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COMPENDIUM I
A Collection of Monsters for
FANTASY AGE
FOR USE WITH
GREEN RONIN GAMES
Adversary Compendium I
Core Rules Supplement
Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the
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Table of Contents
Introduction
New Statistics Block
Aerial Servant
Aranea
Archer Bush
Basillisk
Beholder
Big Cat
Jaguar
Leopard
Lion
Tiger
Boar
Bulette
Carrion Crawler
Chameleon Man
Centaur
Choker
Crocodile
Decapus
Dire Wolf
Displacer Beast
Doppleganger
Dragons
Young Dragons
White
Black
Blue
Green
Red
Gold
Young Adult Dragons
White
Black
Blue
Green
Red
Gold
Dragonne
Dryad
Elementals, Lesser
Air
Earth
Fire
Water
Faun
Gargoyle
Genie
Djinn, Lesser
Efreeti, Lesser
Ghoul
4
5
6
Elder Ghoul
Hill Giant
Giant Beast
Draco Lizard
Giant Bass
Giant Bat
Giant Boar
Giant Chameleon
Giant Gecko
Giant Spiny Rockfish
Giant Sturgeon
Giant Toad
Giant Tuatara Lizard
Rockhome Lizard
Gnoll
Gnoll Brute
Flind
Gnoll Blackheart
Gnoll Shaman
Goblin
Goblin Skirmisher
Goblin Chief
Goblin Skulker
Goblin Fanatic
Golem
Bone
Rock
Wood
Gorilla
Great Eagle
Griffon
Hag
Black Hag
Sea Hag
Harpy
Hellhound
Hobgoblin
Hobgoblin Soldier
Hobgoblin Sergeant
Kobold
Kobold Ambusher
Kobold Witch
Lizardfolk
Lycanthropes
Werebear
Weretiger
Werewolf
Merman
Merrow
Merrow Elite
Triton Mage
Triton Cleric
7
8
10
11
12
13
14
15
16
17
18
21
23
24
25
27
28
30
31
32
36
38
40
41
42
43
44
45
46
47
48
52
Mummy
Ogre
Oozes
54
55
56
Black Pudding
Gelatinous Cube
White Pudding
Orc
Orc Warrior
Orc Elite
Orc Shaman
Owl Bear
Phanaton
Rakasta
Rhagodessa
Stirge
Tortle
Troll
Vermin
Giant Ant
Giant Ant Drone Guard
Giant Bee
Giant Centipede
Giant Fire Beetle
Giant Locust
Giant Oil Beetle
Giant Tiger Beetle
Wight
Wolf
Wyvern
Acknowledgements
58
60
61
62
63
64
65
68
69
70
71
ii
Adversary
Compendium
Introduction
Statistic Block
Subtype Descriptors
Origin
Defense Keywords
Enchanted: All non-magical physical damage deals
only half-damage to an enchanted creature. The only
exceptions are damage sources the creature is
vulnerable to. It's own physical attacks are
considered magical. Note, all Enchanted creatures
take full damage from energy attacks they are not
immune to.
Immunities: All the damage types and effects the
creature can ignore are listed on a single line below
the Defense line. Damage listed as Half, such as Fire
(Half) means the creature can ignore half the listed
damage but not all of it, thus a partial immunity
listing. These are listed alphabetically by Damage
first, effects second. Individual powers can be listed
here as well.
Spell Resistance +X: The creature gains a bonus
equal to the noted rank versus all harmful spells,
arcane or divine. If listed with (Arcane) or (Divine) it
is only resistant to that type of magic.
Vulnerabilities: All damage that bypasses special
defenses, or gives the creature extra damage is listed
on a line below the Immunities line, or the Defense
line if absent. Extra damage is listed as Damage x2 or
Damage +Xd6
Threat Class
Movement Keywords
Burrow: The creature can tunnel through soil such as
dirt, sand or silt, and rock if the description says so.
Creatures that are burrowing may not use a Run or
Charge action unless their description specifically
says otherwise.
Hover: The creature can hover in air without
expending actions.
Wall Crawler: The creature can move at full Speed up
walls and across ceilings, making modifications for
terrain as necessary.
Power Keywords
Damage Keywords: Keywords listed in [ ] for any
power that does damage, deal the listed type of
damage. This is not whether the attack deals
penetrating damage or not, it simply keys defenses,
immunities and vulnerabilities. Examples include:
Alteration, Cold, Corrosive, Electricity, Fire, Force,
Illusion, Mental, Necrotic, Poison, Radiant, and
Sonic. Force is implied if no other damage type is
given.
Effect Keywords: Keywords listed in [ ] for powers
that do not deal damage define the type of effect it is.
This is again to key defenses, immunities and
vulnerabilities. Examples include: Alteration, Charm,
Illusion, Paralysis, Petrify, Figment, and Sleep.
Limitation Keywords: Keywords listed in ( ) limit the
power to affecting those listed items or types only. An
example being Charming Gaze (Humanoids). This
power would not affect beasts, monsters etc.
Sense Keywords
Dark Vision : The creature can see perfectly in total
darkness. This is also known as Perfect Dark Vision.
Dark Vision (-1 in light): The creature can see
perfectly in total darkness but suffers a -1 penalty to
most actions in bright light.
Dark Vision (X yards): The creature can see perfectly
out to a certain distance in total darkness. Their
vision dims within 10 yards beyond the listed
distance.
Night Vision: The creature lowers penalties by 1 in
low light and night conditions.
360 Degree Sense: Usually Sight or Touch. The
creature has the ability to sense, using the designated
sense in all directions at once. It gains a +2 bonus to
resist surprise and backstab attempts based on
Stealth. If a limitation is present, it indicates a
maximum distance.
Descriptions
Clarifications
Power Keywords require some further explanation. A
power may be listed as Touch Attack [Alteration]
(Humanoids) in which case it is a power that
transforms or alters the targets body, or a portion of
the targets body and only affects humanoids. The fact
that its listed as Touch Attack instead of Blood
Boiling Grasp just gives a GM a subtle reminder how
the power is used without requiring a lot of
additional text.
Also, the difference between an illusion and a
figment is that Illusions only exist in the heads of the
affected targets. Figments have some reality and are
composed of a bit of force that is covered with an
Aerial Servant
Grade D
Elemental Monster
Defense 16, AR 2, Enchanted, Invisible
Immunities Paralysis, Poison, Sleep
Vulnerabilities Earth x2
Health 100, Speed Fly 18, Hover
Senses Dark Vision (20 yards)
+2 Accuracy (Brawling)
+0 Communication
+4 Constitution
+3 Dexterity
+2 Fighting
+2 Intelligence
+0 Perception
+4 Strength
+2 Willpower
Melee Fist +4 (1d6+4)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Find Target [Divination]: As Spirit Tracking ritual
[Willpower (Self-Discipline) : TN 15]
Wind Blast [Air]: Corridor of Wind 20 yards long 2
yards wide must be resisted by Strength (Might) : TN
13 or the target is knocked prone and takes 2d6+3
damage. Those who succeed take 1d6 damage
instead. Once used roll 1d6, on a 1 the power is
unusable for the rest of the day.
Aerial Servants are elemental creatures from the
Elemental Plane of Air. They are most often
encountered on Mystara after being
summoned using a ritual. Aerial
Servants can be given the task to
retrieve a specific person or object
and they will fulfill that duty
unerringly within a certain period of
time. Usually a caster can impose
a limit of twice his level in days
upon the Aerial Servant. If the
servant is stymied in retrieving
its target before the time limit is
up, it will drop the target and
return to the caster in order to
attack him. If given an
approximate location with
enough detail to find the
target, it will still venture
forth even if its Find Target
ability is stymied by Spirit
magics. Otherwise, it
considers its service done
and will return
immediately to its home
plane.
Aranea
Grade D
Monster
Defense 13, AR 0
Health 30, Mana 20, Speed 14, Wall Crawler
Senses Dark Vision (-1 in light)
+2 Accuracy (Bite)
+3 Communication (Deception)
+3 Constitution
+1 Dexterity
+1 Fighting
+3 Intelligence (Arcane Lore, Entropy)
+2 Perception (Seeing)
+1 Strength (Jumping)
+2 Willpower
Melee Bite +4 (1d6+1)
Ranged Arcane Blast +3 (1d6+-3, 16 yards) Favored
Stunts: Poison Bite and Skillful Casting. Weapon
Groups: Brawling and Light Blades Talents: Entropy
Powers:
Poison Bite: 2 SP, Aranea can inject poison as a
combat stunt. Aranea Poison -2 Dexterity, ends after
encounter.
Shape Change [Illusion]: Aranea can assume a
unique small or normal sized humanoid form. To
change forms requires an Activate action. It is
possible to dispel or see through the illusion, but it is
otherwise flawless.
Spells (3): Arcane, Spellpower 13, 4 spells +
1Entropy.
Web: Aranea can spin a web thread for
movement and to bind incapacitated
targets. Strength (Might) test: TN 13 to
break free.
Archer Bush
Grade E
Plant
Defense 11, AR 2
Immunities Gaze attacks, Mental, Poison; Charm
Vulnerabilities Fire +1d6
Health 18 Speed 4
Senses 360 Degree Touch (20 yards)
+1 Accuracy (Thrown)
-2 Communication
+3 Constitution
+0 Dexterity (Stealth)
+1 Fighting
-2 Intelligence
+0 Perception
+0 Strength
+0 Willpower
Ranged Thorns +3 (1d6*, 3/6 yards)
Favored Stunts: Dual Strike and Lightning Attack.
Powers
Thorns: If a character takes damage from the
thorns they suffer a -1 penalty to all actions from
irritation until they are removed.
Basilisk
Elemental Monster
Defense 13, AR 4
Health 50, Speed 12
Senses Dark Vision (20 yards)
+1 Accuracy (Bite)
+0 Communication
+4 Constitution
+2 Dexterity
Grade D
+2 Fighting
+0 Intelligence
+1 Perception (Smelling)
+3 Strength
+2 Willpower (Morale)
Melee Bite +3 (1d6+3*)
Favored Stunts: Knock Prone and Lightning Attack.
Powers
Gaze Attack [Petrify]: As Petrify spell [Constitution
(Stamina) test : TN 12].
Vorpal Bite: Basilisks can bite through mineral as if it
were not present, its bite deals penetrating damage to
those protected by stone or metal.
Basilisks are 10 long lizards with snakelike heads,
necks and tails. They are solitary creatures that are
lazy at heart, but fear nothing because of their
amazing gaze powers. Creatures that meet the gaze
of the basilisk invariably are turned into stone statues.
While this magical effect can be dispelled to remove
the onset of the effect (one token per point on the
Dragon Die on one target) it can only be reversed
with a ritual. Tokens disappear at a rate of one per 10
minutes once combat ends.
Beholder
Grade C
Aberrant Monster
Defense 13, AR 7
Health 70, Speed (Fly 6), Hover
Senses Dark Vision (40 yards), 360 Degree Sight
+4 Accuracy (Arcane Blast)
+2 Communication (Deception)
+1 Constitution
+3 Dexterity
+2 Fighting
+1 Intelligence (Historical Lore)
+2 Perception (Seeing, Searching)
+4 Strength
+4 Willpower
Melee Bite +4 (1d6+4)
Ranged Ray +6 (Varies, 16 yards)
Favored Stunts: Defensive Stance, Lightning Attack
and Dual Strike.
Powers
Anti-Magic Central Eye: All magical effects directly in
front of the beholder cease. One target per round.
Hover: Beholder hovering cannot be dispelled.
Ray Attacks: Beholders can fire two rays at two
separate targets with a Ranged Attack action. The
Spellpower TN to resist a spell effect is TN 14.
Big Cat
Jaguar
Grade D
Beast
Defense 14, AR 0
Health 35, Speed 14
Senses Night Vision
+2 Accuracy (Bite)
-2 Communication
+3 Constitution
+3 Dexterity (Stealth)
+2 Fighting (Claws)
-1 Intelligence
+1 Perception (Tracking)
+4 Strength
+2 Willpower
Melee Bite +4 (1d6+7), Claws +4 (2d6+4) Favored
Stunts: Knock Prone and Pounce.
Powers
Pounce: 2 SP, After charging, the lion can make an
attack with its other mode of attack as a free action
on the same target.
Jaguars are rain forest and jungle predators with a
desire to live near water, being uncommon in most
other environments. They range between five and six
feet in length, but tend to weigh up to 300 lbs.
Jaguars stalk and then ambush prey from cover, and
usually leap onto preys backs from blindspots. They
live solitary lives. Jaguars with variant black fur exist
although they are somewhat rare. These statistics,
including favored stunts can also be used to reflect
pumas (cougars/mountain lions).
Leopard
Grade D
Beast
Defense 15, AR 0
Health 27, Speed 14
Senses Night Vision
+2 Accuracy (Bite)
-2 Communication
+2 Constitution
+4 Dexterity (Stealth)
+1 Fighting (Claws)
+1 Perception (Tracking)
+3 Strength (Climbing, Jumping)
+1 Willpower
Melee Bite +4 (1d6+6), Claws +3 (2d6+3) Favored
Stunts: Lethal Blow and Pounce.
Powers
Pounce: 2 SP, After charging, the leopard can make
an attack with its other mode of attack as a free
action on the same target.
Leopards are predators found in grasslands,
woodlands and in riverside forests, savannas and rain
forests. They have a knack for adaptation, and can be
found in other environments as well but are not
common. They tend to be between four and six feet
in length. Leopards are opportunistic hunters which
spring upon prey from stealth. They are solitary, and
have a tendency to drag the carcasses of their prey up
into trees. Leopards with a variant black fur are often
called black panthers. They are more common than
jaguars with a black coloration.
Lion
Grade D
Beast
Defense 12, AR 0 Health
50, Speed 12
Senses Night Vision
+2 Accuracy (Bite)
-2 Communication
+3 Constitution (Running)
+2 Dexterity
+3 Fighting (Claws)
+0 Intelligence
+1 Perception (Smelling, Tracking)
+5 Strength
+2 Willpower
Melee Bite +4 (1d6+8), Claws +5 (2d6+5)
Favored Stunts: Lightning Attack and Pounce.
Powers
Pounce: 2 SP, After charging, the lion can make an
attack with its other mode of attack as a free action
on the same target.
Lions are plains and savannah predators, uncommon
in most other environments. They are typically
between five and eight feet in length, and although
somewhat lethargic, are naturally curious about
oddities and are not easily cowed. Lions are sprinters,
not endurance runners and prefer to sneak up on
prey before running it down. Lions live in large
groups, called prides, and typically the females do
the hunting. The statistics above are for an adult
male, a female uses similar statistics but has a speed
of 14.
Tiger
Grade D
Beast
Defense 13, AR 0
Health 55, Speed 14
Senses Night Vision
+1 Accuracy (Bite)
-2 Communication
+4 Constitution (Swimming)
+3 Dexterity (Stealth)
+3 Fighting (Claws)
+-1 Intelligence
+2 Perception (Tracking)
+5 Strength (Jumping)
+2 Willpower (Courage)
Melee Bite +3 (1d6+8), Claws +7 (2d6+5) Favored
Stunts: Lightning Attack and Pounce. Powers
Camouage: Others suffer a -2 penalty to notice
tigers in tall grass and heavy undergrowth. Pounce:
2 SP, After charging, the tiger can make an attack
with its other mode of attack as a free action on the
same target.
Tigers are some of the largest and most fierce big cats
known. They stand 3 feet tall at the shoulder, and are
typically 9 feet long and several hundred pounds in
weight. Their natural markings make them excellent
predators in the wild, hiding their movements with
ease in tall grass. They are also strong swimmers and
are unafraid of most everything. If a tiger gains a taste
for eating humanoids, even the tools, weapons and
armor of such prey are not daunting to the beasts.
Bulette
Grade C
Aberrant Monster
Defense 11, AR 8
Health 73, Speed 14, Burrow 6
Senses Night Vision, 360 Degree Touch (20 yards)
+2 Accuracy (Bite)
-2 Communication
+5 Constitution
+1 Dexterity (Initiative)
+5 Fighting (Claws)
-2 Intelligence
+2 Perception (Smelling, Tracking)
+7 Strength (Jumping)
+1 Willpower (Self-Discipline)
Melee Bite +4 (2d6+10), Claws +7 (2d6+7)
Favored Stunts: Dual Strike and Lightning Attack.
Powers
Silent Tunneler: Bulettes gain a +4 bonus to Dexterity
(Stealth) while burrowing. This does not apply to 360
Degree Touch senses.
Bulettes, or landsharks, are powerful, brutish
leviathans that prefer to burrow through the earth,
and burst out above to attack. They crave the meat of
horses, mules, donkeys and other such herbivores,
and can seemingly smell them from beneath the
ground. They are 8 to 11 feet tall at the shoulder, with
an arched back, and an 18 foot length, ending in a
thick stunted tail. All of this is encased in dense,
boney plates including the pointed nose, and the
sharp tooth filled maw. While they crave horses, they
will eat just about anything except Dwarves
(apparently having to do with Dwarven armor alloys)
and Elves, which are somehow repellant to the
creatures.
Boar
Grade E
Beast
Defense 11, AR 3
Health 30 Speed 12
Senses Night Vision
+2 Accuracy
-2 Communication
+3 Constitution (Running)
+0 Dexterity
+2 Fighting
+0 Intelligence
+1 Perception (Smelling, Tasting)
+3 Strength
+2 Willpower
Melee Gore +2 (2d6+3)
Favored Stunts: Dual Strike and Ferocious Charge.
Powers
Ferocious Charge: 2 SP, After charging an opponent,
the Boar deals an additional 1d6 damage to the
target, and knocks the target prone.
A boar is a feral hog, but as they are stubborn,
practically fearless of humanoids, and territorial it
adds up to a tusked beast that is as large as a medium
sized dog with a bad temper. Boars often leap to
attack anything they encounter while rooting for
grubs and will ignore weapons, and armor until they
are horribly wounded. This tenacity is the reason
that boor spears have large cross beams. Some
boars grow even larger and may be nearly pony
sized easily the equal of a man in mass.
10
Carrion Crawler
Grade D
Aberrant Monster
Defense 13, AR 3
Health 35, Speed 6, Wall Crawler
+1 Accuracy (Bite)
+0 Communication
+3 Constitution
+3 Dexterity
+3 Fighting
+1 Intelligence
+3 Perception
+3 Strength
+1 Willpower (Morale)
Melee Bite +3 (2d6+3), Sting +3 (3*)
Favored Stunts: Lightning Attack and Skirmish.
Powers
Sting [Paralyze]: Those hit by the Sting must test
[Constitution(Stamina) : TN 12] or be paralyzed
for 1d3+1 rounds.
Carrion Crawlers are aberrations reportedly created
by rampant magical experimentation in the distant
past. They are unintelligent creatures that scour
deserted ruins for food. When they happen upon
living creatures, they often attempt to paralyze them
and kill them once immobile. They not only consume
most any type of organic matter to live, but will turn
large amounts of corpses and other waste into nests
for their eggs.
Chameleon Man
Grade D
Draconic Humanoid
Defense 14, AR 3 (-0 Penalty)
Health 20, Speed 14
+1 Accuracy
+2 Communication
+0 Constitution (Running)
+3 Dexterity
+0 Fighting (Spears)
+0 Intelligence (Navigation)
+2 Perception
+0 Strength
+1 Willpower (Morale)
Melee Spear +2 (1d6+3), Club +0 (1d6), Dagger +1
(1d6+1/2)
Favored Stunts: Seize the Initiative and Vanish.
Weapon Groups: Brawling, Spears, Staves.
Powers
Blending: Chameleon Men that do not move gain +3
to Dexterity (Stealth) tests.
Dimension Shift: Chameleon Men can use a Major
action to transport themselves and their carried nonliving gear into a nearby dimension or back again.
Vanish: 1 SP, Chameleon Men can instantly
disappear and reappear up to 5 yards away.
Equipment: Club, Dagger, Spear
Chameleon Men are a magical race of humanoids
that are 7 feet tall and universally wiry in build. From
a distance, if spotted they appear to be primitive
natives wearing loin cloths, and carrying spears and
other tools. Up close it is possible to discern that
their skin is covered in a fine coat of scales, usually
presented in a variance of iridescent colors.
The tribes of the chameleon men are most often
found in the Wallara region of the Savage Coast, but
chameleon men on Journey can be encountered
anywhere. As a rule they are isolationists who prefer
to be left alone and ignore other humanoids. They
speak Draconic.
In their settlements, Chameleon Men make magical
shrines native to the environment called tookoo. In
caves, it may be a beautiful grotto, in a forest a
wondrous tree. Whatever its form, it radiates strong
arcane magic. If the discarded skin of a chameleon
man, which is shed once a year, is placed in the
tookoo there is a good chance (4 out of 6) that a
young adult sized chameleon man will be born.
These young ones grow to adulthood after 2 months.
As these grottos are so important, Chameleon Men
are extremely reticent to give them up to invaders.
11
Centaur
Grade E
Fey Humanoid
Defense 13, AR 0
Health 35, Speed 14
+2 Accuracy (Bows)
+1 Communication
+3 Constitution (Stamina)
+3 Dexterity
+2 Fighting (Axes, Kick)
+3 Perception (Seeing)
+5 Strength
+2 Willpower
Melee Battle Axe +4 (2d6+5), Kick +4 (1d6+5)
Ranged Long Bow +4 (1d6+3, 26/52 yards)
Favored Stunts: Defensive Stance and Skirmish.
Weapon Groups: Axes, Bows, and Brawling
Talents: Archery Style (N), Armor Training (N)
Equipment: Battle Axe, Long Bow, Quiver, Pack
Archery Style:
You know how to punish
enemies who get too close.
When shooting a bow or
crossbow at an enemy within 6
yards of you, you inflict +1
damage.
Centaurs live primarily in
forests and plains, and prefer
ranged combat with strike and
fade tactics, taking advantage
of their excellent speed as well
as their propensity to be master
archers. Most centaurs are
unafraid to engage in physical
combat as well however, and
are often regarded as the chief
protectors of their woodland
homes by the other intelligent
creatures that live there.
They are isolationist, and
fiercely protective of their tribal
communities. Centaurs have
little use for the written word
and maintain an oral tradition
of ancestral history and
knowledge. Above all
else centaurs are independent
12
Choker
Grade E
Aberrant Humanoid
Defense 14, AR 2
Health 22 Speed 10, Wall Walker Senses
Dark Vision (-1 in light)
+2 Accuracy
-1 Communication
+1 Constitution
+3 Dexterity (Initiative)
+2 Fighting
-1 Intelligence
+1 Perception
+2 Strength (Might)
+0 Willpower
Melee Tentacle +2 (1d3+2)
Favored Stunts: Disarm and Quick Grapple.
Weapon Groups: Brawling
Powers
Hide in Wait: When hiding along the wall of a cavern
or other gray rocky area, others suffer a -2 penalty to
notice a Choker.
Quick Grapple: 2 SP, When making an attack on a
target, the Choker can automatically obtain a grapple.
The target must succeed at a Strength
(Might) test versus the Chokers Strength (Might) to
break free.
Strangulation: A Choker which is grappling a foe may
spend a Major action to do 2d6 damage to it. This is
considered penetrating damage against those wearing
armor, rather than having their own Armor Rating.
While being strangled the target is at -1 to all actions.
Chokers are unusual humanoids that live
underground and have plagued dwarven settlements
for centuries. They are found in cave systems and
throughout the Shadowdeep. Chokers resemble
humanoids with long sinuous necks and arms and
legs that are extremely long and flexible. Their limbs
are like tentacles, and have no bones in them. They
have gray skin that resembles rock, and their limbs
end in webbed digits that sport sharp barbs on their
undersides. In terms of their main bodies they are no
larger than halflings, but their limb lengths more than
make up for this. In total bulk a choker is roughly the
same size as a human, with the majority of that being
its limbs.
13
Crocodile
Grade E
Beast
Defense 11, AR 2
Immunities Drowning Health
35, Speed 8, Swim 12
Senses Night Vision
+1 Accuracy (Brawling)
-2 Communication
+3 Constitution (Swimming)
+1 Dexterity (Stealth)
+1 Fighting
+1 Perception
+4 Strength
+0 Willpower
Melee Bite +1 (1d6+4), Tail +3 (1d6+4)
Favored Stunts: Death Roll and Knock Prone.
Powers
Death Roll: 3 SP, A Crocodile can roll with a victim
it has grappled with its bite while in water. The
victim takes 1d6+7 damage and suffers a -2 penalty
to all actions until the end of the Crocodiles next
turn, especially contested Strength (Might) to escape
the grapple.
Stillness: Crocodiles in water can be perfectly still,
with only their nostrils and eyes visible. They gain a
+3 bonus to Dexterity (Stealth) checks in such
circumstances.
Crocodiles are quadrupedal, reptilian predators that
are found in tropics near fresh water areas, and
wetlands. They can even be found near desert areas
as long as there is a river or other large source of
water. Crocodiles have great jaw strength which
accounts for vicious biting power, but their mouths
can be wrestled closed removing their greatest
combat asset. This is usually not an issue because
most crocodiles attack prey from stealth, springing to
action after being discounted as a floating log in the
water. That said, while they will leave the water and
travel on land, and have been known to run after
prey, crocodiles are still opportunistic creatures and
prefer their prey come to them. The average crocodile
is approximately six feet long, but they can easily
grow to 15 feet in length if they are very old, and
well fed.
14
Decapus
Grade E
Aberrant Monster
Defense 12, AR 2
Health 32 Speed 3, Climb 10, Wall Walker
Senses Dark Vision (20 yards)
+1 Accuracy (Brawling)
+0 Communication
+2 Constitution
+1 Dexterity (Stealth)
+1 Fighting
+0 Intelligence
+2 Perception
+2 Strength
+1 Willpower
Melee Bite +1 (1d6+2), Tentacle +3 (1d3+2)
Favored Stunts: Quick Grapple and Lightning Attack.
Powers
Constriction: A decapus can deal 1d3+2 damage to a
target it is grappling with a Minor action. This damage
is penetrating if the target is wearing armor.
Quick Grapple: 2 SP, After successfully making a
tentacle attack on a target, the Decapus can
automatically obtain a grapple. The target must
succeed at a Strength (Might) test versus the
Decapus Strength (Might) to break free.
Tentacle Onslaught: Decapuses can attack with two
tentacles per Attack Action, although they cannot
attack the same target with both tentacles.
15
Dire Wolf
Grade D
Beast
Defense 12, AR 1
Health 49, Speed 16
Senses Night Vision
+2 Accuracy (Bite)
+0 Communication
+3 Constitution (Running)
+2 Dexterity (Stealth)
+2 Fighting
+2 Perception (Smelling, Tracking)
+5 Strength (Jumping)
+2 Willpower
Melee Bite +4 (1d6+5)
Favored Stunts: Pack Tactics and Skirmish.
Displacer Beast
Aberrant Monster
Defense 13, AR 2
Health 40, Speed 12
Senses Dark Vision (-1 in light)
Grade D
16
Doppleganger
Grade E
Fey Humanoid
Defense 12, AR 0
Immunities Charm, Sleep
Health 40, Speed 10
+1 Accuracy (Brawling)
+3 Communication (Deception, Disguise)
+1 Constitution
+1 Dexterity (Legerdermain)
+1 Fighting
+3 Intelligence (Spirit)
+2 Perception (Empathy)
+2 Strength
+2 Willpower (Self-Discipline)
Melee Fist +3 (1d3+2)
Favored Stunts: varies.
Weapon Groups: All
Powers
ESP: As Hear Thoughts spell [Willpower (SelfDiscipline) test : TN 14.
Shape Change [Alteration]: Doppelgangers can use a
Minor action to change into a physical duplicate of
any humanoid they can see, including nonmagical
versions of their equipment. They raise their
Constitution, Dexterity and Strength to the target's
rating if it is better. This change may not be dispelled,
but will unravel when the creature dies. Equipment:
Varies
Doppelgangers are cruel creatures with a deep
obsession to fit in. They have the supernatural ability
to assume the physical appearance of any humanoid
of roughly human size. They are driven to replace
individuals and live out portions of their lives, only
moving on when they have become sufficiently
bored with playing a mundane role, a greater
opportunity for deception presents itself, or they are
found out. This replacement is most often
accomplished by killing the individual to be
replaced.
Dragon
Dragons are reptilian creatures of legend that hold
the most inherent magical power of any natural
creatures throughout the world. They start out with
various immunities, and the ability to project an
elemental breath weapon. Slowly they mature over
centuries to gain size and the abilities of imposing
stature backed by magically projected fear, and the
ability to use spells. Furthermore, their capabilities
and long life mean they tend to gather together vast
hoards of magical items and knowledge. After all,
there is no reason a dragon cannot cast a ritual once
it can cast a spell, so many dragons have impressive
libraries as well.
The only reason that dragons do not rule every corner
of Mystara is because their culture, and personalities
wont allow them to work together in true unity. That
and their varying ethos tend to stifle such
camaraderie. Most dragons are solitary creatures that
if they did seek companionship would not seek it
from an equal, but rather from lesser beings. For a
treatise on Mystaran dragon society and culture,
including the Ceremony of Sublimation.
17
Draconic Combat
Buffet: As a minor action a dragon can flap its wings
and buffet nearby creatures. Anyone within 4 yards
of the dragon must make a successful TN 15 Strength
(might) test or be knocked back 1d6 yards. Those
that fail their tests and have a Stunt Die result of 1 or
2 are also knocked prone.
Any Age
Young Dragons
Grade D
Draconic Monster
Defense 12, AR 9
Immunities Paralysis, Sleep
Health 80, Mana 15, Speed 14, Fly 35
Senses Dark Vision (40 yards)
+2 Accuracy (Bite, Breath Weapon)
+2 Communication
+8 Constitution (Stamina)
+2 Dexterity (Initiative)
+3 Fighting (Claws, Tail)
+4 Intelligence
+2 Perception (Smelling)
+5 Strength (Might)
+3 Willpower (Courage)
Melee Bite +4 (1d6+7), Claws +5 (2d6+7), Tail +5
(1d6+7)
Favored Stunts: varies
Powers
Breath Weapon: Dragons can breathe deadly
energies or substances on targets. They have to
charge their breath weapon using Minor actions, and
may then use it with a Major action. A Young Dragon
can only charge its breath weapon once. The dragon
can hold a charged breath weapon for a number of
rounds equal to its Constitution, and must use it or
lose it after that. All targets in the affected area are
damaged, but those who succeed at a Dexterity
(Acrobatics) test versus a TN equal to 10 + the
dragons Willpower take only half damage.
18
Black Dragon
-1 Intelligence
+10 Health
Focuses: Constitution (Swimming) and Dexterity
(Stealth).
Favored Stunts: Dual Strike and Knock Prone.
Breath Weapon [Corrosive]: Acid spray in a line 20
yards long. 3d6+3 damage.
Immunities: Corrosive, Drowning
Spells(1): Arcane, Spellpower 12. Black Dragons
often know the Obscuring Darkness spell.
Black Dragons, also known as Swamp Dragons, are
fond of marsh lands and lake areas for their homes.
Most black dragons are selfish, and fiercely
independent. They are not particularly curious, and
are considered boorish by other dragons. They also
tend to desire power, but seem lethargic in attaining
it. Only the most ambitious blacks venture far from
their territories or involve themselves in dragon or
humanoid politics. Allying with a black dragon is a
feat not because the dragon is likely to refuse, but
because they are unpredictable, and will often call it
off at a moments notice.
White Dragon
Blue Dragon
+1 Intelligence, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+15 Health
Focuses: Communication (Bargaining) and Cunning
(Arcane Lore).
Favored Stunts: Disarm and Lightning Attack.
Breath Weapon [Electricity]: Bolt of Lightning 20
yards long. 2d6+3 penetrating damage.
Immunities: Electricity
Spells(1): Arcane, Spellpower 12. Blue Dragons
often know the Gust of Wind spell.
19
Green Dragon
+1 Communication, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+20 Health
Focuses: Communication (Deception) and
Perception (Empathy).
Favored Stunts: Defensive Stance and Seize the
Initiative.
Breath Weapon [Corrosive / Poison]: Cloud of Gas
5 yards radius. 2d6+3 penetrating damage.
Immunities: Drowning, Poison
Spells(1): Arcane, Spellpower 12. Green Dragons
often know the Charm Being spell.
Gold Dragon
+1 Intelligence, +1 Intelligence, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+30 Health
Focuses: Communication (Disguise), Cunning
(Healing) and Constitution (Swimming).
Favored Stunts: Pierce Armor and Skillful Casting.
Breath Weapon [Fire or Corrosive / Poison] : Cone
of Fire 10 yards long by 5 yards wide at the end or
Cloud of Gas 5 yards radius. 3d6+3 (fire) damage
or 2d6+3 (gas) penetrating damage respectively.
Immunities: Drowning, Fire
Shape Change [Alteration]: Gold Dragons can
transform themselves into any mundane form,
humanoid or beast. This is a physical
transformation, so the dragons physical Abilities
lower to acceptable levels for the form assumed.
Spells(2): Arcane, Spellpower 13. Gold Dragons
often know the Heroic Aura and Light spells.
Vulnerabilities: Cold +1d6
Red Dragon
+1 Intelligence, +2 Strength
Bite (1d6+7), Claws (2d6+4), Tail (1d6+4)
+25 Health
Focuses: Strength (Intimidation).
Favored Stunts: Dual Strike and Mighty Blow.
Breath Weapon [Fire]: Cone of Fire 10 yards long
by 5 yards wide at the end. 3d6+3 damage.
Immunities: Fire
Spells(1): Arcane, Spellpower 13. Red Dragons
often know the Arcane Eye spell.
Vulnerabilities: Cold +1d6
Red Dragons, called Fire Drakes or Mountain
Dragons, prefer to live in hills or mountainous areas,
usually inside caves. Red Dragons are cruel and
avaricious, forever craving money, power and
notoriety. They are the most likely to mercilessly raid
an area and the least likely to reason with lesser
creatures. Reds are egomaniacal, and do not credit
threats other than older dragons. The only sort of
relationship a red will foster with other thinking
creatures is a master / slave relationship. Thus, to
20
Adult Dragon
Grade C
Draconic Monster
Defense 13, AR 9
Immunities Paralysis, Sleep, Dragon Frightful
Presence
Health 190, Mana 24, Speed 16, Fly 46
Senses Dark Vision (40 yards)
+3 Accuracy (Bite, Breath Weapon)
+2 Communication
+8 Constitution (Stamina)
+2 Dexterity (Initiative)
+5 Fighting (Claws, Tail)
+4 Intelligence
+2 Perception (Smelling)
+8 Strength (Jumping, Might, Intimidating)
+3 Willpower (Courage)
Melee Bite +5 (2d6+8), Claws +7 (2d6+9), Tail +7
(1d6+9)
Favored Stunts: varies
Powers
Breath Weapon: Dragons can breathe deadly energies
or substances on targets. They have to charge their
breath weapon using Minor actions, and may then
use it with a Major action. The number of charges is a
multiplier to the damage dealt, although a Young
Adult can only charge his breath weapon twice. The
dragon can hold a charge for a number of rounds
equal to its Constitution, and must use it or discharge
after that as a forced Minor action. All targets in the
affected area are damaged, but the target(s) which
succeed at a Dexterity (Acrobatics) test versus a TN
equal to the dragons Spellpower take only half
damage.
Frightful Presence: Dragons on the attack, initiating
surprise or flying overhead generate fear. Those who
experience this presence must succeed at Willpower
(Courage) tests versus TN 15 or cower and run. Those
who fail by 5 or more are paralyzed with fear for a
number of rounds equal to 8 minus their Dragon Die.
Those who succeed are unaffected by that dragons
fear for the rest of the encounter.
Dragons in the Young Adult category range in ages
from 100 to 300 years of age. By this time the
creature has grown to the size of an elephant or
larger, easily measuring 18 or more feet in length.
Their personalities are the same, although they have
every right to be more confident than young dragons.
Even the weakest young adult can lay waste to an
entire settlement by itself, and possibly escape
unscathed.
Black Dragon
-1 Intelligence
+10 Health
Focuses: Communication (Deception), Constitution
(Swimming) and Dexterity (Stealth).
Favored Stunts: Dual Strike and Knock Prone.
Breath Weapon [Corrosive]: Acid spray in a line 20
yards long. 3d6+7 damage.
Immunities: Corrosive, Drowning
Spells(1): Arcane, Spellpower 14. Black Dragons
often know the Obscuring Darkness and Sleep
spells.
White Dragon
-1 Constitution, -1 Intelligence, +1 Dexterity
Defense 14, Bite +6, Tail +4
Focuses: Constitution (Swimming) and Perception
(Searching).
Favored Stunts: Mighty Blow and Skirmish.
Breath Weapon [Cold]: Cone of cold 10 yards long
by 5 yards wide at the end. 2d6+6 penetrating
damage.
Ice Walking: Can crawl along surfaces rimed in or
made of ice without failure.
Immunities: Cold
Vulnerabilities: Fire +1d6
21
Blue Dragon
+1 Intelligence, +1 Strength
Bite (2d6+9), Claws (2d6+6), Tail (1d6+6)
+15 Health
Focuses: Communication (Bargaining), Cunning
(Arcane Lore) and Strength (Intimidation).
Favored Stunts: Disarm and Lightning Attack.
Breath Weapon [Electricity]: Bolt of Lightning 20
yards long. 2d6+7 penetrating damage.
Immunities: Electricity
Sound Imitation: Blue Dragons can mimic any
voice they have heard, fooling listeners with a
Communication (Deception) check to which they
gain a +3 bonus.
Spells(2): Arcane, Spellpower 14. Blue Dragons
often know the Gust of Wind and Shock spells.
ANCIENT DRAGON:
Add +2 to any two abilities
Add 40 health
Add +1 to AC
Add +1 extra spell
Reduce Speed by 2 yards
Reduce the cost of 2 Stunts by 1
Green Dragon
+1 Communication, +1 Strength
Bite (2d6+9), Claws (2d6+6), Tail (1d6+6)
+20 Health
Focuses: Communication (Deception), Perception
(Empathy) and Strength (Intimidation).
Favored Stunts: Defensive Stance and Seize the
Initiative.
Breath Weapon [Corrosive / Poison]: Cloud of Gas
5 yards radius. 2d6+7 penetrating damage.
Immunities: Drowning, Poison
Spells(2): Arcane, Spellpower 14. Green Dragons
often know the Charm Being and Spell Shield
spells.
Red Dragon
+1 Constitution, +1 Intelligence, +2 Strength
Bite (2d6+10), Claws (2d6+7), Tail (1d6+7)
+25 Health
Focuses: Perception (Empathy) and Strength
(Intimidation).
Favored Stunts: Dual Strike and Mighty Blow.
Breath Weapon [Fire]: Cone of Fire 10 yards long
by 5 yards wide at the end. 3d6+8 damage.
Immunities: Fire
Spells(2): Arcane, Spellpower 15. Red Dragons
often know the Arcane Eye and Reveal spells.
Vulnerabilities: Cold +1d6
Gold Dragon
+1 Intelligence, +1 Intelligence, +2 Strength
Bite (2d6+10), Claws (2d6+7), Tail (1d6+7)
+30 Health
Focuses: Communication (Disguise), Intelligence
(Healing), Constitution (Swimming), and Strength
(Intimidation).
22
Dragonne
Grade D
Draconic Beast
Defense 13, AR 3
Health 55, Speed 15, Fly 12
Senses Night Vision
+3 Accuracy
+1 Communication
+3 Constitution
+2 Dexterity (Initiative)
+2 Fighting
+0 Intelligence
+1 Perception (Smelling, Tracking)
+4 Strength
+0 Willpower
Melee Bite +3 (1d6+4), Claws +4 (2d6+4)
Favored Stunts: Lightning Attack and Pounce.
Powers
Pounce: 2 SP, After charging, the dragonne can make
an attack with its other mode of attack as a free action
on the same target.
Roar [Sonic]: Dragonnes can roar as a Major action.
Non-dragonnes who hear the roar, all within 40
yards, who do not succeed on a Constitution
(Stamina) test must flee as if they failed a morale
check. Those within 10 yards are deafened as well for
1d6 rounds. A Dragonne cannot roar the round
following a use of this power.
A dragonne is a creature that appears to be a small
gold dragon at a distance, including the wings and
tapered tail, but upon closer inspection it is found to
have the head of a lion, albeit one covered in scales,
including a mane of scaly fronds for the males of the
species. They are wild beasts, and their roar makes
them difficult to attempt to train.
23
Dryad
Grade D
Fey Humanoid
Defense 14, AR 0, Enchanted
Vulnerabilities Cold Iron
Health 20, Mana 16, Speed 12
+1 Accuracy (Brawling)
+4 Communication (Animal Handling)
+0 Constitution
+3 Dexterity (Stealth)
+1 Fighting
+3 intelligence (Creation)
+1 Perception (Searching)
+0 Strength
+2 Willpower
Melee Staff +3 (1d6+1)
Ranged Long Bow +3 (1d6+4, 26/52 yards)
Favored Stunts: Disarm and Skillful Casting.
Weapon Groups: Bows, Brawling, Staves
Talents: Creation Magic (N)
Powers
Enchantment [Charm]: As Charm Being spell
[Willpower (Self-Discipline) test : TN 13].
Spells (2): Divine, Spellpower 13, 3 spells.
Tree Meld: Dryads can enter or leave their tree as a
free action. They can take any number of people with
them as they do.
Equipment: Long Bow, Quarterstaff
Dryads are nymphs that live in the wilds and meld
themselves to trees. The dryads tree is unremarkable
from the outside, and does not radiate a supernatural
aura of any kind. It will however be in good health if
the dryad is in good health, or look diseased if she is
afflicted. Their life forces are tied together. As a dryad
may only separate her life force from her tree with a
lengthy ritual, she is loath to leave it. Dryads speak
Sylvan, and often know local human tongues as well.
24
Elemental
Elementals are the most common denizens of the
elemental plane. They vie for dominance with
Genies, Aerial Servants, Invisible Stalkers, and other
intelligent members of their home plane. As they are
also opposed to one element and dominant over
another, they are often viewed as in constant conflict
with creatures from outside their district as well.
The statistics below only apply to summoned
Elementals. Elementals on their own planes have
different Abilities, Focuses, Health totals, and may
have Spell casting abilities.
25
+2 Dexterity
+2 Fighting
+4 Intelligence
+0 Perception
+8 Strength
+2 Willpower
Melee Element Blow +2 (2d6+8)
Favored Stunts: Disarm, Mighty Blow, Vortex Powers
Quenching Touch: Anything the elemental touches
will be coated with water, which will create issues
due to slipperiness and quench open flames. Vortex:
3 SP, All creatures adjacent to the Elemental must
succeed at a Dexterity (Acrobatics) test vs 15 or be
drawn in as the elemental becomes a vortex by
spinning its body rapidly. Targets will be drawn in,
become disoriented and then thrown out and
knocked prone. Anyone affected loses the ability to
take actions the next round.
26
Faun
Grade D
Fey Humanoid
Defense 13, AR 0, Enchanted
Vulnerabilities Cold Iron
Health 32, Speed 12
Senses Night Vision
+0 Accuracy (Brawling, Staves)
+2 Communication (Performance)
+3 Constitution (Drinking)
+2 Dexterity (Stealth)
+2 Intelligence
+0 Fighting
+3 Perception (Hearing)
+0 Strength
+0 Willpower
Melee Club +2 (1d6)
Favored Stunts: Defensive Stance and Disarm.
Weapon Groups: Brawling, Staves
Talents: Music (J)
Powers
Pipe Song [Mental/Sonic]: Those who hear the song
become consumed by their foremost impulse (anger,
fear, love, anxiety, confusion, hunger, thirst, lust, etc.)
for 1d6 minutes unless they succeed at Willpower
(Self-Discipline) : TN 12.
Equipment: Club, Pipes
Fauns are smallish humanoids that have the
appearance of lithe bodies, pointed ears, and the legs
of a goat. They often have an independent outlook on
life, but they can be mischievous, almost cruel as
well. As fey creatures, fauns have inherently
supernatural powers, but they are not supernatural
enough to fear rebuke effects.
Gargoyle
Grade D
Construct
Defense 11, AR 4, Enchanted
Immunities Poison, Sleep
Vulnerabilities Bludgeoning Damage
Health 40, Speed 12, Fly 20
Senses Dark Vision (40 yards)
+0 Accuracy
-2 Communication
+4 Constitution (Stamina)
+2 Dexterity (Stealth)
+1 Fighting (Claws)
+0 Intelligence
+1 Perception (Seeing)
+3 Strength (Climbing)
+0 Willpower
Melee Claws +3 (2d6+3)
Favored Stunts: Lightning Attack and Knock Prone.
Stillness: Gargoyles can stand perfectly still, and are
often mistaken for statues. Those who observe a
gargoyle that is remaining motionless under
observation, suffer a -3 penalty to notice them.
Gargoyles are animate statues, constructed to guard
wizard towers and workshops in ages past, or temple
grounds, kingly treasures etc. Each was created to
guard a location, and usually through abandonment
they exist far beyond the lifespan of their creators.
Because they were specifically created to be creative
in pursuing their task, they slowly gain sentience over
hundreds of years. However, this same quirk is what
makes them vulnerable to mental effects and charm
powers, as they can think, they can be controlled via
magic.
27
Genie
Genies are elemental beings that hail from the plane
of Air or Fire respectively. There may be genies of the
water and earth varieties as well, but they are
unknown to most scholars on Mystara. They are
potent beings, with highly magical abilities allowing
them to carry out miraculous tasks seemingly at will.
In actuality, certain singular elementals can deal
more damage than a genie, and invisible stalkers are
far more stealthy by nature. However, no race
matches the genies for their versatile might.
Djinni, Lesser
Grade C
Elemental Monster
Defense 14, AR 0, Enchanted
Immunities Corrosive
Health 55, Speed 8 Fly 18, Hover
Senses Night Vision
+2 Accuracy (Brawling)
+3 Communication
+2 Constitution
+4 Dexterity
+2 Fighting
+4 Intelligence (Historical Lore)
+2 Perception
+5 Strength
+3 Willpower
Melee Fist +4 (1d6+5)
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Brawling.
Powers
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a Major
action, but after each magical feat roll 1d6. If the
result is a 1, that wonder cannot be performed again
until the following day.
Create Feast: The genie can conjure enough food and
drink to satisfy a dozen people once per day. The food
spoils after 24 hours.
Create Temporary Goods: The genie can conjure 100
lbs. worth of metallic or stone goods, which dissipate
after an hour.
Create Permanent Goods: The genie can conjure up
to 100 lbs. of wood, paper or cloth goods.
Gaseous Form: Genies can become odorless, pale
mist or gas and move through most barriers. They
must return to solid form after an hour.
Trickery [Illusion]: The genie can conjure an illusion
affecting sight and sound and lasts indefinitely, but
immediately dissipates upon being touched by a
creature with will.
28
Efreeti, Lesser
Grade C
Elemental Monster
Defense 13, AR 0, Enchanted
Immunities Fire
Vulnerabilities Cold
Health 65, Speed 8, Fly 12, Hover
Senses Night Vision
+1 Accuracy (Brawling)
+2 Communication (Deception)
+2 Constitution
+3 Dexterity (Stealth)
+2 Fighting
+4 Intelligence
+2 Perception (Empathy)
+6 Strength (Intimidation)
+2 Willpower
Melee Fist +3 (1d6+6*)
Favored Stunts: Dual Strike and Mighty Blow.
Weapon Groups: Brawling
Powers
Heat Aura [Fire]: The Efreeti deals +2 damage to all it
touches, punches or grapples.
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a Major
action, but after each magical feat roll 1d6.
If the result is a 1, that wonder cannot be performed
again until the following day.
Create Feast: The genie can conjure enough food and
drink to satisfy a dozen people once per day. The
food spoils after 24 hours.
Create Temporary Goods: The genie can conjure 100
lbs. worth of metallic or stone goods, which dissipate
after an hour.
Create Permanent Goods: The genie can conjure up
to 100 lbs. of wood, paper or cloth goods.
Pillar of Flame Form: Efreeti can turn into a
column of fire which lights flammable objects
on fire and deals 2d6 fire damage to anyone
the Efreeti touches. It can maintain this form for
1 minute, and may not return to Pillar turn
within the same hour.
Trickery [Illusion]: The genie can conjure an illusion
affecting sight and sound and lasts indefinitely, but
immediately dissipates upon being touched by a
creature with will.
Wall of Fire [Fire]: Efreeti may summon up a wall of
roaring flames up to 40 yards in length and 3 yards
high which stays put where placed and lasts for up to
10 minutes. Anything that enters the perimeter takes
1d6 + Intel (4) damage.
An Efreet is a large humanoid with pointed ears,
surrounded at all times by a cloud of smoke. They
29
Grade C
Elder Ghoul
Undead Humanoid
Defense 13, AR 0
Immunities Charm, Mental, Poison, Sleep
Health 48, Speed 10
Senses Dark Vision (-1 in light)
+3 Accuracy
-2 Communication
Ghoul
Grade D
Undead Humanoid
Defense 13, AR 0
Immunities Charm, Mental, Poison, Sleep
Health 30, Speed 10
Senses Dark Vision (-1 in light)
+2 Accuracy
-2 Communication
+4 Constitution (Stamina)
+2 Dexterity
+2 Fighting (Claws)
+2 Intelligance
+0 Perception (Smelling)
+3 Strength (Intimidation)
+2 Willpower
Melee Bite +2 (1d3+3), Claws +4 (1d6+3)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 12 or be paralyzed for 1d3 rounds.
Tooth and Claw: A Ghoul is a vicious opponent. It
can attack with a claw and a bite as a single major
action. Both attacks can generate stunt points.
Ghouls are horrible undead monstrosities, that
appear to be slightly desiccated corpses that view
everything around them with an ardent hunger. The
hint of animal cunning in their eyes shows all that
they are far from mindless, which makes them scarier
still.
+4 Constitution (Stamina)
+2 Dexterity
+2 Fighting (Claws)
+2 Intelligance
+0 Perception (Smelling)
+4 Strength (Intimidation)
+2 Willpower
Melee Bite +3 (1d3+4), Claws +4 (1d6+4)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 13 or be paralyzed for 1d3 rounds.
Unholy Aura [Necrotic] : Once attacked the ghouls
head emits a green light which fills a 2 yard radius.
Those caught within the glow must test Willpower
(Self-Discipline) : TN 13 or suffer a -1 on all attacks
and generate one less stunt point than normal while
within the aura. The aura expands by 2 yards in
radius each round until reaching 8 yards maximum.
Tooth and Claw: SAME
Elder ghouls look exactly like normal ghouls on first
inspection. However, when attacked they generate a
sickly green nimbus which causes a chilling sickness
in most who touch or are
touched by it.
30
Giant
Hill Giant
Grade C
Giant Humanoid
Defense 11, AR 5
Health 80, Speed 12
Senses Night Vision
+0 Accuracy (Brawling)
+0 Communication
+6 Constitution (Stamina)
+0 Dexterity (Thrown)
+2 Fighting (Melee)
+0 Intelligence
+2 Perception (Smelling)
+9 Strength (Intimidation, Might)
+3 Willpower (Courage, Morale)
Melee Club +8 (3d6+9)
Unarmed +2 (1d6+11)
Ranged Rock +3 (1d6+2, 30/60 yards)
Favored Stunts: Dual Strike and Mighty
Blow.
Weapon Groups: Brawling, Bludgeons and
Thrown
Talents: Armor Training (N) Equipment: Light
Leather, Massive Club
Favored Stunts: Dual Strike (3 SP),
Mighty Blow (1 SP), Slam (3 SP).
Threaten
Giant-sized: Due to their large
size and reach, giants are immune
to the combat stunts Skirmish and
Knock Prone except by other large
creatures such as dragons or other
giants. It also treats enemies up to
3 yards away as adjacent. Also,
weapons scaled to a giants size
do an additional 1d6 damage
compared to their normal-sized
counterparts (their fists do 1d6+2
base damage).
Natural Armor: Giants large size and thick skin
gives them a natural Armor Rating of 5.
slam: For 3 SP, giants can pound the ground with
earth-shattering force, knocking over those nearby.
All targets within a 5 yard radius of the giant must
make an opposed test of their dexterity (acrobatics)
vs. the giants strength (might) or suffer 1d3
penetrating damage and be knocked prone.
Weapon Groups: Axes, Bludgeons, Brawling, Heavy
Blades
31
Giant Beast
Grade E
Giant Bat
Giant Beast
Defense 14, AR 0
Health 35 Speed 8, Fly 16
Senses 360 Hearing (24 yards), Night Vision
+2 Accuracy (Bite)
-2 Communication
+2 Constitution (Stamina)
+4 Dexterity (Stealth)
+0 Intelligence
+1 Fighting
+3 Perception (Hearing)
+2 Strength
+2 Willpower
Melee Bite +4 (1d6+2)
Favored Stunts: Seize the Initiative and
Giant Bats are omnivorous versions of the common
Skirmish.
flying mammal, the only difference being that they
are roughly the size of a small child. Giant Bats will
often attack creatures much larger than them, in an
attempt to scare them away from their homes. Giant
Bats can be encountered singly or in groups of 4 or
more. If a group manages to stumble across an entire
colony of them, there may be 15 or more. Just like
normal bats, giant bats can carry diseases, so some
people feel justified in killing them off on first sight.
Draco Lizard
Grade E
Giant Beast
Defense 11, AR 3
Health 28 Speed 10 Glide 14
+1 Accuracy (Bite)
-3 Communication
+1 Constitution
+3 Dexterity
+0 Intelligence
+1 Fighting
+1 Perception
+1 Strength
+2 Willpower
Melee Bite +3 (2d6+1)
Favored Stunts: Dual Strike and Skirmish.
Gliding: Draco lizards can glide through the air up to
13 yards in a single round as long as they descend 20
yards or land on something in the same time period.
Draco Lizards are six foot long reptiles with large
flaps of skin between their legs on each side. These
membranes allow them to glide like a flying squirrel.
They are most often found above ground, and are
carnivorous predators that have been known to attack
adventurers. They are more rarely found in caves
during periods of extremely hot and extremely cold
weather.
Giant Boar
Grade D
Giant Beast
Defense 10, AR 4 Health
60 Speed 12
Senses Night Vision
+1 Accuracy
-2 Communication
+5 Constitution (Running)
+0 Dexterity
+0 Intelligence
+2 Fighting (Gore)
+1 Perception (Smelling, Tracking)
+4 Strength
+2 Willpower
Melee Gore +6 (2d6+4)
Favored Stunts: Dual Strike and Ferocious Charge.
Powers
Ferocious Charge: 2 SP, After charging an opponent,
the Boar deals an additional 1d6 damage to the
target, and knocks the target prone.
A giant boar is a hog the size of a horse, or a bear.
They are extremely ferocious, and fearless beyond
measure. They are also omnivorous and do not
hesitate to eat meat when their chosen foods are
unavailable. Giant boars are just as territorial as their
smaller brethren, and just as tenacious. When news
Giant Bass
Grade E
Giant Beast
Defense 10, AR 3
Immunity Drowning
Health 25 Speed -, Swim 10
+0 Accuracy (Bite)
-3 Communication
+2 Constitution
+0 Dexterity
+0 Intelligence
+1 Fighting
+0 Perception
+2 Strength
+0 Willpower (Morale)
Melee Bite +2 (1d6+2)
Favored Stunts: Mighty Blow and
Skirmish.
Giant versions of normal fish are just as skittish as the
normal varieties, with the exception that they view
much larger creatures, such a halflings, as potential
food. They may be more than seven feet in length,
but will still flee anything larger than themselves and
will only put up a good fight against something
problematic if coaxed by an outside influence or
backed into a corner, figuratively.
32
Giant Gecko
Grade E
Giant Beast
Defense 12, AR 2
Health 26 Speed 12, Wall Crawler
Senses Night Vision
+1 Accuracy (Bite)
-3 Communication
+1 Constitution
+1 Dexterity (Bite, Stealth)
+0 Intelligence
+1 Fighting
+1 Perception (Smelling)
+1 Strength
+1 Willpower
Melee Bite +3 (1d6+1)
Favored Stunts: Knock Prone and Mighty Blow.
33
Giant Frog
Giant Beast
Defense 12, AR 0
Health 40 Speed 14
+2 Accuracy (Bite)
-3 Communication
+2 Constitution (Swimming)
+2 Dexterity (Stealth)
+0 Intelligence
+1 Fighting
+2 Perception
+3 Strength (Jumping)
+2 Willpower
Giant Sturgeon
Grade C
Giant Beast
Defense 10, AR 6
Immunity Drowning, Half Cold
Health 68 Speed , Swim 14
+1 Accuracy (Bite)
-3 Communication
+4 Constitution
+2 Dexterity
-2 Intelligence
+1 Fighting
+0 Perception
+5 Strength
+2 Willpower
Melee Bite +3 (2d6+8)
Favored Stunts: Skirmish and Swallow Hole. Powers
Swallow Hole: 3 SP, the target if man-sized or
smaller, is swallowed in one gulp. Once swallowed
the target is held trapped inside the gullet of the
sturgeon, and is trapped in a dark, water filled space.
Any creature swallowed must contend with 2d6
Damage [Corrosive] each round after the first, and
deals only half damage from weapons, but only has
to contend with an Armor Rating of 3.
Grade E
34
Rockhome Lizard
Grade E
Beast
Defense 12, AR 2
Health 38 Speed 14
Vulnerabilities Sunlight 1d6 per half hour
Senses Night Vision
+1 Accuracy
-2 Communication
+5 Constitution (Running)
+2 Dexterity
+1 Fighting
-2 Intelligence
+1 Perception (Hearing)
+5 Strength
+1 Willpower
Melee Bite +1 (1d6+5)
Favored Stunts: Defensive Stance and
Skirmish.
Rockhome Lizards are bipedal reptiles with pale skin
coloration based in white, blue or green hues. They
are bred as beasts of burden and pets by Rockhome
Dwarves. They take direction and training well, and
are more accustomed to hunting down rats and going
after other creatures much smaller than themselves.
Unfortunately they do not get along well with horses,
so their owners often need to plan caravans with
greater care. Lastly, they die if exposed to sunlight for
long periods of time.
35
Gnoll
Gnoll Brute
Grade E
Humanoid
Defense 14, AR 4
Health 27, Speed 10
Senses Dark Vision (20 yards)
+1 Accuracy
+0 Communication
+2 Constitution
+1 Dexterity
+2 Fighting
+0 Intelligence
+1 Perception (Hearing)
+3 Strength
+1 Willpower
Melee Battle Axe +2 (2d6+3)
Ranged Short Bow +1 (1d6+2, 16/32 yards) Favored
Stunts: Defensive Stance and Dual Strike. Weapon
Groups: Axes, Bows, and Brawling Talents: Armor
Training (N), Weapon and Shield Style (N)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
Equipment: Battle Axe, Heavy Leather, Medium
Shield, Short Bow
Flind
Grade D
Humanoid
Defense 15, AR 4
Health 35, Speed 10
Senses Dark Vision (20 yards)
+2 Accuracy
+1 Communication (Leadership)
+3 Constitution
+2 Dexterity
+1 Intelligence
+2 Fighting (Bludgeons)
+1 Perception (Hearing)
+4 Strength
+1 Willpower (Morale)
Melee Flail +6* (1d6+8), Dagger +2 (1d6+4)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Defensive Stance, Disarm and Seize
the Initiative.
Weapon Groups: Bows, Bludgeons, Brawling and
Short Blades
Talents: Armor Training (N), Command (N), Weapon
and Shield Style (J)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
* Heavy Flails ignore 2 pts of shield bonus
Equipment: Dagger, Heavy Flail, Heavy Leather,
Medium Shield, Short Bow
Some gnolls are by nature smarter, faster and stronger
than others. These gnolls are called Flinds and often
find themselves the leaders of gnoll bands, and the
chiefs of gnoll tribes. Almost all Flinds take up flails
as a weapon because they understand the inherent
benefits, even though they sacrifice immediate
physical damage.
36
Gnoll Blackheart
Grade D
Humanoid
Defense 14, AR 3
Health 21, Speed 12
Senses Dark Vision (20 yards)
+2 Accuracy
+0 Communication
+1 Constitution
+2 Dexterity (Stealth)
+2 Fighting
+0 Intelligence (Poison Lore)
+2 Perception (Hearing)
+2 Strength
-1 Willpower
Melee Short Sword +2 (1d6+4*)
Ranged Short Bow +2 (1d6+3*, 16/32 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N)
Powers
Backstab: If the Blackheart wins a Dexterity (Stealth)
test versus an opponents Perception (Seeing) he
gains +2 to hit and +1d6 damage.
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
Blackheart Poison: All weapons are coated in a
poison that targets must resist with a Constitution
(Stamina) test : TN 12, or take 1d3 damage and a -1
penalty to Strength until the end of the encounter. The
penalty is not cumulative, but the damage occurs
every time.
Equipment: Light Leather, Light Shield, Short Bow,
Short Sword, Vial of Poison
37
Goblin
Goblin Chief
Humanoid
Defense 14, AR 4
Health 25, Speed 10
Senses Dark Vision (30 yards)
Goblin Skirmisher
Grade E
Humanoid
Defense 12, AR 3
Health 17, Speed 10
Senses Dark Vision (30 yards)
+3 Accuracy (Brawling, Spear, Lt Blades, Thrown)
+0 Communication
+1 Constitution
+1 Dexterity (Light Blades, Stealth)
+1 Fighting
+0 Intelligence
+1 Perception (Searching)
+0 Strength (Climbing)
+1 Willpower
Melee Short Sword +5 (1d6+2)
Ranged Throwing Spear +5 (1d6+3, 16/32 yards)
Favored Stunts: Lightening Attack and Skirmish.
Weapon Groups: Spear, Brawling and Light Blades
Equipment: Short Sword, Light Leather, Bow
Pack Tactics: If a goblin is attacking with at least
three other goblins, they may perform stunts for 1 less
SP than normal.
Grade D
38
Goblin Fanatic
Grade D
Humanoid
Defense 13, AR 3
Health 20, Mana 13, Speed 10
Senses Dark Vision (30 yards)
+1 Accuracy (Staves, Lt Blades)
+0 Communication
+0 Constitution
+2 Dexterity (Stealth)
+1 Intelligence (Religious Lore)
+1 Fighting
+2 Perception (Searching)
+0 Strength (Climbing)
+1 Willpower (Faith)
Melee Dagger +1 (1d6+1), Staff +3 (1d6+1)
Favored Stunts: Defensive Stance and Puissant
Casting.
Weapon Groups: Brawling, Light Blades and Staves
Talents: Shadow Magic (J)
Powers
Spells (2): Divine, Spellpower 14, Drain Life plus 2
Spells
Equipment: Dagger, Light Leather, Quarterstaff
39
Rock Golem
Grade C
Construct
Defense 10, AR 8, Enchanted, Spell Resistance +4
Immunities Mental, Poison; Charm, Paralysis, Sleep
Health 60, Speed 10
Senses Dark Vision
+1 Accuracy (Brawling)
-1 Communication
+8 Constitution (Stamina)
+0 Dexterity
+2 fighting (Melee)
-1 Intelligence
+3 Perception
+6 Strength
+4 Willpower (Morale)
Melee Fist +3 (2d6+7), Mace +4 (2d6+6)
Favored Stunts: Dual Strike and Skirmish.
Weapon Groups: All Melee
Equipment: Mace
Rock Golems are finely chiseled humanoids of large
size, standing roughly 12 feet in height, that are
typically created to stand guard over locations. They
often have coded passwords, or riddles which they
can ask for. Those who do not know the correct
answer are attacked relentlessly.
Golem
Bone Golem
Grade D
Construct
Defense 9, AR 6, Enchanted
Immunities Cold, Electricity, Fire, Mental, Poison;
Charm, Paralysis, Sleep
Health 60, Speed 10
Senses Dark Vision
+1 Accuracy (Brawling)
-1 Communication
+8 Constitution (Stamina)
+1 Dexterity
+2 fighting
-1 Intelligence
+3 Perception
+4 Strength
+2 Willpower (Morale)
Melee Fist +3 (2d6+5), Long Sword +2 (2d6+4)
Favored Stunts: Disarm and Lightning Attack.
Weapon Groups: All Melee
Powers
Four Armed: Bone Golems can wield two large
weapons or four one-handed weapons.
Haste: Bone Golems are perpetually able to take 2
Major actions per round, or 1 Major and 2 Minor
actions per round.
Equipment: Long Swords (x4)
Bone Golems are often mistaken for animated
skeletons or other forms of undead. The major
difference in appearance between a bone golem
and most undead is that almost all bone golems
possess four arms, and they all move with
uncanny speed. Once they have been engaged,
the inherent toughness of a golem shows
through and they are found to be the implacable
foes that they are. Bone golems are often set
to watch a standard location and to stop
only if they hear a code word.
40
Gorilla
Grade E
Beast
Defense 10,
AR 0 Health 35, Speed 14
+1 Accuracy (Brawling)
-1 Communication
+3 Constitution
+3 Dexterity
+2 Fighting
+0 Intelligence
+2 Perception
+3 Strength (Climbing)
+1 Willpower
Melee Fist +3 (1d6+3), Bite +2 (1d3+3)
Favored Stunts: Mighty Blow and Seize the
Initiative.
Wood Golem
Grade D
Construct
Defense 10, AR 4, Enchanted
Immunities Cold, Projectiles*, Mental,
Poison; Charm, Paralysis, Sleep
Vulnerable Fire
Health 22, Speed 10
Senses Dark Vision
+1 Accuracy (Brawling)
-1 Communication
+4 Constitution (Stamina)
-1 Dexterity (Brawling)
+1 Intelligence
+0 Perception
+2 Strength
+3 Willpower (Morale)
Melee Fist +3 (1d6+2)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
41
Great Eagle
Grade D
Monster
Defense 13, AR 0
Vulnerabilities Fire +1d6
Health 35, Speed 6, Fly 30
+2 Accuracy (Bite)
+0 Communication
+2 Constitution (Flying)
+3 Dexterity
+1 Fighting (Claw)
+0 Intelligence
+3 Perception (Searching, Seeing)
+3 Strength
+1 Willpower (Courage)
Melee Bite +4 (2d6+3), Claws +3 (1d6+3)
Favored Stunts: Lightning Attack and Swoop. Weapon
Groups: Brawling
Powers
Swoop: 2 SP, the eagle can pick up and throw a target
it hit with its claws while flying. The target is left
prone and takes 1d6 penetrating damage from the fall.
Equipment: None
Griffon
Beast
Defense 13, AR 0
Health 55, Speed 10, Fly 30
+3 Accuracy
+0 Communication
+3 Constitution (Stamina)
Grade D
+1 Dexterity
+2 Fighting (Claws)
+0 Intelligence
+3 Perception (Searching, Seeing)
+4 Strength
+0 Willpower
Melee Bite +3 (1d6+4), Claws +4 (2d6+4)
Favored Stunts: Dual Strike, Knock Prone, and
Swoop.
Tooth and Claw: A Griffon is a vicious opponent. It
can attack with a claw and a bite as a single major
action. Both attacks can generate stunt points.
Swoop: 2 SP, the Griffon can pick up and throw a
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from
the fall.
42
Sea Hag
Grade D
Aquatic Humanoid
Defense 13, AR 4, Enchanted
Immunities Necrotic, Paralysis, Poison
Vulnerabilities Silver
Health 45 Speed 12
Senses Dark Vision (-1 in light)
+2 Accuracy (Brawling)
+3 Communication (Deception)
+1 Constitution (Swimming)
+2 Dexterity (Stealth)
+3 Fighting (Claws)
+1 Intelligence (Historical Lore)
+2 Perception (Seeing)
+4 Strength
+1 Willpower (Faith)
Melee Claws +5 (2d6+4*)
Favored Stunts: Corruptive Touch, and Lightning
Attack.
Weapon Groups: Brawling
Powers
Corruptive Touch: 3 SP, The sea hag can choose to
spread disease to any target she touches. The enemy
must succeed at a Constitution (Stamina) test: TN 13
or contract an illness that doubles all healing times,
foils magical healing, and causes the target to take a
disease token at the beginning of each day. Each
token gives the character -1 to all strenuous activities.
If he has more tokens than Constitution, he dies.
Enervating Touch: Whenever a sea hag touches a
character with intent to harm, wether her physical
attack deals damage or not, the character suffers 2
penetrating necrotic damage.
Horrifying Appearance: Characters who look upon
the form of the sea hag must succeed at a Willpower
(Courage) test : TN 15 or run as if failing a morale
check. This power has no effect again within 24
hours.
Equipment: Various items
Sea Hags are the monstrous equivalent to horrific
mermaids. They are slightly less disruptive than black
hags, as they have no inherent magic training.
However, Sea Hags have potently dangerous touch
attacks, and are horrific to look upon. This coupled
with their tendencies to attack isolated humanoids
living on the coasts, or to terrorize small
communities makes them extremely dangerous
nonetheless. In the event that a sea hag has other
magical abilities, it will usually be in the form of
rituals to control the weather. Sea Hags love storms
on the waves and like it when ships capsize.
Hag
Black Hag
Grade C
Humanoid
Defense 13, AR 4
Immunities Necrotic, Paralysis, Poison
Health 60, Mana 54, Speed 12
Senses Dark Vision (-1 in light)
+2 Accuracy (Brawling)
+1 Communication (Bargaining, Deception)
+2 Constitution (Stamina)
+2 Dexterity
+3 Fighting (Claws)
+2 Intelligence (Shadow)
+4 Perception
+7 Strength
+1 Willpower (Faith)
Melee Claws +5 (2d6+7*)
Favored Stunts: Mighty Spell or Puissant Casting.
Weapon Groups: Brawling
Talents: Shadow Arcana (M)
Powers
Poison: Black Hags inflict poison with their claws.
Hag Poison: opponents must overcome a Constitution
(Stamina) test : TN or take 1d6 penetrating damage.
Spells (11): Divine (Shadow), Spellpower 13, 7 spells
+2 Shadow Spells
Equipment: Various items
Black Hags, also referred to as Night Hags, are dark
skinned creatures with grayish blue warty skin
tending towards black, with black unkempt hair and
horrific features. Some believe they are related to
Trolls, but there is no information about how hags
come to be. They live in swamps, dark forests, and in
caves. Hags speak the local human language, but
also Giantish.
Black Hags typically know the following spells:
Control Undead, Corruption, Drain Life, Earthquake,
Negative Burst, Negative Flow, Obscuring Darkness,
Spell Shield, and Weakness. They often know the
Animate Dead ritual as well and will create servants
from the corpses of their victims.
43
Harpy
Grade D
Humanoid
Defense 13, AR 0
Immunities Hypnotic Song Health
40, Speed 6, Fly 14, Special Senses
Dark Vision (20 yards)
+2 Accuracy
+2 Communication (Deception)
+1 Constitution
+1 Dexterity
+0 Fighting
+2 Intelligence
+1 Perception (Seeing)
+0 Strength (Intimidation)
+1 Willpower
Melee Claws +0 (1d6), Club +2 (1d6)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Skirmish.
Weapon Groups: Bows, Brawling, Staves
Talents: Scouting (N)
Powers
Hypnotic Song [Charm]: Those who hear the Harpy
sing must succeed at a Willpower (Self-Discipline)
test : TN 14 or become charmed. Those under the
sway spend all their actions walking towards the
source of the sound or standing still if they have
arrived.
Equipment: Club, Short Bow
Harpies are winged female humanoids with the
lower bodies of giant eagles, cruel and merciless.
They are known to lure prey to them, as well as
occasionally kidnapping male humans for a truly
grisly fate. As carnivores, they do not distinguish
between animal and thinking prey. They speak the
local human tongue, but also tend to speak other
languages of use such as Sylvan. Harpy nests are
most often found in mountain passes, or in hills along
trade routes, affording them plenty of food and
people to toy with.
Hellhound
Grade D
Monster
Defense 14, AR 2
Immunities Fire
Vulnerabilities Cold +1d6
Health 32, Speed 14
+1 Accuracy (bite)
-2 Communication
+2 Constitution (Running)
+2 Dexterity (Stealth)
+1 Fighting
+1 Intelligence
+2 Perception (Smelling, Tracking)
+3 Strength (Jumping)
+2 Willpower
Melee Bite +3 (1d6+3*)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Fiery Bite [Fire]: The Hellhound deals an additional
1d6 damage with its bite from fire.
Flame Blast [Fire]: As Flame Blast spell [Dexterity
(Acrobatics) : TN 11] 2d6+1 (1d6+1) damage.
Hellhound are intelligent canines that live in
volcanoes, some dungeons and in the company of
other fire loving creatures. They are as large as a man,
and are prized by those creatures they consider allies
for their keen senses and offensive capabilities.
Despite their intelligence, hellhounds cannot speak
humanoid languages. Hellhounds can individually be
cruel, or independent, but overall they are pragmatic
creatures. Lastly, they are not truly planar beasts, so
the name is somewhat of a misnomer.
44
Hobgoblin
Hobgoblin Sergeant
Humanoid
Defense 14, AR 4
Health 32, Speed 14
Senses Dark Vision 30 yards
Hobgoblin Soldier
Grade E
Humanoid
Defense 14, AR 4
Health 22, Speed 14
Senses Dark Vision 30 yards
+4 Accuracy (Brawling, Bows, Light Blades, Thrown Weapons)
+0 Communication
+1 Constitution
+2 Dexterity (Stealth)
+1 Fighting
+0 Intelligence (MIlitary Lore)
+2 Perception (Seeing, Smelling)
Grade D
+1 Strength (Intimidation)
+1 Willpower
Melee Short Sword +6 (1d6+3)
Ranged Throwing Spear +6 (1d6+4, 8/16 yards)
Favored Stunts: Lighting Attack and Skirmish Weapon
Groups: Brawling, Light Blades, Th-Spears Talents:
Armor Training (N), Weapon and Shield Style (N)
Equipment: Dagger, Heavy Leather Armor, Short
Sword, Medium Shield, Throwing Spear Hobgoblins
are almost a contradiction to what people know
about goblinoids. Hobgoblins are disciplined, they
dont fight amongst each other to the death except for
the most unforgivable offenses and they strive to
improve the lot of their people. The means they
usually choose to do so, conquest or domination of a
small population of non-hobgoblins, are not as easily
forgiven as the basic raiding mentality of other
goblinoids, but they are more predictable as well.
45
Kobold Witch
Grade D
Humanoid
Defense 13, AR 2
Health 22, Mana 9, Speed 10
Senses Dark Vision (30 yards)
+2 Accuracy (Arcane Blast)
+0 Communication
-1 Constitution
+1 Dexterity (Initiative)
+2 Fighting
+2 Intelligence
+1 Perception (Smelling)
+0 Strength (Intimidation)
+1 Willpower
Melee Bite +2 (1d6), Dagger +2 (1d3+1)
Kobold
Grade E
Kobold Ambusher Humanoid
Defense 13, AR 2
Health 22, Speed 10 Senses Dark
Vision (30 yards)
+2 Accuracy (light blades)
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative, Traps)
+2 Fighting
+1 Intelligence
+1 Perception (Searching, Smelling)
+0 Strength (Spears)
-1 Willpower
Melee Bite +2 (1d6), Dagger +2 (1d6+1)
46
Lizardfolk
Grade E
Humanoid
Defense 13, AR 2
Health 22, Speed 12
Senses Night Vision
+1 Accuracy (Staves)
+1 Communication
+2 Constitution (Swimming)
+1 Dexterity (Stealth)
+2 Fighting
+1 Intelligence
+1 Perception (Smelling)
+2 Strength (Jumping)
+1 Willpower
Melee Claws +1 (1d3+2), Club +3 (1d6+2) or Spear
+2 (1d6+2) 4 YARDS ATTACK
Ranged Throwing Spear +2 (1d6+5, 8/16 yards)
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Bludgeons, Brawling and Spears.
Powers
Lung Capacity: Lizardfolk can hold their breath for 5
minutes before they risk drowning.
Equipment: Club, Medium Shield, Spear or Throwing
Spear
Lizardfolk are reptilian humanoids that tend to
frequent wet environments, such as swamps and
other wetlands. They possess tails and many
variants have flared ridges along their spines. Skin
coloration can range from black to green, or tan
to brown. There are even some lizardfolk with
purple, bright orange or other outlandish skin
colorations. Variants of lizardfolk can be
found in deserts as well, but the majority of
such are actually a different humanoid race
that call themselves the Sisthik.
47
Lycanthropes
Lycanthropes are humanoids or animals infected with
the magical disease of lycanthropy. The condition of
this supernatural illness is that once a month, for
three nights while the full moon is visible, the
afflicted transforms involuntarily into the form of a
beast, or in the case of infected animals into a
human. It is sometimes referred to as a curse, but it
can be transmitted via saliva when the creature is in
beast form. Lycanthropy is virulent, and those who
are viciously attacked by a lycanthrope rarely recover
and avoid contracting the disease.
48
Werebear
Grade C
Monster
Defense varies, AR varies
Health varies, Speed varies
See Becoming a Werebear.
Favored Stunts: Crushing Hold, Mighty Blow, and
Werebears Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Werebears can understand bears,
and when transformed may communicate with them
as well. Even in human form they can communicate
with bears using posture, but at a -2 penalty. Bears
are likely to answer summons from a Werebear that
has been in the area for a while.
Beast Shape [Alteration]: Werebears can assume the
form of a Bear as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. They
retain the Animal Speech, Fast Healing, Werebears
Curse, and Wilderness Walk, (if they have it), powers
in this form.
Crushing Hold: 3 SP, A werebear can follow up a
successful attack with its claws with a Crushing Hold.
The target is grappled and must make an opposed
check at the beginning of its turn to escape: Dexterity
(Legerdemain) or Strength (MIght) versus Strength
(Might) to escape. While so grabbed the Werebear
can crush the target for 2d6+1+Strength damage each
round as a Major action, requiring no attack roll, or
bite the target gaining a +3 to hit.
Fast Healing: Werebears gain +1d6 Health whenever
they would otherwise heal if in beast or beast man
form.
Werebear's Curse: 1+ SP, A Werebear that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a Werebear.
Wilderness Walk: Werebears capable of assuming
beast man form never suffer penalties due to
overgrown brush, impassible plants etc. as terrain
features while transformed.
49
Weretiger
Grade C
Monster
Defense varies, AR varies
Vulnerabilities Fire, Silver
Health varies, Speed varies
Senses Night Vision
See Becoming a Weretiger.
Favored Stunts: Bound, Mighty Blow, and Weretigers
Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Weretigers can understand tigers,
and when transformed may communicate with them
as well. Even in human form they can communicate
with tigers using posture, but at a -2 penalty. Tigers
are likely to answer summons from a weretiger that
has been in the area for a while.
Beast Shape [Alteration]: Weretigers can assume the
form of a Tiger as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. It
retains the Animal Speech, Fast Healing, and
Weretigers Curse powers in this form.
Bound: 3 SP, The creature knocks its opponent prone
and leaps to another opponent. Make a second attack
against a different enemy within range and sight. If
doubles are rolled, this attack does not generate any
more stunt points.
Fast Healing: Weretigers gain +1d6 Health whenever
they would otherwise heal if in beast or beast man
form.
Roar [Paralysis]: A Weretiger in beast man form can
force every being within 180 yards to test Willpower
(Self-Discipline) versus TN 10 + Magic. Those who
fail are affected by paralyzing fear which lasts for a
number of rounds equal to Magic. It may Roar once
per day.
Weretiger's Curse: 1+ SP, A weretiger that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a weretiger.
50
Werewolf
Grade C
Monster
Defense varies, AR varies
Vulnerabilities Fire, Silver
Health varies, Speed varies
Senses Night Vision
See Becoming a Werewolf.
Favored Stunts: Overwhelm, Skirmish, and
Werewolfs Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Werewolves can understand wolves,
and when transformed may communicate with them
as well. Even in human form they can communicate
with wolves using posture, but at a -2 penalty.
Wolves are likely to answer summons from a
werewolf that has been in the area for a while.
Beast Shape [Alteration]: Werewolves can assume
the form of a Wolf as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. It
retains the Animal Speech, Fast Healing, and
Werewolfs Curse powers in this form.
Fast Healing: Werewolves gain +1d6 Health
whenever they would otherwise heal if in beast or
beast man form.
Howl [Fear]: A Werewolf in beast man form can force
every being within 180 yards to test Willpower (SelfDiscipline) versus TN 10 + Magic. Those who fail are
affected by fear. It may Howl once per day.
Overwhelm: 3 SP, The creature knocks its opponent
prone and pins it, giving the werewolf a +2 bonus to
further attacks (this includes the usual +1 for
attacking a prone target). The pinned character must
make an opposed Strength (Might) vs. Strength
(Might) test against the werewolf to escape.
Werewolf's Curse: 1+ SP, A werewolf that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is
infected. An infected victim makes a new
Constitution (Stamina) test against the same target
number each night of a full moon (3 in a row). If the
victim fails one of these tests, he becomes a
werewolf.
51
Merman
Merrow
Grade E
Humanoid
Defense 12, AR 0
Immunities Drowning
Health 21, Speed Swim 12
Senses Night Vision
+1 Accuracy
+0 Communication
+1 Constitution (Swimming)
+1 Dexterity
+1 Fighting (Spears)
+0 Intelligence
+1 Perception (Searching)
+2 Strength
+0 Willpower
Melee Trident +3 (1d6+5), Dagger +1
(1d6+3)
Favored Stunts: Defensive Stance and Lightning
Attack.
Weapon Groups: Brawling, Light Blades and Spears.
Powers
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the users grasp or the
opponent is ripped free, taking damage. Anyone that
removes a trident without making a TN 12
intelligence (Healing) check causes the skewered
creature an additional 1d6 damage.
Equipment: Dagger, Trident, bag
Merrow Elite
Grade D
Humanoid
Defense 13, AR 0
Immunities Drowning
Health 40, Speed Swim 12
Senses Night Vision
+1 Communication (Leadership)
+2 Constitution (Swimming)
+0 Cunning
+2 Dexterity
+0 Magic
+1 Perception (Might, Searching)
+3 Strength (Spears)
+1 Willpower (Courage)
Melee Trident +5 (1d6+6), Dagger +2 (1d6+4)
Favored Stunts: Defensive Stance and Lightning
Attack.
Talents: Two-Hander Style (J)
Weapon Groups: Brawling, Light Blades and Spears.
Powers
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the users grasp or the
52
Triton Mage
Grade D
Humanoid
Defense 13, AR 0
Immunities Drowning
Health 29, Mana 25, Speed Swim 12
Senses Night Vision
+2 Accuracy
+Communication
+0 Constitution
+2 Dexterity
+1 Fighting (Spears)
+2 Intelligence (Entropy or Primal)
+0 Perception
+1 Strength
+2 Willpower (Self-Discipline)
Melee Trident +3 (1d6+4)
Ranged Arcane Lance +2 (1d6+2, 16 yards) Favored
Stunts: Mighty Spell and Skillful Casting. Weapon
Groups: Brawling, Spears
Talents: Entropy Magic (J) or Primal Magic (J) Powers
Spells (5): Arcane, Spellpower 12(14), 5 spells.
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the users grasp or the
opponent is ripped free, taking damage. Anyone that
removes a trident without making a TN 12
Intelligence (Healing) check causes the skewered
creature an additional 1d6 damage.
Equipment: Trident, bag
Triton Cleric
Grade D
Humanoid
Defense 13, AR 0
Immunities Drowning
Health 33, Mana 20, Speed Swim 12
Senses Night Vision
+1 Accuracy
+1 Communication
+1 Constitution
+2 Dexterity
+1 Fighting (Spears)
+1 Intelligence (Light or Miracle)
+0 Perception
+1 Strength
+2 Willpower (Faith)
Melee Trident +3 (1d6+4)
Favored Stunts: Imposing Spell and Mana Shield.
Weapon Groups: Brawling, Spears
Talents: Light Magic (J) or Miracle Magic (J)
Powers
Spells (5): Divine, Spellpower 14, 4 spells. Trident:
Targets that takes damage from a trident strike are
grappled. If the grappled opponent breaks free the
trident is torn from the users grasp or the opponent
is ripped free, taking damage. Anyone that removes
a trident without making a TN 12 Intelligence
(Healing) check causes the skewered creature an
additional 1d6 damage.
Equipment: Trident, bag
On cursory inspection, Tritons appear to be merrow.
However, triton culture is based around the aesthetics
of beauty and the preservation of society through art
and culture. Consequently they have a harmonious
outlook. Almost all Tritons braid their hair, and adorn
their bodies with seashells. Their cities are wonders
created with beautiful coral, most of which is raised
to form the decorations or found after a reef has died.
All tritons are spellcasters and the divine tradition
dedicated to Manwara or the arcane tradition are
passed down to each member of society. Because of
their environment, triton mages tend to ignore fire
based magics.
53
Mummy
Grade C+
Undead Humanoid
Defense 10, AR 6, Enchanted
Immunities Mental, Poison, Charm, Sleep
Vulnerabilities Fire +1d6
Health 60, Speed 6
Senses Dark Vision (-1 in light)
+2 Accuracy (Brawling)
+3 Communication
+4 Constitution (Stamina)
+0 Cunning
+1 Dexterity
+2 Fighting
+3 Intelligence
+2 Perception
+5 Strength
+2 Willpower
Melee Fist +4 (1d6+5*)
Favored Stunts: Dual Strike and Mighty
Blow.
Weapon Groups: Brawling
Powers
Horrifying Appearance: Characters who look
upon the form of the mummy must succeed at a
Willpower (Courage) test : TN 15 or be paralyzed
with fear for 1d2 rounds (use the Dragon Die result
divided by 3 to determine). This power has no effect
again within 24 hours.
Howling Madness: A mummy automatically passes
any Willpower (Morale) tests.
Mummy Rot: The mere touch of a mummy carries the
a curse with it. Each round that the mummy has
physical contact with a character, that character gets
a rot token. Once the character has more rot tokens
than its Constitution it has contracted the curse. The
character suffers 2d6 damage at the end of that round,
and takes a -1 penalty to Dexterity and Constitution.
This damage and the penalties to the character's
Abilities cannot be healed or counteracted by any
means until the curse is removed. Any character who
dies while so cursed turns into a pile of dust which
blows away at the first good wind.
Some Mummies were priests or noblemen before
death. These characters tend to be elite versions of
the monster with the ability to cast Divine Spells with
a Shadow bias. Treat them as 10th Level Clerics.
54
Ogre
Giant Humanoid
Defense 11, AR 7
Health 70, Speed 14
Senses Night Vision
+0 Accuracy (Brawling)
+0 Communication
+6 Constitution
Grade D
+0 Dexterity
+2 Fighting (Axes, Bludgeons, Heavy Blades)
+0 Intelligence
+0 Perception (Smelling, Tracking)
+6 Strength (Intimidation, Might)
+1 Willpower
Melee: Maul +4 (2d6+9) Unarmed: +2 (1d6+6)
Favored Stunts: Lethal Blow (4 SP), Knock Prone,
Mighty Blow (1 SP), Threaten
+Weapon Groups: Brawling and Bludgeons
Equipment: Light Leather, Two-Handed Club
Big: Knock Prone and Skirmish stunts used against
ogres require 1 additional SP than normal to work.
Also, ogre-sized weapons do an additional 1d6
damage over their human-sized counterparts (their
fists do 1d6 base damage).
Savage Killers: Ogres can perform the Mighty and
Lethal Blow stunts for 1 SP. They also gain a +2
attack and damage bonus against any target who
doesnt succeed in a contested WillPoWer (CouraGe)
vs. the ogres strenGth (intimidation) at the beginning
of an encounter.
Tough Skin: Ogres have a natural AR of 2, though
most wear hides, patchwork armor, and other
protection that increases this to AR 7.
Weapon Groups: Axes, Bludgeons, Brawling, Heavy
Blades
Ogres are giantish oafs that appear to be nine foot tall
humanoids with distorted faces. They often resemble
goblinoids, or have the hint of bestial ancestry, but a
small number are bald and resemble giants. Like
most giants or bigger goblinoids, ogres are cruel,
killing to cause suffering or from perceived hatred,
not because they have to. Unlike their true giant
cousins, most Ogres speak orc, goblin, or a human
language depending on where they
live, and who lives with them.
Ogres often congregate with
goblinoids or orcs because
their strength is
respected.
55
Ooze
Black puddings are huge quivering masses of oilyblack goo. They are usually 15 feet across and can be
2 feet high when not attacking. They attack anything
that moves nearby with mindless abandon. They like
to grapple targets and dissolve them slowly. When a
pudding disarms an opponent they grab the weapon
which then begins to dissolve unless it is magical or
otherwise protected from corrosive damage. They are
truly horrific creatures because they cannot be
reasoned with, controlled, or easily defeated. While
they are often found underground or in dungeon
complexes, nobody knows exactly where they
originate from and they can be found above ground
as well if food is scarce elsewhere.
Black Pudding
Grade C
Monster
Defense 7, AR 0
Immunities Gaze Attacks, Mental, Poison; Charm,
Illusion, Paralysis, Sleep
Health 100, Speed 8, Climb 8
Senses 360 Degree Touch (20 yards)
-1 Accuracy
-3 Communication
-+6 Constitution
-2 Dexterity
+2 Fighting
+0 Intelligence
+0 Perception (Smelling)
+3 Strength (Climbing)
-2 Willpower
Melee Slam +3 (1d6+3*)
Favored Stunts: Disarm and Lightning Attack.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the pudding or is touched by it except stone takes
1d6 damage. Metal and wooden melee weaponry
that touches the pudding becomes useless on a 1 on
the attacks Dragon Die.
Split: If a pudding takes 10+ damage from a slashing
or piercing attack and survives it will split into two
smaller puddings on a 3 or better on 1d6. These
creatures have half the Health of the original and
suffer a -1 to all actions.
56
Gelatinous Cube
Grade D
Monster
Defense 10, AR 0
Immunities Gaze Attacks, Mental, Poison; Charm,
Illusion, Paralysis, Sleep
Health 52, Speed 6
Senses 360 Degree Touch (20 yards)
+0 Accuracy
-3 Communication
+8 Constitution
-3 Dexterity
White Pudding
Grade C
Monster
Defense 7, AR 0
Immunities Cold, Gaze Attacks, Mental, Poison;
Charm, Illusion, Paralysis, Sleep
Health 85, Speed 8, Climb 8
Senses 360 Degree Touch (20 yards)
+0 Accuracy
-3 Communication
+5 Constitution
-3 Dexterity
+3 Fighting
+0 Intelligence
+0 Perception (Smelling)
+0 Strength(Climbing)
-2 Willpower
Melee Slam +3 (1d6+3*)
Favored Stunts: Disarm and Lightning Attack.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the pudding or is touched by it except metal and
stone takes 1d6 damage. Wooden melee weaponry
that touches the pudding becomes useless on a 1 on
the attacks Dragon Die.
Camouage: When at rest a white pudding looks
exactly like a snowbank. Others suffer a -3 penalty to
recognize it in a snowy environment.
Split: If a pudding takes 10+ damage from a slashing
or piercing attack and survives it will split into two
smaller puddings on a 3 or better on 1d6. These
creatures have half the Health of the original and
suffer a -1 to all actions.
+2 Fighting
+0 Intelligence
+0 Perception (Smelling)
+0 Strength
-2 Willpower
Melee Slam +0 (1d6*), Ram +0 (1d6+3)
Favored Stunts: Engulf and Mighty Blow.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the cube or is touched by it except metal and stone
takes 1d3 damage. Wooden melee weaponry that
touches the cube becomes useless on a 1 on the
attacks Dragon Die.
Engulf: 3 SP, After a successful ram attack the cube
begins to engulf its target, pulling it inside itself. This
process takes 2 rounds during which the target is
subject to both Acid damage and potential paralysis.
Once inside it the only way out is to kill the cube or
be yanked out.
Touch Attack [Paralysis]: Those touched by the cube
must succeed at Constitution (Stamina) : TN 15 or be
paralyzed for 1 minute.
Transparency: Others have a -2 penalty to notice a
gelatinous cube with a Perception (Seeing) test.
57
Orc
Orc Warrior
Grade E
Humanoid
Defense 10, AR 5
Health 30, Speed 10
Senses Night Vision
+2 Accuracy (Bows)
-1 Communication
+3 Constitution (Running, Stamina)
+1 Dexterity (Brawling)
+2 Fighting (Axes, Bludgeons, Heavy Blades)
+0 Intelligence
+1 Perception (Searching)
+3 Strength (Intimidation)
+1 Willpower
Melee Battle Axe +4 (2d6+3), LongSword +4 (2d6+3)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Axes, Brawling and Bludgeons
Talents: Armor Training (N), Weapon and Shield Style
(N)
Equipment: Battle Axe, Heavy Leather
58
Orc Elite
Humanoid
Defense 15, AR 7
Health 30, Speed 9
Senses Night Vision
Grade D
Orc Shaman
Grade D
Humanoid
Defense 12, AR 5 (-2 penalty)
Health 25, Mana 14, Speed 10
Senses Night Vision
+1 Accuracy
+1 Communication
+1 Constitution
+2 Dexterity
+3 Fighting (Axes, Bludgeons, Heavy Blades)
+2 Intelligence (Shadow, Religious Lore)
+0 Perception (Seeing)
+3 Strength (Intimidation)
+2 Willpower (Faith)
Melee Two-Handed Maul +3 (2d6+6)
Favored Stunts: Pierce Armor and Puissant Casting.
Weapon Groups: Brawling and Bludgeons Talents:
Shadow Magic (J)
Powers
Spells (3): Divine (Shadow), Spellpower 14, 4 spells
+1 Shadow.
Equipment: Light Mail, Two-Handed Maul
+2 Accuracy (Bows)
-1 Communication
+3 Constitution (Running, Stamina)
+1 Dexterity (Brawling)
+3 Fighting (Axes, Bludgeons, Heavy Blades)
+0 Intelligence
+1 Perception (Searching)
+4 Strength (Intimidation)
+1 Willpower
Melee Battle Axe +5 (2d6+4),LongSword +5 (2d6+4)
Favored Stunts: Knock Prone and Dual Strike.
Weapon Groups: Axes, Brawling and Bludgeons.
Talents: Armor Training (J), Weapon and Shield Style
(J)
Equipment: Battle Axe, Heavy Mail, Medium Shield
Orc Elites are stronger and more vicious than the
grunts who make up the majority of the front line of a
raid. They are stronger, faster, and better fighters. They
also have better gear, by virtue of being strong
enough to take it from whomever found it or created
it, whether that person is a human, a lone dwarf or an
orc.
59
Owlbear
Grade D
Beast
Defense 11, AR 0
Health 60, Speed 10
Senses Night Vision
+2 Accuracy (Bite)
+1 Communication
+6 Constitution
+1 Dexterity
+2 Fighting (Claws)
-1 Intelligence
+2 Perception (Seeing, Tracking)
+4 Strength (Might)
+2 Willpower (Morale)
Melee Bite +4 (1d6+4), Claws +5 (2d6+4)
Favored Stunts: Lightning Attack and Crushing Hold.
Powers
Crushing Hold: 3 SP, An owlbear can follow up a
successful attack with its claws with a Crushing Hold.
The target is grappled and must make an opposed
check at the beginning of its turn to escape: Dexterity
(Legerdemain) or Strength (MIght) versus Strength
(Might) to escape. While so grabbed the Owlbear can
crush the target for 2d6+7 damage each round as a
Major action, requiring no attack roll, or bite the
target gaining a +3 to hit.
Tooth and Claw: An Owl Bear is a vicious opponent.
It can attack with a claw and a bite as a single major
action. Both attacks can generate stunt
points.
Phanaton
Grade E
Humanoid
Defense 15, AR 0
Health 16, Speed 7, Glide 12
+2 Accuracy
+1 Communication
+1 Constitution
+2 Dexterity (Acrobatics)
+0 Fighting
+1 Intelligence
+1 Perception (Hearing)
+0 Strength (Climbing)
+0 Willpower
Melee Bite +2 (1d3+1), Club +2 (1d6)
Favored Stunts: Knock Prone and Skirmish. Weapon
Groups: Brawling and Staves
Powers
Prehensile Tail: Phanatons can hang from their tail or
grasp objects with a -2 Dexterity penalty and their
normal Strength.
Equipment: Club, Small Backpack
Phanatons are diminutive humanoids, about the
height of a halfling, but slender with a monkey-like
build, and slender hands. They resemble humanoid
raccoons with feline heads including the mask
coloration, ringed tails and similar grey-brown
coloration. They also have thick membranes that run
between their arms and legs which allow them to
glide through the air from tree to tree with near
silence.
60
Rakasta
Grade E
Humanoid
Defense 16, AR 0
Health 21 Speed 11
Senses Night Vision
+2 Accuracy
+0 Communication
+1 Constitution
+3 Dexterity
+0 Intelligence (Natural Lore)
+2 Fighting
+1 Perception (Hearing, Tracking)
+0 Strength (Heavy Blades, Jumping)
+1 Willpower (Morale)
Melee Claws +0 (1d3+1), Kasas +0 (1d6), Long
Sword +2 (2d6)
Ranged Spear +0 (1d6+3, 8/16 yards)
Favored Stunts: Knock Prone and Lightning Attack.
Weapon Groups: Brawling, Heavy Blades, and
Spears
Talents: Dual Weapon Style (N)
Equipment: Kasas, Long Sword, Throwing Spear
61
Rhagodessa
Aberrant Beast
Defense 14, AR 2
Health 32 Speed 16, Wall Crawler
Senses Dark Vision (-1 in light)
+3 Accuracy
-3 Communication
Stirge
Grade E
Monster
Defense 16, AR 0
Health 14*, Speed 4, Fly 18, Hover
Senses Dark Vision (20 yards)
-+3 Accuracy
-1 Communication
-1 Constitution
+4 Dexterity (Stealth)
+0 Intelligence
+1 Fighting
+2 Perception
-2 Strength
+0 Willpower
Melee Stab +3 (1d6-2)
Favored Stunts: Latch On, and Skirmish.
Powers
Blood Drinking: Whenever the stirge succeeds with a
grapple it may bite as a free action, draining 1d6+3
Health that the stirge then gains. This drain ignores
worn armor, but not inherent armor. After attached, it
can use a Major action to drain the same amount of
Health once per round.
Latch On: 3 SP, If the stirge hits it automatically
grapples the target and gains a +3 bonus to resist
being removed forcibly.
Grade D
+1 Constitution
+4 Dexterity
+0 Intelligence
+1 Fighting
+2 Perception
+2 Strength (Jumping)
+0 Willpower (Self-Discipline)
Melee Bite +3 (1d6+5)
Favored Stunts: Grab and Skirmish.
Powers
Grab: 2, A successful grab brings the target to the
mouth for a vicious bite attack. The rhagodessa gets a
free attack on the target, and if it hits it deals an
additional 1d6 damage.
Rhagodessa are large spider-like carnivores, that are
the size of a small horse. They have an oversized
head and mandibles, and is a yellow color with a
dark brown thorax. They have five pairs of legs, rather
than four, and the frontmost pair end in suckers rather
than sharp points. These two limbs allow the creature
to snag prey and bring it to its mouth. These creatures
are unintelligent, nocturnal carnivores that always
hunt in the dark.
Their natural habitat is in
cave structures and
throughout
the Shadowdark.
62
Tortle
Grade E
Humanoid
Defense 10, AR 6
Immunities Drowning
Vulnerabilities Cold +1d6
Health 25, Speed 6, Swim 8
Senses Night Vision
+1 Fighting (Bows)
+0 Communication
+1 Constitution (Swimming)
-1 Dexterity
+1 Fighting (Spears)
+0 Intelligence
+0 Perception
+1 Strength
+2 Willpower
Melee Claws +1 (1d6+1), Spear +3 (1d6+4)
Ranged Short Bow +1 (1d6+1, 16/32 yards) Favored
Stunts: Defensive Stance and Disarm. Weapon
Groups: Bows, Brawling, Spears and Staves. Powers
Shell Defense: Tortles can use a Major action to
withdraw into their shell. Their defense drops to 5,
but their Armor Rating rises to 8 against physical
attacks. Energy attacks, as well as corrosive based
ones use the normal rating. A tortle in its shell cannot
see, but can hear and smell.
Equipment: Ruck Sack, Short Bow, Throwing Spear
63
Troll
Grade C
Giant Humanoid
Defense 12, AR 3
Vulnerabilities Corrosive, Fire
Health 50, Speed 14
Senses Dark Vision (30 yards)
+2 Accuracy (Bite, Brawling)
-1 Communication
+6 Constitution (Stamina)
+2 Dexterity
+3 Fighting (Claws)
+0 Intelligence
+0 Perception (Smelling, Tracking)
+6 Strength
+0 Willpower (Morale)
Melee Bite +4 (1d6+6), Claws +5 (1d6+9)
Favored Stunts: List
Weapon Groups: Brawling
Powers
Regeneration: A troll can take a breather any time as
a minor action, regaining 5+Constitution Health (11).
Doesnt affect damage caused by vulnerabilities.
Trolls are tall, gangly looking creatures that have long
noses, and rubbery skin, often green in coloration.
They have full heads of hair, but they also grow
isolated tufts of it all over their bodies. Their teeth are
often in poor condition, and they have completely
black eyes. Trolls are frightfully strong considering
their apparent body structure and they rarely back
down from confrontation because pain is something
they generally can ignore. Trolls speak Trollish, a
language related to giantish.
Spectre
Defense 14, AR 0
Health 35, Speed 14 (fly)
+2 Accuracy (Brawling)
+1 Communication
+2 Constitution
+4 Dexterity (Stealth)
+1 Fighting (Claw)
+2 Intelligence (Spirit, Entropy)
+2 Perception
+0 Strength
+4 WillPower (self-Discipline)
Chilling Touch +4 2D6+4
Favored Stunts: Dual Strike, Pierce Armor
Chilling Touch: The touch of a spectre drains the life
force from any living thing, causing 2d6 plus
Willpower damage (2d6+4). This attack uses the
Accuracy (Brawling) and the targets shield bonus is
ignored. Beings without a soul, such as raised corpses
or golems, take half damage from these attacks.
Incorporeal: Spectres are incorporeal, having a
tenuous existence in the mortal world. They ignore
the effects of terrain. Normally only magical attacks
(spells or hits from magic weapons) can harm them,
other attacks pass through their forms without effect.
A character attacking a spectre can perform a special
stunt called Spirit Bane c
weapon damage but substitutes Willpower for
Strength or Perception.
terror: As an attack action, by emitting a terrifying
shriek a spectre can cause all targets within 30 yards to
experi- ence supernatural dread. Targets must succeed
in a TN 14 WillPower (Courage) test. All targets who
fail must either flee Defenses for the rest of the
encounter.
64
Just like normal ants, they search far and wide for
food, and when they find it and communicate that
back to the nest, they set up a winding trail to the
source of sustenance. Because giant ants slowly dig
out dirt and stone when they create a nest, there is a
chance that they will find gold in the hills they prefer
to nest in.
Vermin
Giant Ant
Grade E
Giant Beast
Defense 13, AR 4
Health 29, Speed 15
Senses 360 Degree Smell (30 yards)
+2 Accuracy (Bite)
-3 Communication
+1 Constitution
+2 Dexterity
-2 Intelligence
+1 Fighting
+1 Perception (Smelling)
+0 Strength (Climbing)
+0 Willpower (Morale)
Melee Bite +4 (2d6)
Favored Stunts: Knock Prone and Mighty Blow.
Powers
Berserker: Giant Ants have a +4 bonus to Willpower
(Morale) tests.
Super Lifter: The ant has a +5 bonus to lift, drag or
carry anything.
Tunneling: Giant Ants can tunnel through rock as
well as soil, as fast as humanoid miners.
Giant Ant Drone Guard
Giant Beast
Defense 14, AR 4
Health 40, Speed 14, Fly 12
Senses 360 Degree Smell (30 yards)
+2 Accuracy (Bite)
-3 Communication
+1 Constitution
+2 Dexterity
-2 Intelligence
Giant Bee
Grade D
Giant Beast
Defense 15, AR 0
Health 15, Speed 3, Fly 13
Senses 360 Degree Smell (30 yards)
-+ 2 Accuracy (Sting)
-3 Communication
-1 Constitution
+3 Dexterity
+0 Intelligence
+1 Fighting
+1 Perception
+0 Strength
+1 Willpower (Courage)
Melee Sting +4 (1d6*)
Favored Stunts: Knock Prone and Skirmish.
Powers
Stinger [Poison]: The bees stinger carries a poison. If
the target takes damage from the sting, they must
succeed at a Constitution (Stamina) vs 12 TN or take
1d6 penetrating damage every round for 3 rounds.
Lastly, unless the victim uses a Major action to Heal
herself, the stinger remains lodged in the victim and
gives them a -1 penalty to all actions. This penalty is
cumulative to a total of -3.
Giant Bee are one foot long insects with vicious
tempers and a dangerous sting. Though the bees die if
they are successful with an attack, as the stinger rips
away from their bodies, they will attack any moving
thing that comes near their hive. Giant Bee hives tend
to be created in cave structures, because the weight
is too great for all but the strongest of trees to bear.
When encountered away from the hive, there may be
less than 7 of them, but there will always be at least
10 plus the queen at the hive, and can be as many as
30 or more. The queen is slightly larger than a normal
giant bee, and can sting without killing herself. Giant
Bee honey is potent and anyone eating 2 pints of it
will be healed 2 Health.
Grade D
+1 Fighting
+1 Perception (Smelling)
+1 Strength
+1 Willpower (Morale)
Melee Bite +4 (2d6+1)
Favored Stunts: Knock Prone, Mighty Blow and
Skirmish.
Powers
Berserker: Giant Ants have a +4 bonus to Willpower
(Morale) tests.
Super Lifter: The ant has a +5 bonus to lift, drag or
carry anything.
Giant Ants are like their minuscule brethren in every
way except for size, as these creatures are the size of
men. They attack ferociously with no regard for their
own safety when engaged in combat, but usually
they ignore humanoid and animal targets when
searching for food.
65
Giant Centipede
Grade D
Giant Beast
Defense 14, AR 0
Health 11 Speed 6, Wall Crawler
+2 Accuracy (Bite)
-3 Communication
+1 Constitution
+2 Dexterity
+0 Magic
-1 Perception
-1 Strength
+2 Willpower (Morale)
Melee Bite +4 (1d6*)
Favored Stunts: Pierce Armor and Skirmish.
Powers
Poisonous Bite: Whenever the Centipede deals
damage with its bite, the target creature must make a
Constitution (Stamina) test : TN 13. Those who
succeed are poisoned and suffer a -1 penalty to all
tests and a -4 modifier to Speed. This poison lasts in
the character's system for 10 days unless treated. If
already affected by the poison, a further failure to
resist causes an additional 2 points of damage.
66
67
Wight
Grade D
Undead Humanoid
Defense 13, AR 0
Immunities Mental, Poison, Charm, Sleep
Health 40, Speed 12
Senses Dark Vision (-1 in light)
+2 Accuracy
+3 Communication
+4 Constitution (Stamina)
+2 Dexterity (Stealth)
+1 Intelligence
+2 Fighting (Claws)
+2 Perception (Hearing)
+2 Strength
+1 Willpower (Morale)
Melee Claws +4 (2d6+2*)
Favored Stunts: Lightning Attack and Mighty Blow.
Weapon Groups: Brawling
Powers
Enervating Touch [Necrotic]: A wight deals 3
penetrating damage on touch.
Wights are human corpses animated by an evil spirit.
They are mostly operative during the night, where
they skulk in barrows, catacombs and other places of
burial. They do their best to come upon victims
unawares, or catch them off guard in order to
approach within melee combat distance. Wights
speak all human languages, or more to the point the
creature never has any trouble communicating with
or understanding the living. Wights are patient and
would rather creatures come to them and never
leave, than they be forced to hunt in the open where
prey will likely escape.
All human and demi-humans slain by a wight rise as
such in 2 rounds. Wights are not risen intelligent
dead in the fashion of vampires, and whatever race,
skills or languages the formerly living being remain
with its soul. Spawned wights will obey the orders of
the one that killed them as offshoots of the original
evil spirit. There is seemingly no limit to the number
of bodies one spirit can animate, and beyond their
abject hatred of the living, this seems to be the goal
of each wight.
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Wolf
Grade E
Beast
Defense 14, AR 0
Health 25, Speed 15
Senses Night Vision
+3 Accuracy (Bite )
+0 Communication
+2 Constitution (Running)
+2 Dexterity (Stealth)
+0 Intelligence
+1 Fighting
+2 Perception (Smelling, Tracking)
+2 Strength (Jumping)
+1 Willpower
Melee Bite +5 (1d6+2)
Favored Stunts: Knock Prone and Pack Tactics.
Pack Tactics: 2 SP, As part of a group, a wolf can
allow another wolf to attack the same target as a free
action if it is close enough to do so.
Wolves are canine predators with excellent senses of
smell. Alone, a wolf is rarely a threat to an adventurer
unless it has a disease, such as rabies, which it can
spread. An entire pack of wolves however is a threat
to much larger creatures such as bears, or a group of
adventurers. Packs are often led by an Alpha wolf
which is often tougher than the others. Wolves live in
hills, forests and mountainous regions, even living in
extremely cold climes.
69
Wyvern
Grade D
Draconic Beast
Defense 11, AR 4
Health 50, Speed 7, Fly 18
Senses Dark Vision 20 yards
+1 Accuracy (Bite, Tail)
-1 Communication
+2 Constitution (Stamina)
+1 Dexterity
+0 Intelligence
+2 Fighting
+1 Perception
+4 Strength
+2 Willpower
Melee Bite +3 (1d6+7) Claws +4 (1d6+4), Tail Jab +3
(1d6+4*)
Favored Stunts: Pierce Armor and Swoop.
Powers
Poison: A wyverns tail barb is poisonous. Constitution
(Stamina) test : TN 14 or suffer -1 to all physical
actions until end of encounter.
Swoop: 2 SP, the wyvern can pick up and throw a
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from the
fall.
70
Acknowledgements
Firstly, I have to give credit to the original creators of
Dungeons and Dragons and the Mystara world. This
was built up over years until it would be nearly
impossible to credit every person by name who ever
created one of the monsters listed herein. As these
write ups strive to replicate the versions of the
creatures from this specific game world and the
system it was built around, I consider each of these to
be praise worthy in the sense of original work done.
Secondly, I must thank the various people who
inspired me to undertake this endeavor starting with
the Green Ronin crew for making such a deceptively
simple game with such a nostalgic chassis on top of a
brand new engine. Next I want to thank my fellow
fans who gave me such a sense of accomplishment
that I dove headfirst into further products for this line.
Last, but not least, I need to thank the artists whose
hard work I appropriated for this fan work. I dont
know the name or handle of every artist, but those I
was able to discover are listed below. Once again,
show them some appreciation and/or track them
down and offer them a paying gig if you are able.
Jeanette L. Cejchan, Wayne England, Blanc Fonce,
Jun Bob Kim, Todd Lockwood, William OConnor,
Phantombassist, Prodigyduck, Scott Purdy, Christophe
Swal, Tyler Walpole, Eva Widermann and Yoshitaka
Amano.
71
Series
ADVERSARY COMPENDIUM I