The Dungeon Masters Guild
Bestiary Mythica

Table of Contents

Monsters
by Level

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Bestiary Main

7th Level Monsters

 

Highland Drake by Robert Shaggnasty

email: shggnsty@cs.com

edition: Second
Frequency: Uncommon
appearing : 1-4
AC: 0
move: 6, fl 24 D
HD: 7+7
in lair: 35%
treasure: E
attacks: 3
damage: 1d8+4/ 1d8+4/ 2-16+4
special att: Breath weapon
special def: Nil
MR: Nil
Intelligence: Average
Alignment: Neutral Evil
Size: Large
psionic ability: Nil

Description: At 35'long the highland drake fills a nich in my campaign. This "mini" dragon is for my 5th-8th lvl. characters to beat up on. After all the name of the game is Dungeons & Dragons!! Who wants to wait till they are name level to get their first taste of something dragonish.

Highland drakes live in hill/mountain areas in temperate zones. They generaly hunt from evening till mid morning. Though occasionaly they will be seen at mid day gliding on the currents.

They average 35' in length, but have been known to exceed 40' in exceptional creatures. Their breath weapon is a 6d8 fire breath 1/day. Though feel free to bump up the exp. and go for 3/day if your group is a little on the powerful side. In combat they like to stay airbourne when not encountered in their lair, until they have used their breath weapon, unless they feel they have the advantage.

They are fairly clever for their intellegence (8-10). They are not afraid of man! When encountered in the lair they will fight for all their worth.

Their savage teeth will be used to rip an oponent to shreads if they get a grip on him.(claw attacks are 1d8 +4 if both connect, they have gripped the victom and will administer a 2d8+10 bite. breakdown= 2d8 for bite, +4 com. mod.(just like dragons in their size range), and +6 for the head thrashing, ripping action). Other wise check for bite as normal and with regular damage(2d8+4)

 

 

Gravity Beast  by Kwan Darwood
Medium-Size Aberration
Hit Dice: 7d8 (28 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (perfect)
AC: 24 (+7 Dex, +3 natural, +4 amorphous composition)
Attacks: Slam +7 melee
Damage: Slam 1d6+3
Face/Reach: 5 ft. by 5-ft./10 ft. (amorphous composition)
Special Attacks: Burden of Gravity, Psionics
Special Qualities: Amorphous Composition, Gravity Control
Saves: Fort +2, Ref +9, Will +6.
Abilities: Str 15, Dex 24, Con 10, Int 8, Wis 12, Cha 1.
Skills: Balance +13, Escape Artist +12, Hide +12, Move Silently +14, Spot +6.
Feats: Flyby Attack, Improved Initiative.
Climate/Terrain: Any land and underground
Organization: Solitary, Gang (1d4+1)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic neutral
Advancement: 8-10 HD (Medium-Size)

The gravity beast is a vaguely humanoid creature formed of a living liquid that is the color of quicksilver. None know their true origins, though it is speculated that perhaps it migrated from another plane of existence. They possess incredible control over their form and can perform incredible feats. In their usual form they are entirely featureless silver humanoids with short arms and legs. A typical gravity beast is 5 feet tall and weighs 120 pounds. Mekkans speak Draconic.

Combat

A gravity beast is a deadly and fearsome opponent. They can easily perform acrobatics that will leave their enemies with spinning heads and bleeding wounds. They often assume vantage points among the ceilings of large caverns and blast their targets with psionics before dropping down into a flurry of silver death.

Burden of Gravity (Sp): The gravity beast has complete control over the gravity within a ten-foot sphere surrounding itself. Therefore, when it strikes an opponent that enemy must make a Fortitude save (DC 15), or become slowed for seven rounds.

Psionics (Sp): At will-Blur, Expeditious Retreat, Freedom of Movement, and Shatter. These effects are as the spells cast by a 7th-level spellcaster (save DCs, where applicable, are 11 + spell level).

Amorphous Composition (Ex): The gravity beast is in complete control of the shape of its body and is highly morphic. Therefore, the gravity beast receives a +4 bonus to its armor class and also has a ten-foot natural reach.

Gravity Control (Sp): The gravity beast may choose to make gravity either normal, heavy, light, nonexistent, reversed, slightly relative, or highly relative in a ten-foot sphere around itself.

 

 

Giant Rabbit
Medium Magical Beast By I Ate Breakfast

Hit Dice: 7d8+21 (52 hp)
Initative: +4 (Dex)
Speed: 50 ft., burrow 10 ft.
AC: 17 (-1 Size, +4 Dex, +4 Natural)
Attacks: Bite (+12 Melee)
Damage: Bite 1d8+8
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Leap Attack
Special Qualities: Scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 20, Dex 19, Con 17,
Int 10, Wis 14, Cha 12
Skills: Hide +6, Move Silently +6,
Spot +10, Listen +15
Feats: Alertness

Climate/Terrain: Any forest, hill,
and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 8 HD (Medium), 10-12 HD (Large)

Giant rabbits are similair to their less intelligent dire cousins and often live in a warren of dire rabbits never giving away the fact that they are intelligent, sometimes they associate with other good creatures as well. They can also be trained but must be willing (and the DC of training is reduced by two). Giant rabbits can speak to their dire cousins and sylvan and usually know the language of their nearest neighbors. Although they make no tools and seem peaceful they are more clever than anyone would believe and are responsible for more than one halfling village becoming vegetarians, slowly training their trainers. The halfling prestige class: Dire Rabbit Rider are actually riding giant rabbits in almost every instance.