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Heraldic Servant, General

As a reward for a successful quest, sometimes Immortals bestow a heraldic servant to the head of a deserving noble family or a warrior in their service. The servant is incorporated into the design of the family coat of arms, remaining as part of the inheritance when the original bearer passes away.

These servants are highly intelligent, bestow special abilities on their bearers, and provide services as required. Twenty-one types of heraldic servants are known to exist. Some are noted only in legends and family histories, but 18 are currently serving bearers along the Savage Coast. More than one of each type of heraldic servant may be reported, but each servant is unique created by an Immortal for a particular family.

Heraldic servants each possess three forms: one inactive and two active. The inactive form appears on the coat of arms; it can be worked into the design however a person wishes as the central element on the shield, part of the crest, or as one of the supporters. For example, the Emperor of Eusdria displays his eagle servant as the main feature on his coat of arms. The eagle is fully spread out, its wings and tail dividing the field into three areas. Regardless of how many times a servant appears on the coat of arms, only one such creature can be summoned.

The primary active form of the heraldic servant is a man-sized version of the creature (regardless of original size). Perfectly formed, each has abilities and magical powers roughly comparable to their real world equivalents. All heraldic servants possess a High Intelligent or better.

The second active form is a humanoid one, retaining characteristics that relate to the natural form. For example, the humanoid form of the dragon is covered in scales, still possesses deadly claws, and retains facial features consistent with a dragon.

The Red Curse: Heraldic servants never acquire Legacies or become Afflicted.

Combat: Heraldic servants attack with natural weapons when in their true forms. Those who would seem to be out of their element, like the dolphin servant of Savaria's Baroness, are suspended in magical fields that allow them to approximate normal movement. Combat statistics such as AC and hit points never change between natural and humanoid form, but methods of physical attack might. All servants have special magical abilities of some type, from spell immunities to breath weapons; these are available in either form unless otherwise noted.

A heraldic servant will willingly wade into battle if its bearer so orders; if in one of its active forms, the servant automatically moves to defend the bearer unless specifically ordered not to interfere. However, because the heraldic servant is such an immense sign of prestige and because it can be killed, it is usually relegated to the safer activities of heralds or emissaries. Heraldic servants can only be killed when in active form.

Special Abilities: A heraldic servant may be summoned at any time by its rightful bearer. The rightful bearer is the person originally granted the heraldic servant, or the head of the family after the original bearer's passing. If three successive generations prove themselves unworthy according to the judgment of the Immortal, the servant will be taken away and not returned until two successive generations prove their worth.

A heraldic servant also acts as a familiar to its rightful bearer. When the servant is in active form, a telepathic link exists between it and the bearer, extending up to one mile. This link allows them to share thoughts and sensory impressions. The bearer gains the benefits of being one experience level higher in all respects, regardless of character class. The bearer also gains the spell immunities and an equivalent level of magic resistance that the heraldic servant naturally possesses. Other special abilities belonging to heraldic servants are covered in the individual descriptions.

If the servant is in its inactive form, the bearer gains the bonus experience level and magic resistance by personally carrying the coat of arms on which the heraldic servant rests. No other abilities are gained unless specifically mentioned in the individual servant descriptions. No penalties apply if the servant is out of range or the coat of arms is not being carried, but the death of a heraldic servant removes all bonuses and permanently drops the bearer two levels of experience. A deceased servant is withheld until that bearer passes on and a new generation assumes control of the family line, at which time it returns, appearing at the deathbed.

Habitat/Society: The heraldic servant is devoted to its bearer. They never entertain notions of freedom or treachery, and their alignments will either remain neutral or match those of the bearers. The creatures prefer their natural forms, but hold no resentment at being forced to become humanoid. Heraldic servants are magical creatures, requiring no food or sleep. A heraldic servant does not normally collect treasure, though it might be carrying valuables belonging to its bearer, and it never gains experience. A servant could appear in any climate or terrain, though bearers rarely allow their servants to range very far.

When taking on an active form, the heraldic servant seems to emerge directly from its position on the coat of arms. When returning, the servant must touch the coat of arms it is to become part of. In this manner, the servant may be transferred to a new coat of arms.

Heraldic Servant

 

Aurochs

Bear

Bee

Dolphin

CLIMATE/TERRAIN:

Any

Any

Any

Any

FREQUENCY:

Very rare

Very rare

Very rare

Very rare

ORGANIZATION:

Solitary

Solitary

Solitary

Solitary

ACTIVITY CYCLE:

Any

Any

Any

Any

DIET:

Nil

Nil

Nil

Nil

INTELLIGENCE:

High (13-14)

High (13-14)

Exceptional (15-16)

Genius (17-18)

TREASURE:

Nil

Nil

Nil

Nil

ALIGNMENT:

Neutral

Neutral

Neutral

Neutral

NO. APPEARING:

1

1

1

1

ARMOUR CLASS:

4

5

5

4

MOVEMENT:

16

12

8, Fl 36 (C)

20, Sw 30

HIT DICE:

7+2

6+6

6+4

4+4

THAC0:

13

13

13

15

NO. OF ATTACKS:

1

3

1

1

DAMAGE/ATTACK:

1d6

1d10/1d10/2d8

2d6

2d4

SPECIAL ATTACKS:

Charge

Hold person, hug

Poison sting, fear

Spells

SPECIAL DEFENCES:

Spell immunity

Spell immunity

Nil

Special saves

MAGIC RESISTANCE:

25%

20%

35%

15%

SIZE:

M (4' long)

M (6 1/2' tall)

M (5' long)

M (5' long)

MORALE:

Champion (15-16)

Fearless (19-20)

Champion (15-16)

Fearless (19-20)

XP VALUE:

3,000

3,000

3,000

3,000

Aurochs

The aurochs looks very much like a buffalo or bison. Its body is covered in coarse brown hair, and it has horns and close-set, black eyes. The head of the beast is covered in black, shaggy hair that hangs down in a thick beard across its chest. Its humanoid form looks very much like a minotaur, only with aurochs colouring.

The aurochs attacks using its horns. With a running start, it can charge for double damage (2d6). On a successful charge, it also gains a trampling attack, which inflicts another 2d4 points of damage (with another successful attack roll). Trample victims who have not already attacked lose their initiative that round.

As a humanoid, the aurochs servant carries a large halberd, and it fights as a 7th-level warrior with a +2 damage bonus. It can also choose to use a halberd, battle axe, or lance (even a magical one) if given one by its master. Whatever weapon it holds when reverting to natural form is the weapon it will possess the next time it becomes a humanoid. The head of the aurochs is considered to have an AC of 0, and the creature is immune to any mind-affecting spells.

Baron Calturix of Nemausa is the only known bearer of the aurochs servant, though many consider him unworthy. In addition to the normal shared abilities, the bearer of an aurochs servant also gains a +2 damage bonus with each of the three weapons listed while in telepathic contact with the heraldic servant.

Bear

The bear servant is covered in dark brown fur with light brown highlights around its eyes and paws. It typically walks upright, especially in combat, but can drop down to all fours for a better movement rate (18). Its humanoid form is not so very different; it becomes a tall, stocky human with the pinched face of a bear, claws for hands, and a light covering of fur over its body. The humanoid form gains a normal movement rate of 18.

This creature possesses an 18/00 Strength and has razor sharp teeth, which together account for its ability to inflict massive amounts of damage. In both forms, this servant attacks with its front claws and a vicious bite. In its natural form, the bear can attempt a hug if either claw attack hits. This attack requires a successful attack roll and inflicts an additional 2d8 points of damage.

Three times per day, the bear can hold person as per the 2nd-level priest spell. This heraldic servant is also completely immune to all charm and hold spells. However, it is strangely susceptible to the sleep spell; if it fails a magic resistance check against this spell, the bear must return to its coat of arms (by normal travel) and spend one turn in its inactive form.

The only known bearer of this heraldic servant is the Count of Harstal. When carrying the coat of arms as a shield, the bearer gains an 18/00 Strength unless the creature is active and more than one mile away. The bearer does not gain the ability to hold person or the susceptibility to sleep, but all other magical defences do apply.

Bee

This creature looks like a man-sized bumblebee. Its body has two segments, the thorax supporting six large legs and a pair of wings with an 8-foot wingspan. The abdomen, which boasts the creature's large stinger, is much larger. The head has two manipulative feelers near its mouth and large, multifaceted eyes. Short, yellow, bristly hair covers most of the body, but the lower abdomen is striped with thick bands of yellow and black.

In humanoid form, the creature retains the wings and multifaceted eyes (movement rate now becomes 18, Fl 24 C). Otherwise, it appears human except for yellow and black striped, bristly hair. In both forms, the bee possesses 90-foot infravision.

In combat, the bee servant can sting for 2d6 points of damage. The victim must attempt a saving throw vs. poison with a -2 penalty. Success means the victim takes only another 2d6 points of damage. A failed saving throw indicates that the victim is paralysed for one round and takes an additional 5d4 points of damage. The bee also has a 10-foot aura of fear that affects only its opponents.

In humanoid form the bee servant loses its stinger but can attempt to touch an opponent, thereby inflicting the poison effect. The bee in humanoid form can also wield a dagger with proficiency.

Magus Rex, Wizard King of Herath is the only known bearer of this heraldic servant. The bee does not impart the power of flight to its bearer. However, while in telepathic contact with the servant or carrying the coat of arms with the inactive servant inside, the bearer can use the poison touch at half damage three times per day and the fear aura once per day.

Dolphin

As one would expect, this heraldic servant looks like a large dolphin with tough, blue-grey skin, a white underbelly, and some light blue streaks along its sides. It can move with incredible speed, hovering a few feet off the ground and propelling itself as if swimming. In humanoid form, it appears mostly human with webbed fingers and toes, gills just under the jaw line, blue-grey skin, and no body hair. As a humanoid, its movement rate is reduced to 18 and its swimming ability to 16. The dolphin servant can still communicate with other dolphins while in this humanoid form.

The dolphin servant is a spellcaster, able to work magic as an 8th-level wizard regardless of active form. In its natural state it cannot use spells which require material components, but flipper motions and dolphin speech suffice for the somatic and verbal components. As a humanoid it is suitably robed, can carry material components, and often possesses two minor magical items (such as wands). The dolphin servant has no spell book but can be provided with one that will be magically absorbed when transforming into its natural form.

The dolphin servant uses a hard-hitting ram attack in its natural form. As a humanoid, it can wield any weapon available to the wizard class but retains a THAC0 of 15. This creature makes all saving throws as if it were an 8th-level wizard.

The Baroness of Savaria is the dolphin servant's only known bearer. While in contact with the heraldic servant or carrying the coat of arms, bearers gain the creature's saving throws (if better than the ones they already have). While in telepathic contact, the bearer can also breathe water and cast any 1st-level spells known by the dolphin servant.

Heraldic Servant

 

Dragon

Eagle

Griffon

Horse

CLIMATE/TERRAIN:

Any

Any

Any

Any

FREQUENCY:

Very rare

Very rare

Very rare

Very rare

ORGANIZATION:

Solitary

Solitary

Solitary

Solitary

ACTIVITY CYCLE:

Any

Any

Any

Any

DIET:

Nil

Nil

Nil

Nil

INTELLIGENCE:

High (13-14)

Exceptional (15-16)

Exceptional (15-16)

High (13-14)

TREASURE:

Nil

Nil

Nil

Nil

ALIGNMENT:

Neutral

Neutral

Neutral

Neutral

NO. APPEARING:

1

1

1

1

ARMOUR CLASS:

0

6

3

6

MOVEMENT:

12, Fl 30 (C)

6, Fl 48 (C)

12, Fl 30 (C)

16, Fl 16 (C)

HIT DICE:

7+7

5+2

7+2

5+2

THAC0:

13

15

13

15

NO. OF ATTACKS:

3

3

3

3

DAMAGE/ATTACK:

1d10/1d10/3d6

1d8/1d8/2d6

1d4+1/1d4+1/2d8

1d8/1d8/1d6

SPECIAL ATTACKS:

Breath weapon, tail

Dive

Spell effects

Kick

SPECIAL DEFENCES:

Nil

Majestic aura

Need +1 weapon to hit

Regeneration

MAGIC RESISTANCE:

15%

30%

25%

30%

SIZE:

M (6' tall)

M (6' tall)

M (7' long)

M (6 1/2' long)

MORALE:

Champion (15-16)

Fanatic (17-18)

Fearless (19-20)

Fanatic ( 17-18)

XP VALUE:

6,000

2,000

4,000

2,000

Dragon

This heraldic servant is a small dragon, standing six feet tall. This servant has iridescent green scales and the usual dragon features, including a large set of leathery wings.

As a humanoid, the dragon loses the wings, tail, and much of its mass. It is still covered in scales and possesses vicious, claw-like hands; bright, amber eyes; and an extended mouth filled with sharp teeth.

Similar to a regular dragon, the dragon servant attacks with its claws and teeth. It can tail slap anyone standing behind it for 2d6 points of damage, and three times a day, it can let loose a fiery breath weapon, inflicting 6d8 points of damage. The breath weapon is made in lieu of physical attacks and is also available in humanoid form. As a humanoid, the dragon servant fights as an 8th-level fighter, relying on its natural weapons (which are now reduced to 1d6/1d6/2d6) or wielding a two-handed sword. If desired, the dragon servant arrives with a +1/+3 two-handed sword, which is absorbed when it takes dragon form.

The only known bearer of the dragon servant is the King of Robrenn, who allows the dragon to spend a lot of time in natural form. The dragon servant is perhaps the most prestigious of the heraldic servants, truly rivalled only by the unicorn and the phoenix. The bearer of this servant gains two levels of experience instead of one and is immune to fire-based attacks when telepathically linked to the dragon.

Eagle

The eagle servant stands as tall as a man, with a wingspan of over 15 feet. The feathers are all dark brown with the hint of gold at their very tip, except for the snow-white head. The eagle servant's strong beak and claws can actually puncture plate-mail armour. In humanoid form, this servant could be mistaken for an ee'aar; it has a humanoid body with white feathers for hair, taloned feet, and two dark gold wings folded back behind it. In humanoid form, the servant's movement rate becomes 18/40 (B).

The eagle servant attacks with both its claws and beak. If it dives more than 50 feet to attack, it gains a +4 bonus to its attack roll and doubles its claw damage. These servants have exceptional eyesight and cannot be surprised except at night or in their lairs (1 in 10 chance). This heraldic servant radiates a majestic aura while in its natural form; opponents must make a successful saving throw vs. spell with a -2 penalty or be unable to harm it in any way. This saving throw must be made before every attack. However, if the eagle servant is attacking the opponent directly, the aura has no effect; the servant loses this aura when in humanoid form. As a humanoid, the eagle servant attacks with a long sword as a 5th-level fighter, or it can use its claws for 1d6 points of damage each. If diving, it still gains double damage for claw attacks.

The Emperor of Eusdria is the bearer of this heraldic servant. Bearers gain the superior eyesight (treat as eyes of the eagle), and 3 times a day, they can invoke majestic aura for 1 round. To gain either of these, the bearer must either be in telepathic link or carrying the coat of arms which contains the inactive eagle servant.

Griffon

Griffons are known as much for their fierce and tenacious approach to combat as they are for their haughty attitude; the griffon servant is no exception. Griffons possess characteristics from two different animals, both majestic in their own right. The griffon servant has the lower body of a lion, with powerful rear legs and a tail, all covered in dusky yellow fur. Its upper body is that of an eagle, including a powerful beak and a large set of wings. This servant stands seven feet tall, large enough to carry a rider (speed 15, manoeuvrability class D). Its humanoid form is several hundred pounds lighter and walks upright. Movement rate for the humanoid form is 16/30 (C).

The griffon has superior smell and sight, allowing it to generally identify other creatures up to a mile away. Once in combat, the griffon does not stop until it or its opponent lies dead, or until its bearer calls it back. The griffon usually attacks from the sky, making a raking pass with its claws before landing and attacking with its beak and both claws. Only a +1 magical weapon or better can damage this heraldic servant.

The creature can enlarge as per the spell (but with double duration and the ability to carry a rider at full movement). It may also use whispering wind and call upon a gust of wind, each three times per day. The humanoid form gets these same abilities.

There are two known bearers of the griffon: the Margrave of Zvornik and the Duke of Pachester. Both use the griffin as a ceremonial steed, decked out in gems and jewellery. The Duke has also outfitted his with a magical saddle and harness that allows a better manoeuvrability class (B or C depending). Bearers of this servant can only be hit by magical weapons while in telepathic contact with the griffon.

Horse

These heraldic servants are either the darkest black or the purest white. Though they are small for horses, humanoids around five feet tall or less can ride them with no difficulty. In humanoid form, they appear as white- or black-skinned humans, with a thin mane of long hair running from the brow to the base of the neck in the place of regular hair.

The heraldic horse fights as a warhorse would; as its rider attacks, it is able to rear up and use its teeth and front hooves. On any round it does not make a frontal attack, the horse servant can also kick any opponent standing behind it, inflicting 2d8 points of damage. In the servant's humanoid form, it magically produces a common, double-headed mace, fighting as a 5th-level warrior.

This heraldic servant possesses a magical form of flight, walking or galloping into the air as it would higher ground. The horse's flight works only while being ridden by its bearer, who must telepathically command it to do this. In both forms, the horse servant regenerates 1 hit point per round, but acid and fire inflict permanent damage, which must be healed by magical methods. The horse servant may wear barding to improve its armour class, which will magically change to fit its humanoid form.

The only known bearers of this heraldic servant are the Duke of Cimarron and the Baron of Mohesia. Bearers of the horse servant receive the regenerative ability while in telepathic contact with the creature.

Heraldic Servant

 

Lion

Phoenix

Ram

Rooster

CLIMATE/TERRAIN:

Any

Any

Any

Any

FREQUENCY:

Very rare

Very rare

Very rare

Very rare

ORGANIZATION:

Solitary

Solitary

Solitary

Solitary

ACTIVITY CYCLE:

Any

Any

Any

Any

DIET:

Nil

Nil

Nil

Nil

INTELLIGENCE:

Exceptional (15-16)

High (13-14)

Exceptional (15-16)

Genius (17-18)

TREASURE:

Nil

Nil

Nil

Nil

ALIGNMENT:

Neutral

Neutral

Neutral

Neutral

NO. APPEARING:

1

1

1

1

ARMOUR CLASS:

6

-3

6

7

MOVEMENT:

18

8, Fl 48 (C)

16

16, Fl 12 (D)

HIT DICE:

6+3

8+3

5+4

4+3

THAC0:

13

11

15

15

NO. OF ATTACKS:

3

3

4

1

DAMAGE/ATTACK:

1d4+2/1d4+2/1d10

1d10/1d10/2d8

2d4/2d4/2d4/2d4

2d6

SPECIAL ATTACKS:

Eviscerate, roar

Immolation

Head-butt

Crow

SPECIAL DEFENCES:

Surprised only on 1

Regeneration

Immune to blunt weapons

Special saves

MAGIC RESISTANCE:

20%

20%

30%

35%

SIZE:

M (6' long)

M (5' tall)

M (6' long)

M (5' tall)

MORALE:

Champion (15-16)

Fearless (19-20)

Fanatic (17-18)

Champion (15-16)

XP VALUE:

3,000

7,000

2,000

2,000

Lion

This servant is a fairly large version of a common lion, with dusky yellow fur, great claws, and a mouth full of sharp teeth. The male lion servant possesses a large mane of reddish-brown hair, but the female does not. In its humanoid form, this servant looks very much like a rakasta, with slightly more pronounced claws and a face that shows the strong characteristics of a lion.

This servant is a very alert creature and is able to move fairly stealthily, even through a battlefield. It is only surprised on a roll of 1, and it possesses the ability to move silently (75%) as per the thief ability. Striking from stealth when possible, it attacks with both a bite and its front claws. If both claw attacks are successful during the same round, the lion servant eviscerates its victim, leaping on and digging in with its powerful rear claws (additional 2d12 points of damage on a successful attack roll).

Once per turn, the lion produces a magical roar, stunning any opponent within 10 yards for 1d4 rounds unless a successful saving throw vs. paralysation is made. The roar can be made with the lion's other attacks in place of the bite. In humanoid form, the servant possesses the same combat abilities except for the eviscerate, but it can wear armour.

The Queen of Bellayne, the Lord Governor of Leãoça, and the Margrave of Hojah are all known bearers of this heraldic servant. Bearers in telepathic contact with the servant may act as if influenced by a potion of super-heroism three times per day. If carrying the coat of arms in battle and the servant is within one mile, all troops and allies fight with a +2 bonus to their morale.

Phoenix

This heraldic servant appears as a bird with beautiful violet, scarlet, crimson, and orange plumage. It has gem-like talons and a beak of sapphire blue, and its eyes glow a deep ruby. In humanoid form, its body is distinguished by winged arms which end in raking claws, a face with blue-gem beak, and ruby eyes. Its hair and wings retain their bright and violent colours. As a humanoid, its movement rate is 18/24 (B).

The phoenix attacks with talons and beak unless on the ground, in which case only the beak can hit. In humanoid form, the phoenix can fight with all three attacks.

Five times per day, regardless of form, this heraldic servant can forgo attacks and burst into living flame for one round. Anyone standing within 10 feet must make a successful saving throw vs. breath weapon or suffer the full effects of an 8d6 fireball; a successful save indicates half damage. Also, the phoenix servant regenerates 3 hit points per round as per troll regeneration (which means it can rise even after being slain). The phoenix is immune to fire-based attacks, but anything else can "kill" it, turning it to ashes. If a limited wish or destruct spell is not cast within one turn, the servant rises from the ashes as a bird of living flame (this free use of the power is not counted against the five) with whatever hit points it has recovered.

The Priest-King of Eshu (ruler of the enduks) is the bearer of the phoenix servant. Bearers gain two levels of experience instead of one while in contact with the servant. However, if the phoenix is slain and prevented from resurrecting, the bearer permanently loses four experience levels.

Ram

The ram servant appears as a larger form of the mountain ram, with shaggy hair and a set of large horns. In its humanoid form, it is often mistaken for a goatman, with the shaggy hair, lower hooves, and head of its original form. Only the hands turn truly humanoid in form. The creature may move over rough or broken terrain at full movement regardless of form.

In its natural form, the ram attacks with a head-butt, and with a running start, it may inflict double damage (2d8). However, unless otherwise instructed this heraldic servant automatically adopts humanoid form for combat. As a humanoid, it attacks with a double-headed mace in each hand, giving it four attacks, each inflicting 2d4 points of damage. The servant automatically produces these weapons, reabsorbing them when shifting to natural form. It may wear armour, which must be acquired from its bearer; this can also be absorbed when changing form. In either form, the creature is immune to all magical and non-magical, blunt weapons.

The Baron of Sedhuen is the only known bearer of this heraldic servant. The bearer shares the immunity to all blunt weapons if in contact with the servant or carrying the coat of arms which holds the inactive servant.

Rooster

This servant is simply the man-sized equivalent of the common barnyard animal, standing five feet tall. It can fly for only one round, after which it must remain on the ground for one round. In humanoid form, the servant appears as a red-haired, ruddy-faced human with only its pure black eyes and taloned feet giving it away. The humanoid form loses the power of flight, but it can jump up to 6 feet vertically and 12 feet horizontally.

The natural form of this heraldic servant only has one physical attack: its beak. It usually relies on its crow, which can imitate the effects of the following wizard spells: feather fall, deafness, dispel magic, shout, chaos, conjure animals, and power word stun. Each of these can be used once per day and do not require actual casting. The servant is considered a 12th-level wizard for purposes of determining any variable effects.

In humanoid form, the servant can carry a dagger, attacking with a THAC0 of 15, but it cannot wear armour. It also retains its crow. In both forms, this heraldic servant is immune to illusions, and it saves against all other magical attacks as a 12th-level wizard.

The rooster servant's only known bearer is the Count of Suerba. Its bearers gains the immunity against illusion and the special saves (unless theirs are better).

Heraldic Servant

 

Sea Horse

Sea Lion

Stag

Swan (black)

CLIMATE/TERRAIN:

Any

Any

Any

Any

FREQUENCY:

Very rare

Very rare

Very rare

Very rare

ORGANIZATION:

Solitary

Solitary

Solitary

Solitary

ACTIVITY CYCLE:

Any

Any

Any

Any

DIET:

Nil

Nil

Nil

Nil

INTELLIGENCE:

High (13-14)

High (13-14)

High (13-14)

Exceptional (15-16)

TREASURE:

Nil

Nil

Nil

Nil

ALIGNMENT:

Neutral

Neutral

Neutral

Neutral

NO. APPEARING:

1

1

1

1

ARMOUR CLASS:

2

5/3

6

7

MOVEMENT:

11, Sw 21

8, Sw 18

21

6, Fl 18 (C)

HIT DICE:

4+3

6+6

6+3

4+4

THAC0:

15

13

13

15

NO. OF ATTACKS:

2

3

1

1

DAMAGE/ATTACK:

1d4+1/2d4

2d4/2d4/2d6

4d6

1d6

SPECIAL ATTACKS:

Nil

Maul, roar

Charge

Charm, command

SPECIAL DEFENCES:

Fire shield (cold)

Nil

Protection from missiles

Need +1 weapon to hit

MAGIC RESISTANCE:

30%

20%

35%

40%

SIZE:

M (6' long)

M (5' long)

M (6' long)

M (5' tall)

MORALE:

Champion (15-16)

Fanatic (17-18)

Champion (15-16)

Champion (15-16)

XP VALUE:

2,000

3,000

3,000

2,000

Sea Horse

The sea horse is an aquatic animal with an equine head and a long, curled tail. They swim with a rocking motion as the tail straightens and then snaps back to provide thrust. Like the dolphin, this servant is suspended in a magical field when summoned on land, allowing it to swim in the air but never rising more than a few feet above the ground. The sea horse servant is covered in scaly plates that acts as field-plate armour. They can be any combination of brown or green.

As a humanoid, this heraldic servant retains the natural armour scales and its colour. The fingers and toes are webbed (new movement rate of 16/16), gills adorn its throat, and it has a mane of stringy hair. This creature possesses 120-foot infravision.

In its natural form, the sea horse servant attacks with a head-butt and a heavy tail slap; in humanoid form it attacks with its fists, which each inflict 1d4 points of damage. In either form, the heraldic servant can generate a fire shield (cold) as per the 4th-level wizard spell. Three times per day the creature can polymorph self, also as per the 4th-level wizard spell, into any man-sized non-magical creature known to it or its bearer, then attacking with that creature's natural weapons. Each change lasts for up to one hour.

The only known bearer of this heraldic servant is the Lord Governor of Tartaruga. The bearer gains 120-foot infravision and the ability to generate a fire shield (cold) at will, provided the bearer is in contact with the servant.

Sea Lion

This servant has the head and forepaws of a lion, and the body and tail of a fish. Like other aquatic servants, the sea lion gains the power of basic flight when travelling out of the water. It still moves by the thrust of its powerful tail, hovering a few feet in the air, but at a slower rate. In humanoid form, the sea lion servant looks the same as in its natural form except for large, webbed rear feet and gills located behind the ears. Its movement rate in this form is 12/8.

The Armour Class of the sea lion servant is considered AC 5 for the head and AC 3 for its scaly hide (except under special circumstances, all attacks hit the body). Its humanoid form possesses AC 5 and can wear armour. In combat, the sea lion attacks with claws and fangs. If both claws successfully strike an opponent in any round, that victim has been mauled and cannot make an attack that round if he has not done so already. When mauling, the sea lion gains a +4 bonus to its bite attack roll and inflicts double damage. In place of a bite (declared before any rolls are made) the sea lion can roar. If this happens, any enemy within 20 yards must make a successful saving throw vs. spell or be under the influence of a fear spell. The roar can be used only three times per day.

The bearer of the sea lion servant is the Lord Governor of Da Presa. If in contact or carrying the coat of arms with the inactive servant, the bearer gains the benefits of a potion of heroism when in combat and can breathe water.

Stag

This heraldic servant is a deadly version of the common herd animal. Though smaller, it possesses an impressive array of antlers actually edged and tipped with sharpened glassteel. In humanoid form, the stag servant appears fully human except for short, dark brown fur and a ridge of bone where its antlers would normally be. The humanoid version is very stocky and muscular.

The stag normally attacks with its antlers; if it charges, it inflicts double damage which will kill most creatures. As a humanoid, the stag carries two glassteel short swords +1 (these are a part of the servant and cannot be separated from it), attacking twice per round with each one. It also has a +1 damage bonus due to strength, giving it four attacks at 1d6+2 points of damage each. Unfortunately, it cannot wear armour without losing two of these attacks, but magical protection is allowed. In both active forms, the stag always has protection from normal missiles.

The bearer of this heraldic servant is the Countess of Morguen. A bearer who is in contact with the servant or carrying the coat of arms with the inactive servant gains the protection from normal missiles and the +1 damage bonus.

Swan, Black

This beautiful creature has glossy black feathers and a golden beak. It is very poised and graceful. Its humanoid form is always female with enthralling, elven features; long black hair; dark eyes; and a beautifully feathered cloak. In this form, the servant still retains the power of flight as per the fly spell, which changes manoeuvrability to class A.

At will, the swan can exert a special charm ability on any person (once per day per person). All victims must make a successful saving throw vs. breath weapon to avoid being charmed; no creatures are immune to this (except Immortals). Magic resistance is merely added as a modifier to the saving throw: +1 bonus for every 10% resistance or fraction thereof. Total immunity to charm grants a +10 bonus. However, a roll of 1 always fails, no matter how many modifiers the person has. Once charmed, opponents can do nothing to harm the swan or its bearer. Those who successfully resist still require a +1 weapon or better to hit.

The swan can also direct a mental command (as per the 1st-level priest spell) at anyone already charmed. If the command word inspires negative emotion (such as "die," "surrender," "leave," etc.), the victim can attempt another saving throw to escape the effects of the charm. The humanoid form of this servant possesses the same powers and carries a dagger for physical defence.

The Count of Enom is the only known bearer of the black swan. If in contact with the servant, bearers gain the same protection against weapons of less than +1 enchantment and, three times a day, may fly as per the spell. Legends mention a white swan heraldic servant that has similar powers, but uses suggestion rather than command, so as not to inspire feelings of rejection.

Heraldic Servant

 

Talbot

Tyger

Unicorn

Wyvern

CLIMATE/TERRAIN:

Any

Any

Any

Any

FREQUENCY:

Very rare

Very rare

Very rare

Very rare

ORGANIZATION:

Solitary

Solitary

Solitary

Solitary

ACTIVITY CYCLE:

Any

Any

Any

Any

DIET:

Nil

Nil

Nil

Nil

INTELLIGENCE:

High (13-14)

High (13-14)

Exceptional (15-16)

High (13-14)

TREASURE:

Nil

Nil

Nil

Nil

ALIGNMENT:

Neutral

Neutral

Neutral

Neutral

NO. APPEARING:

1

1

1

1

ARMOUR CLASS:

6

6

2

3

MOVEMENT:

24

12

24

6, Fl 24 (D)

HIT DICE:

6+2

8+1

6+6

7+7

THAC0:

15

13

13

13

NO. OF ATTACKS:

1

3

3

2

DAMAGE/ATTACK:

2d4

1d4/1d4/1d10

1d6/1d6/1d12

2d8/2d3

SPECIAL ATTACKS:

Nil

Rear claw

Charge, dispel magic

Poison, stealth

SPECIAL DEFENCES:

Invisible at will

20% attack evasion

Special saves

Nil

MAGIC RESISTANCE:

25%

Nil

15%

20%

SIZE:

M (5' long)

L (9' long)

M (6' long)

M (6' long)

MORALE:

Fanatic (17-18)

Elite (13-14)

Fearless (19-20)

Champion (15-16)

XP VALUE:

1,400

3,000

5,000

4,000

Talbot

This heraldic servant looks like a large dog with a smooth white coat, a broad mouth, and huge pendulous ears. It moves rather awkwardly but is actually quite strong and fast. Many people wrongly identify this heraldic servant's humanoid form as a lupin. It has the same general build and characteristics, but with white hair, floppy ears, and a slightly more canine face.

The talbot possesses superior senses of hearing and smell, which it can use to track enemies. It also can turn invisible at will, allowing it to attack with almost guaranteed surprise (+3 bonus). In its natural state, its bite inflicts 2d4 points of damage.

As a humanoid, the talbot has all the skills of a 6th-level ranger and can use any ranger weapon with proficiency. It must be outfitted by its bearer, but afterwards, it can absorb the gear when changing to its natural form. It retains its keen senses and the ability to turn invisible when operating as a ranger.

The talbot has several known bearers: the King of Renardy, the Duke of Ysembragne, the Baron of Brégoigne, and the Countess of Marmandy. Bearers gain the servant's keen senses and may turn invisible (three times per day) if in contact with the servant. If in telepathic contact or carrying the coat of arms with the inactive servant, the bearers also gain the ranger bonuses against giant-class creatures.

Tyger

The tyger servant has a dark orange pelt of long, soft fur, which is lighter on its stomach, but it does not have the stripes usually associated with regular tigers. Its eyes are jade green. In humanoid form, this servant is still covered with soft fur and retains the feline facial features that are often associated with rakastas. The rest of the body is fully humanoid.

In its natural form, the tyger attacks with two claws and a bite. If both front claw attacks succeed, the tyger may also attempt a rear claw attack. This special attack inflicts 2d6 for each claw. Uniquely, this servant has the ability to evade any attacks (even spells) that are not area affecting. It has a base 20% chance to do this, but it must not attack before its opponents. If successful, the tyger takes no damage and can still attack that round. If the attempt is unsuccessful, the tyger takes the damage inflicted and loses all attacks for that round. This ability is also used by the humanoid form, which uses fighting methods similar to those of far eastern monks. The servant can attack twice with each hand for 1d6 points of damage each, and may attempt to disarm its opponent (same chance as evade, but requires initiative and a successful attack roll).

No bearers of the tyger servant are known at this time. Bearers would receive the servant's ability to evade only if in telepathic contact with the tyger.

Unicorn

This heraldic servant is one of the most fantastic and beautiful creatures ever known. Its pure white hair is long and flowing, hinting at the unicorn's wild nature. Golden hair hangs from the mane and tail. Its hooves are yellow-ivory in colour, and its eyes are usually a fiery pink or deep blue. A single, ivory horn extends from the centre of its forehead. In its humanoid form, the unicorn servant appears as a young male or female knight with flawless, snow-white skin, long white or golden hair, and blue or pink eyes.

The unicorn servant can sense a true enemy from 240 yards away. It attacks with forward hooves and its horn. With 30 feet of running room, it can charge in, attacking only with its horn but inflicting 3d12 points of damage. The horn always has a +2 attack bonus because of its magical nature.

The unicorn servant is immune to charm and hold magic and poison; it makes all other saves as an 11th-level wizard. The touch of a unicorn servant's horn acts as a dispel magic cast by an 11th-level wizard. Its humanoid form retains all the immunities and special saves.

This servant's humanoid form always appears dressed in immaculate, white chain mail, granting it an Armour Class of 3. If taken off, the armour disappears, and the servant must assume its natural form for one full turn before it can reappear in the chain mail. The humanoid servant also wields a +2 long sword with which it can attack twice each round. The sword has the same dispel magic power as the horn.

There are no known bearers of the unicorn heraldic servant. Legends indicate that this servant is always given to an elf or human maiden of fair and just reputation. If in contact with the unicorn, a bearer receives the servant's spell immunities and the ability to sense a true enemy.

Wyvern

The wyvern servant measures about six feet long, not counting its additional six-foot tail. It has a serpentine body covered in greyish scales and a head resembling that of a dragon. Unlike the dragon, it only has only the two hind feet. Two leathery, bat-like wings extend from its back, and its tail ends in a deadly stinger. The wyvern servant communicates with hisses and deep-throated growls in its natural form.

As a humanoid, the wyvern looks much like a lizardman, losing the wings but keeping its basic features and coloration (movement rate of 18). Unlike all other heraldic servants, the wyvern cannot speak even in humanoid form; in both forms, telepathic communication is possible with its bearer, however.

The wyvern attacks with a vicious bite and its stinger, which inflicts type F poison. Those stung must make a successful saving throw vs. poison or die; even if successful, they still take 2d3 points of damage. The wyvern prefers to attack from the air, gliding in and imposing a -2 surprise penalty on its victim. In humanoid form, the wyvern loses the power of flight, but it gains two claw attacks, which each inflict 1d6 points of damage.

The Margrave of Slagovich is the only known bearer of the wyvern heraldic servant. Bearers gain the ability to poison, as per the priest spell (reverse of neutralize poison), three times a day. They do not have to be in telepathic contact or carrying the coat of arms for this ability.