Monster Monday: Beastmen of the Iron Coast

In my Iron Coast campaign, so far the players have fought two breeds of beastmen. One is the average, goblin-sized vermen that have infested the Lichway so far while the other is goat-like beastmen of the Herd (I still don't have a good name for these guys, and am gladly taking suggestions). All stats are in ACKS fomat.


There are two sorts of vermen found in the Lichway, the smaller (kobold-like) scurrylings and the larger (goblin-like) gnawers. So far, the Iron Coast players have only faced gnawers, but at least one tribe of scurrylings dwells deep within the Lichway.

[EDIT] One in ten vermen is a carrier for one disease or another. The Judge should determine which (if any) vermen in a group is a carrier (I suggest merely counting off every tenth verman as a carrier). These carriers will eschew weapons and instead attack with their bite or (if applicable) claws in an attempt to infect their foes. Anyone stricken by a carrier must make a saving throw versus Poison/Death (the throw target number is modified by an amount equal to the verman's Morale modifer; thus, a scurryling carrier with a Morale modifier of -2 is saved against by a 1st-level fighter on a 12+ instead of a 14+) or take 1d3 points of Constitution damage; the victim must then make a saving throw against the disease on the following day or take another 1d3 points of Constitution damage and so on, each day making a saving throw until he has successfully saved against the disease. Any character who reaches a 0 Constitution due to this damage dies. Constitution lost in this manner returns at the rate of one point per day after a successful saving throw is made (or a Cure Disease spell or the like is cast). [/EDIT]


% in Lair: 35%
Dungeon Enc: 4d6 gang; 1 mob (lair)
Wilderness Enc: Mob (1d6 gangs); Warren (1d10 mobs)
Alignment: Chaotic
Movement: 60' (20'; climb 60'/20')
Armor Class: 2
Hit Dice: 1d4
Attacks: 1 weapon or bite
Damage: Bite 1d3 or as weapon -1
Save: 0 level human
Morale: -2
Treasure Type: E (per mob)
XP: 5

Scurrylings are excellent climbers who can move across sheer surfaces as swiftly as across ground. They commonly ambush their foes from above. Smaller and less intelligent than other breeds of vermen, scurrylings are the lowest rung of vermen society, often enslaved and exploited by gnawers, 'possum brutes and other, larger sorts of vermen.


% in Lair: 35%
Dungeon Enc: 2d6 gang; 1 mob (lair)
Wilderness Enc: Mob (1d12 gangs); Warren (1d10 mobs)
Alignment: Chaotic
Movement: 60' (20'')
Armor Class: 2
Hit Dice: 1d8-1 (or 1d6 if the Judge prefers)
Attacks: 1 weapon or bite
Damage: Bite 1d4 or as weapon
Save: 0 level human
Morale: -1
Treasure Type: E (per mob)
XP: 5

Larger than scurrylings but smaller than dwarves, gnawers are the most populous vermen breed. Gnawers worship cthonic powers of Chaos and are often led by warped and mutated chiefs and shamans who the gnawers see as "blessed" by these Chaos Lords.

The Herd

Within the Lichway, the only beastmen of the Herd to be encountered are the so-called goatmen. The Herd is a sort of metaphysical hive mind, a collective subconscious that drives otherwise chaotic beastmen into a semblance of order. Due to the Herd, hierarchies and chains of command are established that make the beastmen of the Herd far more dangerous than other breeds of beastmen for one simple fact: they are organized.


% in Lair: 25%
Dungeon Enc: 1d12 gang; 1 mob (lair)
Wilderness Enc: Mob (1d6 gangs); Herd (1d10 mobs)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 3
Hit Dice: 1d8+1
Attacks: 1 weapon or gore
Damage: Gore 1d6 or as weapon
Save: F1
Morale: +1
Treasure Type: E (per mob)
XP: 15