A stalking lion, an undying phoenix, a mace-swinging ram and a spell-crowing rooster, four living emblems that lend noble bearers courage, fire and protection.
An oversized lion, tawny with heavy claws; males wear a reddish-brown mane. Its humanoid shape resembles one of the cat-folk with longer claws and a strongly leonine face. Alert and stealthy even on a battlefield, it is surprised only on a 1 and moves silently 75% of the time like a thief, preferring to strike from hiding with bite and forepaws. When both forepaws hit in one round, it digs in with its hind claws, an extra attack worth 2d12 if it hits. In place of the bite, no more than once a turn, it can roar magically, and any foe within 10 yards who fails a save vs. paralyzation is stunned for 1d4 rounds. The humanoid can wear armor and has every power except the hind-claw attack. A queen, a lord governor and a margrave all bear lions. Telepathic contact lets a bearer gain the benefit of a potion of super-heroism, up to three times daily, and if the arms are carried into battle with the lion within a mile, all allied troops gain +2 morale.
Plumage of crimson, orange, scarlet and violet, jeweled talons, a sapphire beak and glowing ruby eyes. The humanoid has clawed, winged arms, a blue gem beak, ruby eyes and the same blazing colors, moving 18, flying 24 (B). Talons and beak are its weapons, though only the beak when it stands on the ground; the humanoid uses all three attacks anywhere. Five times a day, in either form, it may skip its attacks and erupt in flame for a round: everyone within 10 feet takes the effect of an 8d6 fireball, halved by a save vs. breath weapon. Like a troll it regains 3 hit points each round, which lets it rise even after death. Fire never harms it, but other attacks may reduce it to ashes, and unless someone casts limited wish or destruct within a turn, it springs back up as a living-flame bird with whatever hit points it has recovered, a burst that does not count against the five. The priest-king of the winged bull-folk is its bearer, gaining two bonus levels, not one, during contact, but losing four levels forever if the phoenix dies and cannot rise.
A great shaggy mountain ram with massive horns. In humanoid form it keeps the shaggy coat, hoofed legs and ram's head, gaining only human hands, and is often taken for a goatman. Either form crosses broken or rough terrain at full speed. As a ram it butts, doing double damage (2d8) after a running start, but unless ordered otherwise it turns humanoid to fight, swinging two double-headed maces, one per hand, for four attacks of 2d4. It summons the maces itself and absorbs them when it changes, and can absorb armor its bearer provides. Blunt weapons, magical or not, cannot harm it in either form. One baron is its bearer and shares this immunity when in contact or carrying the arms with the ram at rest.
Just a farmyard rooster scaled up to five feet. It flies only one round at a time, then must spend a round grounded. The humanoid, a ruddy, red-haired person given away by solid black eyes and clawed feet, cannot fly but leaps 6 feet high or 12 feet long. Its natural form has only a pecking attack, so it depends on its crow. Without casting, the crow can produce chaos, power word stun, shout, deafness, conjure animals, dispel magic and feather fall, one use of each per day, at the power of a 12th-level wizard. The humanoid keeps the crow, may carry a dagger (THAC0 15) and cannot wear armor. Illusions never fool it in either form, and against other magic it uses a 12th-level wizard's saves. Its sole bearer, a count, gains the illusion immunity and those saves where better than his own.
More: Monsters starting with H · Savage Coast monsters · All monsters A-Z
| Lion | Phoenix | Ram | Rooster | |
|---|---|---|---|---|
| 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 | Exceptional (15-16) | 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 | 6 | -3 | 6 | 7 |
| Movement | 18 | 8, Fl 48 (C) | 16 | 16, Fl 12 (D) |
| Hit Dice | 6+3 | 8+3 | 5+4 | 4+3 |
| THAC0 | 13 | 11 | 15 | 15 |
| No. of Attacks | 3 | 3 | 4 | 1 |
| Damage/Attack | 1d4+2/1d4+2/1d10 | 1d10/1d10/2d8 | 2d4/2d4/2d4/2d4 | 2d6 |
| Special Attacks | Eviscerate, roar | Immolation | Head-butt | Crow |
| Special Defenses | Surprised only on 1 | Regeneration | Immune to blunt weapons | Special saves |
| Magic Resistance | 20% | 20% | 30% | 35% |
| Size | M (6' long) | M (5' tall) | M (6' long) | M (5' tall) |
| Morale | Champion (15-16) | Fearless (19-20) | Fanatic (17-18) | Champion (15-16) |
| XP Value | 3,000 | 7,000 | 2,000 | 2,000 |