Pfft, where were we? Ah, yes, the beast. As we stood there, in the ruins, facing this monstrosity, hearts pounding in our chests, Jesee did something unexpected. He stepped forward, a mad twinkle in his eye.
The creature, a hulking mass of shadows and malice, growled, its breath a miasma of death. I readied my staff, prepared for a fight, but Jesee, he raised his hand for peace. “Wait,” he whispered, and I’ll be damned if the beast didn’t pause.
Jesee began to speak in a language I didn’t recognize, his voice steady, his eyes locked with the creature’s. The air was thick with tension, and I was ready to blast the thing to oblivion, but something held me back.
The creature’s demeanor changed. The hostility in its eyes waned, replaced by a kind of… understanding. Jesee continued to speak, his voice a soothing melody. I had no idea where he learned to speak Beast, but speak it he did.
And then, the impossible happened. The creature backed down. It turned and lumbered away into the darkness of the ruins, leaving us unharmed. I stared at Jesee in disbelief. “How in the blazes did you do that?” I demanded.
Jesee just grinned, that maddening, knowing grin of his. “Old trick I learned from a wise woman in the East,” he said. “Sometimes, the best weapon is a word, not a blade.”
With the beast gone, we made our way out of the ruins, the cursed gem in hand. The journey back was uneventful, almost disappointingly so. We returned the gem, collected our reward, and went our separate ways.
But Jesee, he left an impression. In a world where might often makes right, he showed that brains could be just as mighty. He was more than a rogue, more than a trickster. He was a hero in his own right, unlikely as it seemed.
So, there you have it. The tale of Jesee, the hero who talked down a beast. Makes you think, doesn’t it? Not all heroes wear capes or swing swords. Some just have the right words at the right time.
Bah, enough of this sentimental rubbish. I’m off to find another pint and maybe another adventure. Who knows, maybe I’ll run into Jesee again. Until then, keep your wits about you. You never know when you’ll need them.
- Name: Shadow Lurker
- Type: Monstrosity
- Size: Large
- Alignment: Neutral
Ability Scores:
- Strength: 17 (+3)
- Dexterity: 14 (+2)
- Constitution: 15 (+2)
- Intelligence: 6 (-2)
- Wisdom: 12 (+1)
- Charisma: 8 (-1)
Armor Class: 13 (natural armor) Hit Points: 60 (8d10 + 16) Speed: 30 ft., climb 20 ft.
Skills:
- Stealth: +6
- Perception: +3
Senses: Darkvision 60 ft., passive Perception 13 Languages: Understands Common but can’t speak Challenge: 3 (700 XP)
Actions:
- Multiattack: The Shadow Lurker makes two attacks: one with its bite and one with its claws.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Special Traits:
- Shadow Camouflage: The Shadow Lurker has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
- Terrifying Presence: Once per day, the Shadow Lurker can emit a frightening growl. Each creature within 30 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute.
Savage Worlds Adventure Edition (SWADE):
- Name: Shadow Lurker
- Size: Large
- Type: Monstrosity
Attributes:
- Agility: d8
- Smarts: d4 (A)
- Spirit: d6
- Strength: d12+2
- Vigor: d10
Skills:
- Fighting: d8
- Notice: d6
- Stealth: d10
Pace: 6; Parry: 6; Toughness: 9
Special Abilities:
- Bite: Str+d6, Reach 1.
- Claws: Str+d4, Reach 1.
- Frightful Presence: Creatures within 12″ (30 feet) must make a Spirit roll at -2 or be Shaken.
- Darkvision: Can see in the dark up to 60 feet.
- Climbing: d8.