Showing posts with label Inuit. Show all posts
Showing posts with label Inuit. Show all posts

Sunday, July 29, 2012

Death Shrew

"Here is one like the shrew-mouse of the land; but this one always lives on the ice of the sea, and whenever it sees a man it darts at him, entering the toe of his boot and crawling all over him. If the man keeps perfectly quiet, it will leave him unharmed. But if he is a coward, and lifts so much as a finger to brush it away, it instantly burrows into his flesh going directly to his heart and causing death."
- Clara Kern Bayliss, A Treasury of Eskimo Tales



DEATH SHREW
No. appearing:1d6
AC: 14 (LotFP)
Move: 60'
Hit dice: 1
Attacks: 1
Damage: death
Special: burrow into heart

The Death Shrew is a creature that was made by the creator-god Raven as a way to punish humans for their cowardice. This monster has the ability to chew through cloth and leather, and uses this ability to burrow through the boots of its victims and crawl up their body. Once the Death Shrew is on the person's body, they must stand very still and not show any fear of the creature as it crawls all over them. If they move at all, the Death Shrew will burrow through their flesh into their heart. A successful saving throw (DEX or vs. death) will allow the character to pull the Death Shrew out before it reaches the heart, instead only taking 1d4 damage. However if the saving throw is failed the character will be killed instantly.

It is strange that although the Death Shrew was made to test one's bravery, it is knowledge and forewarning that is more likely to save the victim. Some say that Raven was mad when he made this and other monsters, for they do not do as he intended. Others claim that there are two Ravens, and the one who created these and other monsters is not the same as the one who created Man.

Saturday, July 28, 2012

Grasstop Lurker

On the way they came to a dry lake bed in which tall grass was growing very thickly, and lying on the very tips of the grass was a large animal, yet the grass did not bend with the weight. It was a strange-looking animal with a long head and six legs, the two hind ones unusually large; the forelegs short; and a small pair under its belly. The hair around the feet was very long, but all over the body there was fine, thick hair. From the back of the head grew short, thick horns which extended forward and curved back at the tips. The animal had small eyes, and was of darkish color, almost black.
"These animals can sink right into the ground and disappear," said Raven. "When the people want to kill one of them, they have to put a log under it so it cannot sink. It takes many people to kill one, for when the animal falls on the lower log, other logs must be placed above it and held down, while two men take large clubs and beat it between the eyes till it is dead."
- Clara Kern Bayliss, A Treasury of Eskimo Tales

GRASSTOP LURKER
No. appearing:1d4
AC: 16 (LotFP)
Move: 80'
Hit dice: 3
Attacks: 3
Damage: 1d6/1d6 (claws) 1d8 (bite)
Special: balance, intangibility
 
The Grasstop Lurker is a monster found in the sky lands above the world, which are also inhabited by celestial dwarves and raven people. The Lurker is sometimes aggressive toward the sky people, but will always attack travelers from the world below. It is usually found lying on top of tall grass or sliding very slowly across the grass. 
 
The Lurker has an uncanny ability to balance on thin strips, points, unstable surfaces, etc., without putting any pressure or weight upon the surface. It usually uses this ability to remain atop the grass that is its hunting ground.
 
The Lurker also has the ability to become intangible at will and then to sink into the ground. In this state the Lurker can pass through anything except for wood. If it has grabbed an enemy, they will become intangible as well and it may carry them down beneath the earth to devour them at leisure.

The Lurker's preferred tactics are to ambush its victims, grab them and carry them underground, using its intangibility to escape retaliation. If pursuing a group of lowlanders, it will pick them off one at a time. However, one of this monster's weaknesses is its laziness - when it is not actively engaged in hunting, it can usually be found drowsing atop the grass, at which time it is vulnerable.

Thursday, July 26, 2012

Dogtooth Reindeer

There are reindeer which came from the sky and which have teeth like dogs. They were once common and anyone could see them, but now only the priests can see them. They live on the plains, and have a large hole through the body back of the shoulders. If the people, who can see them, mistake them for common reindeer and shoot at them, the arrow falls harmless, for no ordinary weapon can kill them.
- Clara Kern Bayliss, A Treasury of Eskimo Tales

DOGTOOTH REINDEER
No. appearing:2d4
AC: 15 (LotFP)
Move: 120'
Hit dice: 4
Attacks: 1
Damage: 1d8 (bite) or 1d6 (horns)
Special: hit only by +1 or better weapons

Resembles an ordinary reindeer upon casual inspection. Only when you get close can you see the teeth. Extremely aggressive if attacked, even by nonmagical weapons which cannot harm it. Will pursue enemies and devour their corpses.

Kalopaling


KALOPALING
No. appearing: 1
AC: 18 (LotFP)
Move: 30', 120' swimming
Hit dice: 3
Attacks: 1
Damage: 1d8
Special: stuff into hood, death throes

Kalopaling is an ancient creature that dwells beneath the surface of the ice. He swims like a seal but looks like a human, except for his feet which are very large and unwieldy. He wears clothing made from black-and-white duck skins.

Kalopaling has a huge hood on his back. After he has grabbed a victim, he will stuff them into his hood where they will vanish forever if they are adults, or become his captives if they are children. The captives of Kalopaling live underwater with him and never grow old. They sometimes come up to breathe, but never want to be parted from Kalopaling or returned to their family. They have a seaweed rope tied around them for Kalopaling to pull them back in.

If a parent ever wishes for their child to be taken away from them, Kalopaling can come to claim the child. While claiming a child he can move very quickly even over land.

A harpoon made of walrus bone will slay Kalopaling instantly if it pierces him. The death throes of Kalopaling are so terrible to behold that no-one has ever described them. Those who see the death throes are cursed to die within one week. The flesh of Kalopaling is poisonous.

Kalopaling's preferred tactics are to attack small boats or people walking on thin ice. He will not leave the water if he can help it, except to claim a child or to sleep. Kalopaling has a small and secret island where he sleeps, but its location is unknown.

Source: Clara Kern Bayliss, A Treasury of Eskimo Tales.