Wednesday, 2 March 2011


Malaphaunts are strange creatures found in the lush jungles of Aussar.  Their popularity as war beasts comes from their tendency to attack large structures and trampling smaller creatures underfoot.  While difficult to train, the horrific aspect of the beast in battle has broken hardened troops - with some justification!  Seeing your knight get plucked from his horse then crushed and eaten changes you. 

Number: 0 (2d6)
Alignment: Neutral
Movement: 120'(40')
Armour Class: 4
Hit Dice: 12
Attack: 4 tentacles or 1 trample
Damage: 2d4/2d4/2d4/2d4 or 4d8. 
Save: F6
Morale: 8
Hoard Class: None

This sinister beast is an elephantine beast with rubbery ochre hide and four barbed tentacles where it's trunk and tusks should be.  Beneath these is a squid-like beak.  Their tentacles lash out at enemies and can reach up to 10' away.  Each tentacle that strikes grasps their target and constricts for 1d4+1 automatic damage each round.  All four tentacles can grasp a single man-sized opponents, smaller foes can only be hit by two tentacles.  A tentacle can be severed if it takes 10 points of damage or more damage in a single blow using an edged weapon.  Those constricted by tentacles for more than one round are automatically bitten by the beak for 1d6 damage.  A malaphaunt can grapple a building and do 1d6+2 structural damage with it's tentacles and gnawing beak.
The malaphaunt prefers (1-4 on d6) to trample foes and against man-sized or smaller foes gets a +4 bonus to hit.  While a malaphaunt doesn't keep treasure, the barbs on it's tentacles are quality ivory worth 1d4x50gp.


  1. Interesting creature. A good mount for aliens--or maybe just people from a more exotic culture as you have here.

  2. No reason you couldn't combine the two in a weird "The Lost World" style affair. Wonder if you can transplant Expedition to the Barrier Peaks onto the Isle of Dread?


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