The Rope bestiary is a collection of creatures for the Rope rules.
The creatures are grouped in the following categories
Animals are just ordinary non-sentient creatures that roam the world. Just like the wolves, deer, birds and whatnot of earth.
Mammals are warm-blooded, and most often fur covered creatures. In this book even Marsupials are counted to the mammal category, for simplicity. Mammals exist in water, in air and of course on land. Most mammals give birth to living young.
The Ratatorsk is a rodent about 20 cm in length plus 10 cm long tail. They are most often brown, or dark brown in color.
In nature the Ratatorsk live in swarms of 10-20 individuals. Usually in a dead tree that they hollow out.
The Ratators is a surprisingly intelligent for a creature of it's size. It is very easy to train it. It can even learn to understand simple speech. It also has a long memory. All of these traits make it an ideal spy.
Reptiles are cold-blooded creatures, who often bask in the sun to warm themselves. Amphibians are also in this category for simplicity. Because they are cold-blooded reptiles usually exist only in warm, or temperate climates. Some spieces can hibernate, and can thus exist in colder areas. Reptiles can be found in the air, on land and in water. Reptiles most often lay eggs, but some spieces are known to give birth to live youg.
This is not a real grouping, but rather a collection of animals that do not fit into any other categor. In here you will find Fish, insects, plants, etc...
Beasts are creatures with some seemingly super-natural powers. They do not have any kind of Magical ability.
These beasts travel by walking, slithering or crawling in or on land.
Beasts that have wings can usually fly. Just like an animal with wings.
These beasts live in the seas or other water supplies.
Magical Beasts are similar to beasts, except that they have magicla abilities or are created by magic. In any way they are closely tied to magic, and they all have an aura of magic.
Magical Beasts that travel by walking, slithering or crawling, on or sometimes in ground.
The Azar are are a reptile race which have an unusual property; they are totally immune to external wounds and disease. Every single Azar can only hurt by one thing, and that varies from individual to individual. Fire, bone, steel and gold are but a few examples.
The Azar resemble a cross between an alligator and a kangaroo. They stand on powerful hind legs (with sharp claws), have a thick tail and their hands seem short compared to the hind legs, but they still have a reach equal to humans. An average sized male Azar is about two meters tall. As the Azar are lizards they have scales all over their body, and bony ridges along their back and tail. Their maws are full of sharp teeth. Although they seem to be one species the Azar have a surprising variation in colouring. Most often they seem to be different shades of green or brown, but emerald blue and even gold coloured individuals have been sighted. The colour seems to be keyed to their vulnerability, but this has not been proved.
An Azar moves like a kangaroo, by hopping. Their sharp claws allow them to grip almost any surface. It has been recorded that an Azar has travelled four days without rest, while maintaining an almost constant speed of 30km / hour. Azar can also jump very high, this is how they climb. They jump up to 6 m high and ram their claws into the surface, and if they need to scale higher they do another incredible leap from the (nearly) vertical surface.
Azar can seemingly digest anything, actually they eat what they are vulnerable to; e.g. a gold-Azar would eat the precious metal. Since they have only one vulnerability they have no natural enemies, except other Azar. As said Azar are totally immune versus everything, except their vulnerability, which can be almost anything. Most common vulnerabilities are: wood, bone, metals, magic, an element(fire, and earth are the most common). This mysterious immunity leads one to believe that the Azar originate from magic, though nobody knows when, where or how they came to be.
Azar are very territory oriented. They have strict territories, and are usually very strict about invasion. Luckily they don't consider other creatures (like humans) as intruders. They are thus alone most of the time. Every now or then a male and a female might meet. If they fancy each other (and it seems that if they have different vulnerabilities) they will mate. 1 year later the female will lay three to six (3 - 6) eggs of varying colour. These eggs are about 30 cm in diameter, and perfectly round. Two years later they hatch. The 50 cm tall young ones will stay with their mother for about two to three years, during which they learn to walk, talk and act like an Azar. They also grow at least a full meter during this period.
For some unknown reason the Azar like to carry the very thing that they are vulnerable to. Like a bone club, if they are vulnerable to bone, etc. It also seems that their vulnerability is something that they can easily master. To use the same example of a bone-Azar, it would most likely have many fine bone instruments and sculptures at its lair. An elemental-Azar seems to be able to manipulate the element and create magical things like a statue of fire, etc. These "treasures" are most probably just food reservoirs.
Winged Magical Creatures can usually fly.
Magical Beasts that are native to the seas. This category includes mermaids and sea-serpents.
Elemental beasts are creatures that originate from one of the four elemental planes. They are grouped by their element.
The creatures that are native to the plane of air.
The creatures that inhabit the plain of earth.
When in rest a stonejaw looks like a pile of boulders, just like any other. When they rise the boulders form rough arms and legs, and the whole being is some 5 meters tall. The boulders are held together by some magical way. When a stone jaw moves it sounds like someone would grind stone. The voice of a stonejaw is low but has an occasional creak (as if stones were ground together). The age of a stonejaw can be roughly measured by the size and amount of boulders that form its body. More and smaller boulders means an aged stonejaw. It is assumed that an ancient stonejaw would be mostly gravel. A young adult might be as few as 6 boulders.
Stonejaws live together in groups of 2 to 7 individuals. Together they search for rich mineral deposits, which they use for nourishment. Stonejaws are elemental creatures native to the elemental plane of earth. As such they have no natural enemies, but frequently fight with trolls over territories.
Stonejaws are extremely dense creatures. They only think about one thing at a time, and only rarely change their minds. Thus they are virtually immune to mind-effecting spells. They live in small family groups of 2-5 stonejaws. They like to lie and bask in the sun near a cave, which they use as a food mine. Sometimes a ruin on top of a hill might be a stonjaw family taking a nap!
In combat stonejaws try to crush their opponent by smashing into them. They move very fluently and are surprisingly quick in their reactions. Being made of stone, swords do little harm, unless enchanted, so stonejaws are virtually fearless combatants (if they can be bothered to do battle).
If a stonejaw is summoned to the compound plane they only rarely want to leave. Since they have almost no competition here life is simple for a stonejaw, thus they must be forced to leave if the summoner does not want them around (which is generally a good idea). If anyone manages to befriend a stonejaw, this friendship will last for life, since stonejaws have excellent memories, but if one manages to anger a stone jaw....
Creatures that inhabit the plain of fire.
Creatures native to the plain of water.