Four divine gifts bound into noble coats of arms: a charging aurochs, a crushing bear, a venomous giant bee and a spellcasting dolphin, each lending its powers to its bearer.
A bison-like beast with coarse brown hair, horns, small black eyes set close together and a shaggy black mane hanging into a beard; as a humanoid it resembles a minotaur in aurochs colors. It gores with its horns, and a charge from a running start does double damage (2d6) and lets it trample for 2d4 more with a second attack roll, costing an unacted victim its initiative. In humanoid shape it wields a big halberd as a 7th-level warrior at +2 damage, and accepts a halberd, battle axe or lance from its master, magical or not, keeping whichever it held when it last changed. Its head is AC 0 and it ignores mind-affecting spells. Its only known bearer, a provincial baron, is widely thought undeserving. Besides the usual benefits, telepathic contact gives a bearer +2 damage with those three weapons.
Its fur is dark brown, paler around the eyes and paws. It fights upright but runs on all fours at 18; the humanoid form, a big, stocky human with a pinched ursine face, clawed hands and light fur, also moves 18. Strength 18/00 and sharp teeth make its two claws and bite devastating in either form, and in natural form a claw hit allows a hug for 2d8 more on a successful roll. It can cast hold person, as the 2nd-level priest spell, three times daily, and charm and hold magic never affects it. Sleep, oddly, is its weakness: if it fails its magic resistance roll, it must walk home to its arms and lie dormant for a turn. A northern count is the known bearer. Carrying the arms as a shield gives him 18/00 Strength, unless the bear is active over a mile away, plus its magical defenses, though not hold person or the sleep flaw.
A man-sized bumblebee with six legs on the thorax, wings 8 feet across, a huge stinging abdomen, feeler-hands by the mouth and big compound eyes, its yellow bristles giving way to thick yellow and black stripes toward the tail. The humanoid keeps wings and eyes (18, flying 24, class C) and has striped, bristly hair; both forms have 90-foot infravision. Its sting does 2d6 and calls for a save vs. poison at -2: success adds another 2d6, failure adds 5d4 and a round of paralysis. Only enemies feel its 10-foot fear aura. The stingerless humanoid poisons by touch and is proficient with a dagger. The ruler of a wizard-governed nation bears it. No flight passes to the bearer, but with telepathic contact, or with the arms carried and the bee dormant, he gains a half-damage poison touch three times daily and the fear aura once daily.
A big dolphin, blue-gray above, white below and streaked pale blue on the sides, that zips along a few feet above dry ground as though swimming. The humanoid has webbed hands and feet, gills under the jaw and hairless blue-gray skin, moves 18 and swims 16, and can still talk with dolphins. In either form it casts spells as an 8th-level wizard. As a dolphin it can manage verbal and somatic components with clicks and flipper motions but cannot use material ones; as a robed humanoid it carries components and often two minor magic items, wands for instance. It has no spellbook of its own, though one given to it merges into its body when it changes back. It rams in natural form, may use any wizard's weapon as a humanoid at THAC0 15, and saves as an 8th-level wizard. A coastal baroness is its sole bearer. Through contact or the carried arms she uses its saves where better, and in telepathic contact she can also breathe water and cast its known 1st-level spells.
More: Monsters starting with H · Savage Coast monsters · All monsters A-Z
| Aurochs | Bear | Bee | Dolphin | |
|---|---|---|---|---|
| Climate/Terrain | Any | Any | Any | Any |
| Frequency | Very rare | Very rare | Very rare | Very rare |
| Organization | Solitary | Solitary | Solitary | Solitary |
| Activity Cycle | Any | Any | Any | Any |
| Diet | Nil | Nil | Nil | Nil |
| Intelligence | High (13-14) | High (13-14) | Exceptional (15-16) | Genius (17-18) |
| Treasure | Nil | Nil | Nil | Nil |
| Alignment | Neutral | Neutral | Neutral | Neutral |
| No. Appearing | 1 | 1 | 1 | 1 |
| Armor Class | 4 | 5 | 5 | 4 |
| Movement | 16 | 12 | 8, Fl 36 (C) | 20, Sw 30 |
| Hit Dice | 7+2 | 6+6 | 6+4 | 4+4 |
| THAC0 | 13 | 13 | 13 | 15 |
| No. of Attacks | 1 | 3 | 1 | 1 |
| Damage/Attack | 1d6 | 1d10/1d10/2d8 | 2d6 | 2d4 |
| Special Attacks | Charge | Hold person, hug | Poison sting, fear | Spells |
| Special Defenses | Spell immunity | Spell immunity | Nil | Special saves |
| Magic Resistance | 25% | 20% | 35% | 15% |
| Size | M (4' long) | M (6½' tall) | M (5' long) | M (5' long) |
| Morale | Champion (15-16) | Fearless (19-20) | Champion (15-16) | Fearless (19-20) |
| XP Value | 3,000 | 3,000 | 3,000 | 3,000 |