They are tied to the fortunes of a family. As the house gains in size and influence, its beast's HD increases. A new and minor house's beast has 1 HD. The royal family has two or three 10 HD beasts.
These creatures appear to sprout from a steel breastplate like an unruly houseplant. They generally drop to all fours to move, standing somewhat awkwardly in combat or when wielding their implements.
Heraldic beasts cannot have more than 10 HD. They split into two beasts if their family's influence would push them above such; the split need not be even. Few houses with more than one heraldic beast survive long before a schism.
HD 1 to 10
AC Breastplate
Bite Average
Move As human
Int Cunning
Morale Average
Heraldic Morale: Members of the family the beast embodies who can clearly see and hear it use its Morale or their own, whichever is greater.
The beast is normally fearless, only rolling its Morale when in beast duels.
Beast Duels
A common way to resolve disputes between nobles.
First a region for the contest must be agreed upon. This can take years if the nobles involved are more concerned with saving face than actually dealing each other harm. Disagreements over a duel's boundaries have been known to spark further duels, however.
The borders of the agreed region are clearly marked with flags bearing each nobles' colors and symbols. Each party is expected to contribute equally to the production of these flags, a fact which tends to prevent less-wealthy houses from competing with those with more capital or risk bankrupting themselves before the challenge begins.
Once the area has been marked by retainers, each house's heraldic beast is escorted to an opposing edge. The beasts understand the intent of this challenge, and will not willingly pass the flagged boundaries once engaged.
Within the boundaries, once a house's beast breaks from or submits in combat, the challenge is over. The family loses whatever stakes or honor were placed on the challenge, and will generally lose influence over the next few years, causing the beast to lose HD as well. A beast which defeats a higher HD beast is likely to earn status for its family and increase in HD accordingly.
Having one's heraldic beast kill another in such a contest is not unheard of but is considered distasteful in the same way as assassinations are.
Familiars
Several heraldic forms grant a beast the ability to cast find familiar. They can have as many familiars at a time as they can cast the spell in a day. The forms their familiars take are favored as pets and guardians by members of their families.
Sample Heraldic Beasts
Heraldic beasts are traditionally given plural names which indicate ownership by their family.
The Bards of Shaelie
HD 9 AC Breastplate Two Bites Average
Move As human Int Human Morale High
Owl: Only surprised 1-in-6
Crown: Increase Morale.
Ivy: Cast find familiar 1/day (it's a mass of vines and fruits).
Paws: Increase stealth.
Two-headed: Roll another head.
Crow: Increase Int
Torch: Sheds light as a torch. Easier to see.
Arrows: Cast magic missile 2/day.
Familiar: A mossy sparrow.
The Gungutch Reapers
HD 2
AC Breastplate
Bite Average
Fly As horse
Int Cunning
Morale High
Lion: Increase Morale
Chained collar: Cast find familiar 1/day.
Spots: Increase stealth.
Hooves: Increase Move.
Winged: Grant a flying speed equal to its normal Move.
Farm implement: A slow but average-damage melee attack. Cast find familiar 1/day.
Fruit: Cast cure light wounds 2/day.
Familiars: A farm mouse. A farm cat.
The Nagas of Yenwidge
HD 4
AC Breastplate and Shield
Horns Average
Move or Swim As human
Int Cunning
Morale Average
Ram: Horn attack instead of bite.
Mane: Increase armor.
Stars: Sheds candlelight; cast magic missile 1/day.
Fins: Grant a swimming speed equal to its normal Move. Can hold its breath for an hour.
Long neck: Head attacks gain reach. Extra visible.
Spear or trident: An average-damage melee attack with reach.
Sword: An average-damage melee attack.
Penthilette's Bitter Herd
HD 5
AC Breastplate and Shield
Bite Heavy;
Antlers Average
Move As horse
Int Cunning
Morale High
Boar: Increase bite damage.
Antlers: Increase or gain horn attack.
Wounds: Ignores lesser injuries (such as those which would deal less damage than its HD).
Hooves: Increase Move.
Dangerous tail: Stinger: An additional poison attack.
Shield: Add +shield to armor.
Flowers or herbs: Cast sleep 1/day. Cast protection 1/day.
Heraldic Forms
Any spells are cast as a caster level equal to the beast's HD.
The head reminds you of a (d12)
- Lion: Increase Morale.
- Fox: Increase Int.
- Serpent: Poisonous bite.
- Eagle: Only surprised 1-in-6.
- Stag: Horn attack instead of bite.
- Wolf: Increase bite damage.
- Ram: Horn attack instead of bite.
- Owl: Only surprised 1-in-6.
- Crow: Increase Int.
- Horse: Increase Move.
- Dragon: Increase bite damage.
- Boar: Increase bite damage.
The head is adorned with (d10)
- Crown: Increase Morale.
- Mane: Increase armor.
- Chained collar: Cast find familiar 1/day.
- Tusks: Increase bite damage.
- Antlers: Increase or gain horn attack.
- Flames: Attack also deals average fire damage.
- Long tongue: Speak (but not understand) any language.
- Beard: Increase Int.
- Horns: Increase or gain horn attack.
- Floating crown: Cast bless 1/day.
The beast is covered in (d8)
- Lurid colors: Extra visible. Extra intimidating. Decrease stealth.
- Spots: Increase stealth.
- Scales: Increase armor.
- Mist: Cast fog cloud 1/day.
- Ivy: Cast find familiar 1/day (it's a mass of vines and fruits).
- Wounds: Ignores lesser injuries (such as those which would deal less damage than its HD).
- Stars: Sheds candlelight; cast magic missile 1/day.
- Shell: Increase armor greatly; lower Move.
Its limbs tend towards (d6)
- Claws: An additional average-damage claw attack.
- Paws: Increase stealth.
- Fins: Grant a swimming speed equal to its normal Move. Can hold its breath for an hour.
- Talons: A fast but low-damage claw attack.
- Hooves: Increase Move.
- No forelimbs. Anything it wields floats. Roll again for hindlimbs.
Oh, and (d4)
- Winged: Grant a flying speed equal to its normal Move.
- Long neck: Head attacks gain reach. Extra visible.
- Two-headed: Roll another head.
- Dangerous tail: Roll another d4:
- Stinger: An additional poison attack.
- Another head (roll d12): It can bite and speak.
- Spiked ball: An additional slow but heavy-damage attack.
- Dazzling display: Cast charm person 1/day
Each heraldic beast wields two implements (d20 twice)
- Sword: An average-damage melee attack.
- Spear or trident: An average-damage melee attack with reach.
- Axe or mace: A slow but heavy-damage melee attack.
- Dagger or knife: A fast but light-damage melee attack.
- Farm implement: A slow but average-damage melee attack. Cast find familiar 1/day.
- Torch: Sheds light as a torch. Easier to see.
- Shield: Add +shield to armor.
- Arrows: Cast magic missile 2/day.
- Harp: Cast charm person 2/day.
- Orb: Cast light 2/day.
- Bell: Cast alarm 2/day
- Lightning: Cast light 1/day. Cast magic missile 1/day.
- Banners: Cast find familiar 2/day.
- Fruit: Cast cure light wounds 2/day.
- Book: Cast detect magic 2/day.
- Flowers or herbs: Cast sleep 1/day. Cast protection 1/day.
- Shells: Cast silence 1/day.
- Key: Cast knock 1/day.
- Horn: Force a morale roll 1/day on all who hear. Enemies who fail break. Allies who had previous failed a morale roll rally.
- Wheel: Re-roll a saving throw 1/day.
See also
http://www.1km1kt.net/rpg/dragons-of-blood-and-water