“Please master wizard, the woods are dangerous.” The innkeeper warned. “If you must go, go at dawn, and stick to the road. If you leave now, you won’t make it to the village.”
“We’ve traveled dangerous roads before, but thank you for your concern.”
“Please...” the innkeeper pleaded. “Heed my words. The King rode out to face the monster, and he never returned! People don’t make it through unscathed when they make it at all. Those who have made it tell of meeting with giants!”
“Giants?” Nimble asked, looking over the saddle of his horse.
“If you’re lucky it’s giants. It you encounter the monster, you’re doomed.”
“Has anyone ever seen the monster?” Rathgar grumbled.
“None that have lived to tell of it, but we’ve all heard it out in the woods, and everyone that’s gone hunting it has never been seen again.”
“Mount up” Rathgar called out. “Innkeeper, we’ll be back in 3 days, and if we see this 'monster' of yours, we’ll take care of it on the way.”
The Beast in the Woods
Hit Dice: 7* (L)
Move: 150’ (50’)
flying: 60’ (20’)
No. Appearing: 1 (1)
Save As: F7
Treasure Type: D
XP Value: 850
Monster Type: Enchanted, Unique
The Beast is terrifying to behold. This chimera has a lion's head crowned with antlers, a furry snake's body, wings and skinny, gangly scaled claws, and causes fear (as per the spell) to all natural animals, and all creatures of 2HD or less that view it.
In combat it will use its bulk and speed to separate opponents. Any attack that causes minimum damage will throw the target 2d10 feet in the direction of the beast’s choosing. Anyone human sized or smaller hit by the tail must make a saving throw or be knocked prone.
Around the Beast’s neck is a magical silver necklace with a crescent moon pendant upon it. This cursed talisman transforms lawful individuals into the Beast, under the control of whoever possesses the matching necklace. It also allows the Beast to regenerate 1hp per round, and freezes the aging process.
Image Source: Nate Fredenburg