, Giant
NPC Party*
Ogre
Ochre Jelly
Orc
Octopus, Giant
Owl
Ogre
Owl, Giant
Orc
Owlbear
Owlbear
Pegasus
Pegasus
Phase Spider
Pixie
Plesiosaurus
Pterodactyl
Pony
Pteranodon
Priest
Purple Worm
Pteranodon
Rat
Quipper
Rat, Giant
Rat
Rhinoceros, Normal
Rat, Giant
Rhinoceros, Wooly
Raven
Rhagodessa
Rhinoceros
Robber Fly

Roc, Small

Roc, Large

Roc, Giant

Rock Baboon

Rust Monster

S-V
B/X
5e Basic
Salamander, Flame
Satyr
Salamander, Frost
Scorpion
Scorpion, Giant
Scorpion, Giant
Sea Dragon
Seahorse
Sea Serpent
Seahorse, Giant
Shadow
Skeleton
Shark, Bull
Snake, Poisonous
Shark, Mako
Snake, Constrictor
Shark, Great White
Snake, Flying
Shrew, Giant
Snake, Giant, Poisonous
Shrieker
Snake, Giant, Constrictor
Skeleton
Spectator
Snake, Spitting Cobra
Spider
Snake, Pit Viper
Spider, Giant
Snake, Sea Snake
Spider, Giant, Wolf
Snake, Giant Rattler
Stirge
Snake, Rock Python
Swarm, Bats
Spectre
Swarm, Insects
Spider, Giant, Crab
Swarm, Poisonous Snakes
Spider, Giant, Black Widow
Swarm, Quippers
Spider, Giant, Tarantella
Swarm, Rats
Sprite
Swarm, Ravens
Squid, Giant
Toad, Giant
Stegosaurus
Thug
Stirge
Triceratops
Swarm, Insect
Troll
Termite, Water, Swamp
Twig Blight
Termite, Water, Fresh
Tyrannosaurus Rex
Termite, Water, Salt
Vulture
Thoul
Vulture, Giant
Titanothere

Trader

Toad, Giant

Treant

Triceratops

Troglodyte

Troll

Tyrannosaurus Rex W-Z

Unicorn

Vampire

Veteran

W-Z

B/X
5e Basic
Weasel, Giant
Wasp, Giant
Whale, Killer
Weasel
Whale, Narwhal
Weasel, Giant
Whale, Sperm
Whale, Killer
Wight
Wight
Wraith
Wolf
Wolf
Wolf, Dire
Wolf, Dire
Wolf, Winter
Wyvern
Worg
Yellow Mold
Wyvern
Zombie
Yeti

Zombie