An invisible tracking hound, an evasive tyger, a dispelling unicorn and a venom-tailed wyvern, the final heraldic servants offer stealth, purity and poison to the houses that carry them.
A big, sleek white hound with a wide mouth and enormous hanging ears, it looks awkward but is strong and fast. People often mistake its humanoid form for one of the dog-folk, though its white hair, droopy ears and more canine face set it apart. Keen hearing and smell let it follow trails, and invisibility at will gives it +3 to surprise. Its bite deals 2d4. In humanoid form it has a 6th-level ranger's abilities and proficiency with every ranger weapon; once its bearer equips it, it absorbs the gear when it becomes a hound, and it keeps its senses and invisibility in ranger form. Bearers include the king of a dog-folk realm and a duke, a baron and a countess of neighboring lands. In contact, a bearer gains its keen senses and can go invisible three times daily; with telepathic contact or the arms carried, the bearer also gains a ranger's bonuses against giant-class foes.
Long, soft, deep orange fur, paler on the belly and lacking any stripes, and jade-green eyes mark the tyger. The humanoid keeps the fur and a feline face like the cat-folk, with an otherwise human body. In natural form it claws twice and bites, and if both foreclaws hit it may rake with its hind claws for 2d6 each. Its special gift is evasion: if it has not acted before its enemies, its base chance to dodge is 20%, against any attack, spells included, that does not affect an area, taking no damage and still attacking. Failing means it takes the damage and loses its attacks that round. The humanoid also evades and fights like a far eastern monk, two blows per hand for 1d6 each, and can try to disarm at the same chance as evasion if it wins initiative and hits. No bearer is known; one would gain evasion through telepathic contact.
One of the loveliest creatures ever seen: long white hair, golden mane and tail, pale yellow ivory hooves, eyes of deep blue or fiery pink and a single ivory horn. The humanoid is a youthful knight of either sex with flawless snowy skin, golden or white hair and pink or blue eyes. It senses a true enemy 240 yards away. It fights with hooves and horn, and with 30 feet to charge it attacks with the horn alone for 3d12. The horn always hits at +2 and its touch acts as dispel magic from an 11th-level wizard. Charm, hold and poison cannot affect it, and in either form it saves against everything else as an 11th-level wizard. The knight always wears gleaming white chain mail (AC 3); removed, the mail vanishes and the unicorn must spend a full turn in natural form before it can reappear armored. It strikes twice a round with a +2 long sword carrying the horn's dispelling power. No bearer is known, but legend holds it is given only to an elven or human maiden known for fairness and justice. In contact, a bearer gains its spell immunities and its sense for true enemies.
Six feet of gray-scaled, snakelike body plus six feet of tail ending in a stinger, a dragonish head, two hind legs and bat wings. As a lizard man-like humanoid it loses the wings but keeps its looks and colors (18). It hisses and growls and, alone among heraldic servants, cannot speak even as a humanoid, though it talks telepathically with its bearer in either form. It bites and stings; the sting carries type F poison, killing those who fail a save vs. poison and still dealing 2d3 to those who succeed. It likes to glide down from above, imposing -2 on its victim's surprise roll. The humanoid cannot fly but gains two 1d6 claws. A margrave bears it and may cast poison (neutralize poison reversed) three times daily, without needing contact or the arms.
More: Monsters starting with H · Savage Coast monsters · All monsters A-Z
| Talbot | Tyger | Unicorn | Wyvern | |
|---|---|---|---|---|
| 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) | High (13-14) |
| Treasure | Nil | Nil | Nil | Nil |
| Alignment | Neutral | Neutral | Neutral | Neutral |
| No. Appearing | 1 | 1 | 1 | 1 |
| Armor Class | 6 | 6 | 2 | 3 |
| Movement | 24 | 12 | 24 | 6, Fl 24 (D) |
| Hit Dice | 6+2 | 8+1 | 6+6 | 7+7 |
| THAC0 | 15 | 13 | 13 | 13 |
| No. of Attacks | 1 | 3 | 3 | 2 |
| Damage/Attack | 2d4 | 1d4/1d4/1d10 | 1d6/1d6/1d12 | 2d8/2d3 |
| Special Attacks | Nil | Rear claw | Charge, dispel magic | Poison, stealth |
| Special Defenses | Invisible at will | 20% attack evasion | Special saves | Nil |
| Magic Resistance | 25% | Nil | 15% | 20% |
| Size | M (5' long) | L (9' long) | M (6' long) | M (6' long) |
| Morale | Fanatic (17-18) | Elite (13-14) | Fearless (19-20) | Champion (15-16) |
| XP Value | 1,400 | 3,000 | 5,000 | 4,000 |