III-Bestiary: Cockatrice


Cockatrice fighting

Cockatrice insteads of cock. That’s not incredibly imaginative perhaps, but I like to sprinkle some little fantasy elements here and there in SiT.

Unlike the normal bird, the cockatrice (MM) doesn’t attack with their talons but instead have a bite (+ 3 to hit, 1d4 + 1 dmg). Upon a hit, the target must a make a DC 11 constitution check or become restrained (and petrified on their turn if failing again).

Now, let’s assume that the cockatrices are, somehow, evolved(1) creatures and as such, likely to fight each other, shouldn’t they be resistant  (at least) to their petrifying bite? Let’s say, to answer simply, that they have advantage vs petrification (2).


  • their owners have thick leather gloves
  • their wings are clipped so they don’t fly away
  • champion cockatrices may have a little bonus to their attack or save or both

  1. For better uses of this : http://themonstersknow.com/
  2. Just so the combat goes on a round or two more, for the sake of bloody spectacle and gambling fever.

District Invasion

As if the numerous troublesome gangs weren’t enough, outside parties often invite themselves to the woe of the inhabitants.

Gargoyles from the Folly


There’s many clutches of gargoyles living among the Folly’s dizzying heights. They’re very territorial and constantly at each other’s throats. They mostly keep to their high above ground perches but recently, the Covellites gargoyles, under pressure by an alliance of Realgars and Pyrites, have started making forays into the Harlequin.

Thrill-seeking Enclave Elves


Boredom can be a powerful driving force, suffer a couple of centuries of it and I’m sure you’ll agree. A manifestation of this is expressed by those elven interlopers going for a stroll in the “bad neighborhood”. Most of the time, such a group is escorted by hired arms and the elves themselves are comically clad with antique (and mostly useless) armors.  Less often, these Enclave Elves want to really test themselves and get some action. Some are actually quite good at it.

Kwaggers from… the Kwag


Be they of any races, kwaggers are kwaggers. Crazy, violent slum people who don’t even seem to want to better their lives. But then, the Kwag is literally a nexus of bad energy. Folks who live there don’t stay sane very long. Sometimes things spill out, a gate gets destroyed or a levy-bridge breaks, slamming down, and the Kwaggers swarm over, howling and clawing like madmen.

II-Bestiary: Dao, Djinni, Efreeti, Marid

I’m expanding my concept of monsters having a somewhat “normal” part in the functioning of the City. Of course, there’s always something going wrong with that kind of thing. Otherwise, where would be the fun!

Servant Genies Gone Astray

Dao, djinni, efreeti and marids are genies, servant spirits invoked long ago with powerful magic and bonded in the service of the City. Each type of genie has its special duty, protecting the people against a specific affliction. Unfortunately, it seems of late that the sense of duty of these so-called servant genies is more and more lacking: some are overzealous, others simply lazy or self-serving. For sure, the magic bonding the genies have weakened with time. How to restore it? If only somebody knew!



Origin: guardians of the walls

The dao were bonded to the walls to maintain/repair them and offering support to repel invaders.

Age of Turmoil

The expansion of the City beyond the outer walls seems to have angered, or maybe confused, the dao into thinking that suburb people are a menace. Many houses in the vicinity of the walls have been destroyed (and recycled into repair materials) and many people have been the victims of wanton destruction by dao spirits. Accordingly, some areas are now no man’s land and given a wide berth.



Origin: unveilers of conspiracies

The djinni were first directly in the service of the Last Emperor and acted as his ears and eyes to find sources of division or sedition among his subjects.

Age of Turmoil

They are rarely seen, but it is known that some of the djinni are now employed by powerful figures of the city. There are also rumors that at least one djinn is an independent information broker willing to offer his services to the highest bidder.



Origin: eradicators of plagues

Another great menace for any big city is disease. The efreeti have been given a crucial role in preventing the spreading of plagues. Bonded to the huge complex that is the Crematorium, over the Hill of Wails, the efreeti burns the dead.  Indeed, they also take care of collecting the corpses of the deceased so they’re not left to rot on some back alley.

Age of Turmoil

The efreeti still run the Crematorium, still collect the corpses. What is wrong then? They’ve taken their mission one step further, they root out diseases… By burning sick people. If you’re sick (even an innocuous cold) stay inside, because if an efreet sees you coughing, shivering or whatever, he’ll take you screaming at the Crematorium where… He’ll burn you alive. That’s one way to end diseases, is it not?



Origin: extinguishers of fires

Bonded to cisterns dotting the city landscape, marids have useful water magic and do wonders (literally) fighting fires.

Age of Turmoil

They send their water elementals do the job, less efficiently, it’s true. As for them, they don’t bother anymore, they stay underwater, in the Sacred Lake, some of the more impressive fountains or in the less polluted canals. Cisterns? They have to keep them full, it seems, but more than that? No thanks!

I-Bestiary: Beholders


Eyes everywhere (law enforcement)

It’s called The Sanction. It truly is monstrous, literally. The “policemen” are beholders. A Sheriff beholder enforce the law in the area, with a cohort of lesser spectator beholders under his baleful supervision.

Meet your sheriff


Many beholders were brought into Legacy under the rule of the Third Tyrant. A terrifying force they were. And loyal to him. When the City freed itself from the yoke of the Third, it was decided in a special assembly that the menacing beholders would still serve a power: the power of law! A bold idea, to say the least. Now, the slimy monsters roams the streets, waiting for an opportunity to punish crime-doers.

To serve and protect?

Law enforcement

Incorruptible (or are they?), the beholders have many powers that helps them bring down criminals. They use charm person to compel unhelpful people. They’re reaaally good at intimidating, no surprise there. The Sheriff sees through the eyes of his spectators and can send reinforcements anywhere that needs it. He can also spy inside houses, magically popping a eyed-tentacle from the walls and ceilings.



the list of crimes in Legacy is very short.

  • Murder (attempted murder is not)
  • Identity theft
  • Property deed fraud
  • Burglary
  • Home invasion
  • Arson
  • Restricted weapon possession
  • Trespassing
  • Criminal mischief


If a spectator beholder witnesses a crime (they patrol without rest) or sent after someone reported a crime, they will try to arrest the crime-doer, softening him up with eye rays if he resists. Too much resistance or a botched arrest leads to a death warrant from the sheriff. Arrested criminals are sent to Detention Island, the prison under the care of the Sphynx Warden, whom even the beholders are afraid of.