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The Bestiary

ABOLETH
Val Char Cost
20* STR 5
14 DEX 12
16 CON 12
11* BOD 0
23 INT 13
18 EGO 16
20 PRE 10
0 COM -5
3
3
4
8
40
26*

PD
0
ED
0
SPD 16
REC 2
END 2
STN 0

Movement:

Cost
7
10
5
7
5
70
10
1

Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

PER Roll: 14EGO Roll: 13PRE Attack: 4D6

ECV: 6
Personality/Motivation: Aboleth are evil creatures, full of
cruelty and malice, seeking to dominate and control all they
encounter. Lazy to an extreme, they try to acquire wealth
and power while doing as little as possible. Although
greatly intelligent, they are so indolent as to never study or
strain their intellect, and do not achieve great things like the
Illithid.

Total: 3 (0 rPD)
Total: 3 (0 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: The Aboleth are powerful psychic creatures, and use these powers to trick, control, and destroy
their prey or enemies. Aboleth have a more horrible power,
however. Each of their four main tentacles has a sucker at
the tip that can inject a horrible toxin in the victim. This
toxin causes the victim to change overnight, their skin becoming translucent and slimy, unable to stand the dry air,
while their lungs change to be only able to breathe water.
They further have their Ego reduced to zero, which makes
them very easy to control and keep as a slave by the Aboleth. This affliction is called the Aboleth Curse, and will
wear off after a month, but the Aboleth can simply reapply
it at any time.

Total Characteristics Cost: 83


Running: 3/6
Leaping: 0
Swimming: 7/14

Powers
END
Huge: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Swift: Swimming +5 (7 total)
1
Tentacles: Stretching 1
1
Tentacle Smash: Hand-to-Hand Attack 2D6
1
(6D6 w/STR); Only to add to Strength Damage
Heat Sight: Infrared Vision
Aboleth Curse: Major Transformation 7D6
0
(makes aquatic slave); 4 Charges, No Range
Strong Will: Mental Defense 14
Hold Breath: Life Support breathe 1 END/
Minute

40
4u
4u
4u
4u
4m
8m
2u

Mental Powers: Multipower (40 pts)


Mesmerism: Mind Control 8D6
Mirage: Mental Illusions 8D6
Mirage: Images (sight, hearing, touch) -4 PER
Mind Contact: Telepathy 8D6
Kinetic Barrier: Force Field 10 PD, 10 ED
Mind Strike: Ego Attack 4D6
Mind Cloak: Invisibility (sight); Only to
sentient minds

-6
-3

Running -3
Leaping -3

Cost
3

Ecology: Aboleth are horrors native to the Underdeeps, far


from the sun. They dwell in the seas and waters of these
dark and vast caves, lurking at the fringes of civilization
such as exists in those caves. Although loners, at times they
will encounter another of their kind and after a few weeks
the females lay eggs which wiggle constantly until hatching
weeks later.

Monster
Roll
131212111413139-

Campaign Use: Served by slaves, the Aboleth build underwater cities and dominate the seas and black waters of the
underdeep where they dwell. They often will have significant treasure, guarded by a variety of dominated and powerful weird deeps-dwelling water monsters. The Aboleth are
hated by all other underdeeps races and war constantly is
waged between them and the nearby civilizations. The
slime that Aboleth are coated with is a useful if rare alchemical ingredient worth D6 in D6 silver per dead Aboleth. The scales also sell for D6 copper each, about 3D6
quality scales can be harvested from the creature.

4
4
4
4
2
4
4

Appearance: Aboleth are fishlike creatures about 10-12 feet


in length. They have a blunt face with long, horizontal eyes
and four tentacles, and along their sides are suckerlike projections that double for stubby legs. Aboleth are very colorful for underdeeps creatures, especially in ultraviolet light
which causes them to fluoresce in bright colors.

Skills and Talents


Combat Skill Level OCV +1 with tentacles

Total Powers & Skills Cost: 179


Total Cost: 262
PTS
-5

Disadvantages
Susceptible: not being submerged D6/hour

Total Disadvantage Points: -5


10

AISKE (Hippocampus)
Val Char Cost
30* STR 0
14 DEX 12
23 CON 26
18* BOD 6
3 INT -7
11 EGO 2
18 PRE 8
10 COM 0
8
6
3
7
46
40*

PD
ED
SPD
REC
END
STN

6
1
6
0
0
0

Movement:

Cost
30

3
4
20
10
6
7
10
1

Roll
1512141310111311-

Ecology: Aiske are aquatic horses, steeds ridden by the


denizen of the deep. They can be found only in large bodies
of surface water, without an underground equivalent. Aiske
are very rare in fresh water, but are but uncommon in salt
water, especially where domesticated and raised by Merfolk
and other races. Wild Aiske move in herds for safety, eating seaweed, kelp, plankton, and some coral.

Animal

Notes
Lift 1600 kg: 6D6
OCV: 5 DCV: 2

PER Roll: 10-/12EGO Roll: 11PRE Attack: 3D6

ECV: 4
Personality/Motivation: Aiske have simple animal intelligence, and simple animal motivation.
Powers/Tactics: In combat, Aiske attack by clawing with
their front fins and biting with a suprisingly powerful bite.
Able to swim at dazzling speeds and navigate comfortably
even in the murky crushing depths of the ocean, Aiske are
very favored by aquatic races for a mount.

Total: 9 (1 rPD)
Total: 7 (1 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 50


Campaign Use: The Aiske are used for riding mounts by
Merfolk (using strange curled saddles for their fin), Deep
Ones, and Seagoing Beastmen. They can be encountered in
the wild, and will act much like landgoing horses in such
cases. These can be very valuable assets in the water, but as
they cannot breathe air it might take some special equipment and definitely will take time and a lot of money to
train one and keep it in use. Aiske have no hair, but their
scales are valuable to alchemists, and 5D6 in D6 copper
worth can be gathered from an adult.

Running: 3/6
Leaping: 2/4
Swimming: 6/24

Powers
END
Large Size: Growth (4 levels) -4 KB, +3 PER 0
to be seen; Persistent, Inherent, 0 END Cost,
Always On (*)
Tough: Armor 1 PD, 1 ED
0
Swift: Swimming +4, x2 NC (6 total)
1
Claw: HKA D6+1 (2 1/2D6 w/STR); Reduced 2
Penetration
Bite: HKA 1/2D6 (D6+1 with STR)
1
Keen Senses: Enhanced Perception +2 smell
0
and hearing
Sonar: Detect (Objects), sense
Sonar: Targeting Sense (detect)
Deep Swimmer: Life Support vs pressure
extremes

-6

Running -3

3
3

Skills
+1 OCV with claw and bite
PS: attack target rider indicates 12-

Appearance: Aiske look much like an ordinary horse that


has its hindquarters replaced by a fish tail. What little remains of the rear legs are small fins although some species
have no hint of rear legs at all. The front legs bear fins instead of hooves. The mane is instead a crest or fin. Most
Hippocampus are dazzling, brilliant tropical fish colors, although some are silvery blue or even black. They are the
size and weight of an ordinary terrestrial riding horse.

Total Powers & Skills Cost: 91


Total Cost: 141
PTS
-15
-10

Disadvantages
Phys Lim: Animal Intelligence
Phys Lim: Limited Manipulatory Ability

Total Disadvantage Points: -35

11

ALISAUR

6
4
3
7
30
30*

PD
ED
SPD
REC
END
STN

2
1
7
0
0
0

Movement:

Cost
7

Roll
1412121210101311-

Notes
Lift 800kg: 5D6
OCV: DCV:

PER Roll: 11-/12EGO Roll: 10ECV: 2


PRE Attack: 3 1/2D6

Running: 8/16
Leaping: 0

-4

Leaping -2

21

5
4
5

Cost
3
1

Powers/Tactics: Alisaur attack by biting foes, although they


will also lash with their wickedly spined tails that can cause
serious wounds. The Alisaur can utter a bellow that causes
all creatures nearby to incandesce for a moment, which also
tends to cause invisibility of any kind to end. Alisaur are
famous climbers, able to walk straight up a wall that looks
impassable, as long as it is not too slick. They are not able
to crawl like a spider, and cannot cling to a ceiling this way,
for example.

Total Characteristics Cost: 34

12
3
2

25

Personality/Motivation: Alisaur have only basic animal


intelligence and basic animal motivations such as food and
shelter. They are quite loyal once tamed, however.

Total: 10 (4 rPD)
Total: 8 (4 rED)
Phases: 4, 8, 12

Powers
END
Huge: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Six Legs: Extra Limbs (two extra legs)
Bite: HKA 1D6 (2D6 w/STR); Reduced
1
Penetration
Tail Lash: HKA 1/2D6 (1D6 w/STR); 1/2 END 1
Cost, Autofire, Armor Piercing
Roar: Dispel 8D6 Invisibility; Area Effect
10
Radius, Incantation, Extra Time Full Phase, x2
END Cost
Heat Sight: Infrared Vision
Swift: Running +2 (8 total)
2
Climbing: Clinging ( STR); Not vs slick
surfaces, cannot cling to ceilings
Scales: Armor 4 PD, 4 ED
Keen Senses: Enhanced Perception +1 (all)
Keen Eyes: Enhanced Perception +1 (sight)
-

12

Ecology: Alisaur are only found in the underdeeps, far beneath the surface in dark, lost caves. These huge lizards do
not form relationships and are not communal, but are not
hostile toward each other. They swim and climb about eating what creatures they can catch, especially fond of eggs
and nests of young that make for an easy kill. Alisaur lay 46 eggs and stay in the general area to protect them, but are
not very protective parents.

Animal, Lizard

Val Char Cost


25* STR 10
13 DEX 9
15 CON 10
13* BOD 4
3 INT -7
5 EGO -10
18 PRE 8
10 COM 0

Campaign Use: The primary way Alisaur will be encountered is as a mount for Deep Elves. These creatures are used
to go into battle and cross long distances without tiring out
the rider. Alisaur eggs make good cooking as well, and
weighing nearly 20 pounds, they make quite a meal. Deep
Elves will pay 4D6 x5 copper for a living, fertilized Alisaur
egg. Their pelts are useful for beasthide armor as well, and
races like Troglodytes use their tail spines for simple weapons.
Appearance: Alisaur look like low slung, six legged lizards
similar to the basilisk but without its crest and glowing
eyes. Alisaur have spines down their tail that become spikes
at the end, and are usually white, pale, tan, or sandy in color
with no patterning of any kind. Alisaur are around eight feet
long, with a tail five feet or longer and weigh over 500
pounds.

Skills and Talents


Environmental Movement: Slick cave surfaces
Language: Deepspeak (basic conversation)

Total Powers & Skills Cost: 96


Total Cost: 130
PTS
-10
-15
-15
-5

Disadvantages
Physical Limitation: Mute
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Vulnerability: x1 1/2 effect from sight Flash attacks

Total Disadvantage Points: -45

12

ALPHA RAT
Val
3
16
11
6
13
13
15
2

Char Cost
STR -7
DEX 18
CON 2
BOD -8
INT
3
EGO 6
PRE 5
COM -8

3
3
4
4
22
15

PD
2
ED
1
SPD 14
REC 2
END 0
STN 1

Movement:

Cost
30

4
7
5
3
5
9
10
5
1
10
8
32a

40b

7c
7d
15e

Cost
3
3

PTS
-15

Giant Animal
Roll
121212121110129-

Notes
Lift 30kg: 1/2D6
OCV: 5 DCV: 9*

PER Roll: 13EGO Roll: 12PRE Attack: 3D6

Disadvantages
Psychological Limitation: loyal to master C/S

Total Disadvantage Points: -15


Ecology: Alpha Rats are magical creatures, enchanted super-rats that are filled with malevolent intelligence and the
ability to control nearby rats. These are usually created by
goblin or beastmen shaman, and cannot breed with other
rats. They tend to live significantly longer, however. Alpha
Rats are typically encountered only in urban areas or near
concentrations of goblins, beastmen, or orcs.

ECV: 4

Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12

Personality/Motivation: Alpha Rats are evil and filled with


spite, hating all that live except their masters. They are
crafty and vicious, sneaking around to cause havoc and killing babies and pets. When not on missions for their master,
Alpha Rats simply like to sneak and chew through things,
especially valuable or important things.

Total Characteristics Cost: 31


Running: 8/16
Leaping: 1
Tunneling: 1/2

Powers/Tactics: In addition to the usual abilities of a rat,


Alpha Rats are able to summon other nearby rats and drive
them into a berserk fury. These rats are incredibly loyal to
the Alpha Rat, they seem to view the larger, more intelligent
creatures as a sort of deity.

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Scurry: Running +2 (8 total)
2
Climbing: Clinging (3 STR); Only to represent super-climbing
Heat Sight: Infrared Vision
Keen Senses: Enhanced Perception +1 (all)
Keen Nose: Discriminatory Sense (smell)
Chew: Tunneling 1, 4 DEF; Extra Time Full
1
Turn
Hardy: Life Support (immune to disease)
Tough: Power Defense 5
Damage Resistance 1 PD, 1 ED
Gnaw: HKA 1D6-1 ( w/STR)
1
Rat Command: Elemental Control (8 pts)
Rat Command: Summon 32 Rats (14 pts);
Slavish Amicability, Arrive under their own
power
Rat Command: Summon 8 Sewer Rats (97 pts);
Slavish Amicability, Arrive under their own
power
Rat Command: Aid 1D6 OCV; Area Effect
Hex
Rat Command: Aid 1D6 HKA; Area Effect
Hex
Rat Command: Telepathy 4D6; Area Effect
Radius, to communicate with rats only

Alpha Rats will try to stay back out of combat and rely on
suicidal minions to attack, retreating if things dont go well.
They can manipulate small objects and are surprisingly
strong for their size. They use this ability to steal things,
trigger traps, open and close doors, and so on. They will
chew through objects to cause them to fall apart, ruin food
and water, and so on. Think about how destructive and
filthy rats can be, then imagine them being intelligent and
directed in how they destroy.
Campaign Use: Alpha Rats can be a real nuisance, even to
a very powerful group. While individually rats arent particularly dangerous, with enough numbers and guidance,
they can be pretty horrible. The Alpha Rat is able to command and coordinate the rats, and its self can be a trouble.

Appearance: Somewhat larger than ordinary rats (about 2


feet long), the Alpha Rat has red eyes and a more intelligent
look about it. Otherwise, they are like other rats in the area.

Skills and Talents


Concealment 11Stealth 12-

Total Powers & Skills Cost: 183


Total Cost: 214
13

AMBUSH SPIDER
Val Char Cost
20* STR 5
17 DEX 21
15 CON 10
12* BOD 2
2 INT -8
5 EGO -10
20 PRE 10
2 COM -4
6
4
4
6
30
28*

PD
3
ED
1
SPD 13
REC 0
END 0
STN 0

Movement:

Cost
7
6
6
22
15
2
6
6
10
17
12

20

Cost
3
11

Roll
1312121110101310-

Giant Insect

Ecology: Ambush Spiders can be found in any climate and


area that has soft enough ground to dig. Snowy Ambush
Spiders will dig in the ice and snow, Desert Ambush Spiders will use the sand, reinforcing the interior with a layer of
sand-covered webbing. These creatures are solitary like
most spiders.

ECV: 2

Personality/Motivation: Simple animals with basic animal


motivation. Their desire to surprise comes not from any
particular whim but effectiveness in hunting food.

Notes
Lift 400kg: 4D6
OCV: 6 DCV: 6

PER Roll: 12EGO Roll: 10PRE Attack: 4D6

Powers/Tactics: Ambush Spiders dig a pit just large


enough for them and a victim and then cover it up with their
webbing. To the top of this webbing, they apply grass, dirt,
rocks, and even small shrubs to disguise it with uncanny
ability, then lurk under it, waiting for someone to come
near. Under this trapdoor, the Ambush Spider can sense
movement nearby it with great skill, and will dash out to
attack by surprise, then pull the victim under the trapdoor to
devour it. The Ambush Spider only has a paralytic poison,
and is not as tough as many giant spiders. It is very swift
and agile, however.

Total: 9 (3 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 43


Running: 7/14
Leaping: 3/6

Powers
Huge: Growth (1 level) -1 KB; Inherent,
Persistent, 0 END Cost, Always On (*)
Chitin: Armor 3 PD, 1 ED
Keen Senses: Enhanced Perception +2 (all)
Sense Movement: Spatial Awareness
Bite: HKA D6 (2D6 w/STR)
Many Eyes: 240 Degree Perception (sight)
Many Legs: Knockback Resistance -2
(-3 total)
Swift: Running +1 (7 total)
Climbing: Clinging (20 STR)
Digger: Tunneling 1 (4 DEF)

END
0

Campaign Use: These can be a surprise in any area that the


Ambush Spider can manage to dig in, something only a
keen observer is likely to spot. Ambush Spider hides are
poor for armor, but they do have considerable silk, 4D6
yards of silk can be collected from a nest and an adult Ambush Spider, worth D6 silver a yard.

1
-

Appearance: Ambush Spiders are very furry and colored


much like their surrounding area: white in snowy areas,
tawny and tan or reddish in deserts, brown and reddish in
forests, etc. They have small abdomens and a raised head to
peek out of their trapdoor if need be.

2
2

Webbing: Entangle 1D6, 1 DEF; Cumulative, 2


x2 effect, Sticky, Personal Immunity, Gestures,
Concentrate 1/2 DCV, Extra Time Full Phase
Webbing: Gliding 1; Only to move with a
1
webline
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON, Only if Bite
does Body damage, 8 charges
Skills and Talents
Environmental Movement: webs
Concealment 14-

Total Powers & Skills Cost: 142


Total Cost: 185
PTS
-15

Disadvantages
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -15

14

Notes
Lift 800kg: 5D6
OCV: 5 DCV: 4*

Ecology: Amphisbaena are warm weather serpents, dwelling in lowlands and warmer areas. They prefer scrub or
plains, especially rocky areas, and are uncommon in such
areas. Amphisbaena are otherwise similar to ordinary serpents.

PER Roll: 11-/13EGO Roll: 10ECV: 2


PRE Attack: 3 1/2D6

Personality/Motivation: The Amphisbaena is a simple


creature with only basic animal motivations such as food
and shelter.

Total: 8 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: Amphisbaena are able to attack with both


heads, one bite each, and both bites are venomous. The poison of Amphisbaena can kill, but ordinarily does not if the
victim can be treated in time. Amphisbaena move fairly
rapidly over ground, and have respectable armor.

AMPHISBAENA
Val Char Cost
25* STR 5
14 DEX 12
16 CON 12
8* BOD -8
5 INT -5
5 EGO -10
18 PRE 8
10 COM 0
6
4
3
6
32
23*

PD
ED
SPD
REC
END
STN

Movement:

Cost
15

15
45

4
6
5
3
4

3
1
6
0
0
0

Animal

Roll
1412121110101311-

Campaign Use: In addition to a curious encounter, Amphisbaena Eyes are used in alchemy, and sell for 2D6 copper
each. Their venom spoils very rapidly outside the body and
is no use to any alchemist or as a poison.

Total Characteristics Cost: 24


Running: 8/16
Leaping: 0

Appearance: This curious serpent has two heads, one at


each end of its body. The coloration is reddish brown with
a yellowish pattern of diamonds along the Amphisbaenas
back. Contrary to legend, it cannot form a hoop by clasping
both heads and roll along the ground. The eyes of both
heads glow in the dark like candles. Amphisbaena are 10-15
feet long in maturity.

Powers
END
Huge: Growth (2 levels) -2 KB, +1 PER to
0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Bite: HKA 1D6 (2D6 w/STR)
1
Venom: RKA 3D6; NND, Does Body, 0 END
Cost, Gradual Effect, 6 Charges, No Range,
Only if bite does Body damage
Slither: Running +2 (8 total)
2
Scales: Armor 2 PD, 2 ED
Keen Tongue: Discriminatory Sense (smell)
Keen Senses: Enhanced Perception +1 (all)
Keen Tongue: Enhanced Perception +2 (smell) -

16

Two Heads: Duplication (118 pts), x2; One


Body, Cannot Recombine

-3

Cannot Jump -3

Total Powers & Skills Cost: 100


Total Cost: 124
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

15

ARACHNE
Val
18
17
18
10
14
18
15
18

Char Cost
STR 8
DEX 21
CON 16
BOD 0
INT
4
EGO 16
PRE 5
COM 4

5
8
4
8
36
28

PD
1
ED
4
SPD 13
REC 0
END 0
STN 0

Movement:

Cost
18
13
8
19
5
25
40
6
3
5
28
3u
2u

Cost
1
3
3
3
3
7
1
3
3

PTS

Monster
Roll
1312131112131213-

Notes
Lift 320kg: 3 1/2D6
OCV: 6 DCV: 6

PER Roll: 12EGO Roll: 13PRE Attack: 3D6

Disadvantages

Total Disadvantage Points: -0


Ecology: Arachne are horrible creatures that dwell among
humans and hunt them. They are rarely found anywhere but
in civilization, preferably in larger towns and cities so they
can blend in easier. The origin of Arachne is unknown, but
most speculate dark, horrible magics long ago, or demonic
influence. The home of an Arachne will always have at
least one room or hidden chamber where their true nature is
free, with spiderwebs and Hunting Spiders festooned around
the place, bones and dessicated remains of other victims in
the mess.

ECV: 6

Total: 5 +10 (0 rPD +10)


Total: 8 + 6 (0 rED +6)
Phases: 3, 6, 9, 12

Personality/Motivation: Arachne are hateful, spiteful, and


cruel. They love to cause pain and betrayal, and especially
savor killing a handsome strong man. The long process of
toying with, seducing, and destroying men seems to be their
fondest ambition, the more complex and complete the better.

Total Characteristics Cost: 102


Running: 6/12 (+4)
Leaping: 6 1/2/13

Powers/Tactics: Arachne are accomplished court butterflies, skilled in intrigue, deception, seduction, and lies.
They have some magical ability, always focussed on making
their attempts more effective; primarily Illusion, Castle, and
Mysticism magic. In addition to these skills, the Arachne
can shape shift into a human form, concealing her spidery
legs in shapely womans legs and hips. While in this form,
she loses some of her powers, such as the ability to climb
walls and run as swiftly, but she retains her poisonous bite
and the ability to summon several Hunting Spiders to fight
for her. In any form, the Arachne is greatly resistant to non
magical attacks, and can see in the dark.

Powers
END
Resistant: Armor 10 PD, 6 ED; Only vs non
magical attacks
Resistant: 10 Physical Defense, 6 Energy
Defense; Only vs non magical attacks
Spider Legs: Clinging (18 STR); Only when
not shapeshifted
Human Form: Shapeshift one form sight, touch; 0
0 END Cost
Heat Sight: Infrared Vision
Magic: Spell Pool 20 pts
Summon Hunting Spiders (152 pts) x4
4
Swift: Running +4 (10 total); Only when
2
not shapeshifted
Spring: Leaping +3 (6 1/2 total)
1
Bite: HKA 1 Body
1

Campaign Use: Arachne are primarily useful as a foe for


some powerful ruler, a man blinded by the seductive wiles
of the Arachne and her beauty, while others might see something isnt quite right. An Arachne might target a PC in a
more political, role playing campaign.

Venom: Multipower (50 points); Only if Bite


does Body damage, 8 charges
Kill: Drain 4D6 Body, Recover per hour,
5
Gradual Effect Turn
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON

Appearance:
Arachne look like
beautiful, exotic
human women from
the waist up, and
until forced into or
hunting in their real
form, from the waist
down as well. However, the true form
of an Arachne has
four spider legs
from the waist
down, hideous furry,
clawed spider legs.
Arachne also have
somewhat larger
canine teeth, but not
extraordinarily so.

Skills and Talents


Literate
High Society 13Seduction 13Conversation 13Persuasion 13Magic Skill 14Weapon Familiarity: Daggers and swords
Poisons 12Stealth 12-

Total Powers & Skills Cost: 207


Total Cost: 309
16

ARROWHEAD RATTLER
Val
0
13
7
4
3
3
10
10
2
1
3
2
20
10

Char Cost
STR -10
DEX 9
CON -6
BOD -12
INT -7
EGO -14
PRE 0
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
15

4
5
1

10
15

18

Cost
3
5

2
0
7
2
3
2

Roll
912101010101111-

Ecology: There are not many poisonous serpents in Morien,


but the Arrowhead Rattler can be found in most warmer,
drier regions. These creatures hunt small game and creatures they can swallow, sometimes sleeping in hollows in
groups of several to a over dozen at a time during the night
when it is cool.

Animal

Notes
Lift 25kg: 0D6
OCV: 4 DCV: 6*

PER Roll: 10-/12EGO Roll: 10PRE Attack: 2D6

Personality/Motivation: Arrowhead Rattlers are simple


animals with only basic animal motivations. They are irritable and if cornered or surprised will bite even creatures far
too big to eat.

ECV: 1

Total: 2 (0 rPD)
Total: 1 (0 rED)
Phases: 4, 8, 12

Powers/Tactics: Like other rattlesnakes, the Arrowhead


Rattler will warn before it strikes in fear or anger with a rattle of its tail. This distinctive sound tends to frighten most
creatures into leaving it alone. Arrowhead Rattlers attack by
a sudden darting strike, biting the victim and pumping
venom into it. Smaller creatures are held until they are subdued, but larger ones are often bit several times. Arrowhead
Rattlers are not particularly tough, but they can be dangerous, especially to weaker creatures.

Total Characteristics Cost: -34


Running: 6/12
Leaping: 0

Powers
END
Small: Shrinking (1 levels) +2 KB, -2 PER to 0
seen; Inherent, Persistent, 0 END Cost, Always
On (*)
Keen Nose: Enhanced Perception +2 (smell)
Keen Nose: Discriminatory Sense (smell)
Slow Metabolism: Life Support (eat once a
week)

Campaign Use: An Arrowhead Rattler is a minor threat,


something that can harm or cripple a horse, but is not a significant danger to an adventurer. The venom can be milked
and used on a weapon, but it does not last long.
Appearance: Arrowhead Rattlers look like a typical snake,
long and flexible with scales. One end has a rattle made of
hardened hollow skin and small hard objects inside, and the
other end is a distinctly arrowhead-shaped head with long
sharp fangs. Along the body, the Arrowhead Rattler has a
series of nested chevrons that help with the overall theme of
arrows.

Bite: KA 1/2D6
1
Venom: RKA 1D6; NND, Does Body,
0
Gradual Effect 20 minutes, No Range, Linked
to Bite, Only if Bite does Body Damage, 16
Charges
Venom: Drain 2D6 Constitution; Recover 5 pts 0
per day, Gradual Effect 20 minutes, Linked to
Bite, Only if Bite does Body Damage, 16
Charges
Skills and Talents
Combat Skill Level: Bite OCV +1
Concealment 11-

Total Powers & Skills Cost: 76


Total Cost: 42
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

17

ASH SPIDER
Val Char Cost
20* STR 5
15 DEX 15
15 CON 10
13* BOD 4
7 INT -3
5 EGO -10
20 PRE 10
2 COM -4
6
4
3
6
30
30*

PD
ED
SPD
REC
END
STN

Movement:

Cost
7
12
5
4
5
15

28
3u
2u

2
3
4
3

3
1
5
0
0
1

Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

PER Roll: 11-/13EGO Roll: 10PRE Attack: 4D6

Personality/Motivation: Ash Spiders have basic animal


intelligence and motivations, with little personality of any
kind.

ECV: 2

Powers/Tactics: Ash Spiders are able to run across almost


any surface, from powdery ash to quicksand, and even liquids, if they keep moving. They can breathe in the most
extreme sandstorm or cloud of dust, and hunt aggressively
in these conditions in search of helpless food. Like most
spiders, the Ash Spider has a venemous bite which it can
deliver either to paralyze or kill its victim, and with its
many eyes has an excellent field of vision. Ash Spiders can
emit a cloud of fine dust or grit in a small area if frightened
or severely harmed. It does so and flees the area, hiding
somewhere it can heal and escape its foes. Ash Spiders
lurk in the dust holding their breath for up to an hour or
more before climbing out to attack a passerby.

Total: 10 (4 rPD)
Total: 8 (4 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 37


Running: 8/16
Leaping: 3/6
Swimming: 0

Powers
Huge: Growth (1 level) -1 KB; Inherent, 0
END Cost, Persistent, Always On (*)
Chitin: Armor 4 PD, 4 ED
Eight Legs: Extra Limbs (4 extra)
Swift: Running +2 (8 total)
Padded Feet: Gliding 8; Only to run across
liquids, 4 Stall speed on liquid
Bite: HKA 1/2D6 (D6+1 w/STR); Armor
Piercing

END
0

Campaign Use: Ash Spiders are a useful encounter for very


desolate, blighted or lifeless areas. They also are a significant threat in sandstorms or other similar conditions, hunting
in them comfortably for helpless prey.

2
1

Appearance: The Ash Spider is a huge spider, measuring 6


or more feet in length, with legs spanning an additional 10
or more feet. Each foot has a pad of thick hairs for moving
across soft surfaces, and spans two feet or more. Ash Spiders are reddish, tan, black, and brown in mottled patterns
and stripes that lend well to blending in to their desolate
surroundings.

Venom: Multipower (50 points); Only if Bite


does Body damage, 8 charges
Kill: Drain 4D6 Body, Recover per hour,
5
Gradual Effect Turn
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON

5
5

Desertous: Life Support vs heat extremes


Many Eyes: 270 Degree Sense (sight)
Keen Eyes: Enhanced Perception +2 (sight)
Hold Breath: Life Support breathing 1 END/5
minutes
Dust Cloud: Darkness 1 (sight), No Range, 4
turn-long Charges, Normal and Infrared Sight
Only
Filter Air: Life Support breathe in sandstorms
Night Eyes: Ultraviolet Vision

-2

Swimming -2

Ecology: Ash Spiders are creatures that can survive in


gritty, dusty areas that are very challenging for other creatures to survive in. They thrive in dust bowls and ash flows,
feeding on creatures that get caught in the area. Ash Spiders
are very similar to ordinary spiders in other ways.

Giant Insect
Roll
131212121010139-

Total Powers & Skills Cost: 105


Total Cost: 142
PTS
-15

Disadvantages
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -15


18

ASH SWIMMER
Val
0
14
5
5
3
3
10
6

Char Cost
STR -10
DEX 12
CON -10
BOD -10
INT -7
EGO -14
PRE 0
COM -2

2
5
4
2
20
10

PD
2
ED
4
SPD 16
REC 2
END 5
STN 2

Movement:

Cost
30
3
11
7
10
2
10
13

15

6
2
8

Cost
3

Ecology: Ash Swimmers live exclusively in deserts and


ashen areas, especially dust and ash from volcanoes. They
thrive in temperatures and areas so arid and scorched that
few other things can survive. Ash Swimmer Snakes are
very similar to other snakes in most other respects.

Animal

Roll
912101010101110-

Notes
Lift 25kg: 0D6
OCV: 5 DCV: 9*

PER Roll: 12EGO Roll: 10PRE Attack: 2D6

Personality/Motivation: Ash Swimmer Snakes are shy, but


otherwise have usual animal motivations such as food and
shelter.

ECV: 1

Powers/Tactics: Ash Swimmer Snakes fight like most any


snake, biting their target. Although their venom is quite
slow acting, they have rows of jagged teeth and tend to rip
their victims to small chunks and swallow them rather than
swallowing a creature whole. The venom breaks down
these chunks in the serpents stomach for easier digestion.
The poison causes searing, fire-like pain through the body of
the victim which results in reduced agility and can even kill.

Total: 3 (1 rPD)
Total: 6 (1 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: -6


Running: 7/14
Leaping: 0
Tunneling: 1/2

Campaign Use: Ash Swimmers are a potential encounter


for areas otherwise almost devoid of life. Ash Swimmer
venom is a lethal poison, but it does not last but a few minutes out of the serpents fangs unless it is in a victim. Their
skins, however, can fetch 4D6 silver or more due to their
beauty.

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost (*)
Scales: Armor 1 PD, 1 ED
Burrow: Tunneling 1 (3 Defense)
1
Heat Resistant: Energy Defense 10; Only vs
heat
Heat Resistant: Armor 10 ED; Only vs heat
Heat Resistant: Life Support vs heat extremes
Bite: HKA 1/2D6
1
Poison: RKA 3D6; 6 Charges, Only if Bite does 0
Body, Gradual Effect One Minute, Linked to
Bite, No Range
Poison: Drain 3D6 Dexterity; Recover per 5
0
minutes, 6 Charges, Only if Bite does Body,
Gradual Effect One Minute, Linked to Bite
Keen Senses: Enhanced Perception +1 (all)
Swift: Running +1 (7 total)
1
Images vs sight, -1 PER; 0 END Cost, No
0
Range, Self Only, Camouflage only, Extra
Time Full Phase

Appearance: The Ash Swimmer Snake looks like a long,


thin serpent 5 or more feet in length with a smooth, small
head like an asp. Its body shimmers with sunset like colors,
changing hues as it moves and the light strikes it.

Skills and Talents


Environmental Movement: Run on sand

Total Powers & Skills Cost: 130


Total Cost: 124
PTS
-15
-20

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Manipulatory Ability

Total Disadvantage Points: -35

19

ATTERCOP
Val Char Cost
30* STR 5
17 DEX 21
18 CON 16
20* BOD 14
5 INT -5
5 EGO -10
25 PRE 15
2 COM -4
10
10
4
7
36
35

PD
7
ED
6
SPD 13
REC 0
END 0
STN 1

Movement:

Cost
37
20
35
20
10
5
8
15
25
2
6
5
5

Roll
151213131010149-

Monster

Ecology: Attercop are found in deep forests and mountains,


the same sorts of places bears are found. They are more
rare, however, and often where there is a heavy presence of
spiders. Attercop seem to be some horrid blending of spider
and bear that occurs naturally through some process best left
unpondered.

ECV: 2

Personality/Motivation: Attercop are brutal, cruel creatures


who enjoy wounding and harming, hunting victims. They
are animals with simple motivation otherwise. In combat,
the Attercop tends to lose control, lashing out wildly around
its self in a blind rage.

Notes
Lift 1600kg: 6D6
OCV: 6 DCV: 6

PER Roll: 12EGO Roll: 10PRE Attack: 5D6

Total: 14 (4 rPD)
Total: 16 (6 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: Attercop are simple with their tactics, attacking directly with claws and bite. However, their bite has
a venom to it, and the Attercop can throw a blob of webbing
material at their enemies, wrapping them in tough fibers.
Attercop have many eyes and can see all around them at
once, and despite their huge size and bulk can climb any
surface.

Total Characteristics Cost: 81


Running: 10/20
Leaping: 3/6

Campaign Use: Attercop are useful to add spice to a spider


encounter. Their silk blob is useless for weaving and hardens rapidly. The bear body can be used for furry chitin armor, an odd combination that gives +2 energy defense.

Powers
END
Giant: Growth (3 levels) -3 KB, +2 PER to
0
be seen; Inherent, Persistent, 0 END Cost (*)
Bite: HKA D6+1 (2 1/2D6)
2
Venom: Drain 4D6 Body, Recover per hour,
5
Gradual Effect Turn
Claws: HKA 1 1/2D6 (3D6+1); Reduced
2
Penetration
Spider Legs: Clinging (30 STR)
Spider Legs: Extra Limbs (4 more legs)
Swift: Running +4 (10 total)
2
Chitin: Armor 4 PD, 6 ED
Web: Entangle 2D6, 3 DEF
2
Fur: Life Support vs extreme cold
Keen Senses: Enhanced Perception +2 (all)
Many Eyes: 360 Degree Perception
Keen Nose: Discriminatory Sense (smell)
-

Appearance: This horror is the cross between a bear and an


enormous spider. The head is that of a bear, with the palps
of a spider aside its mouth. The body has four extra legs,
long spiders legs. The body is made of tufts of dark bear
fur between segments of chitinous armor, and the whole
body is larger than an ordinary bear.

Total Powers & Skills Cost: 193


Total Cost: 274
PTS
-15
-30

Disadvantages
Physical Limitation: Animal Intelligence
Berserk: In Combat 11-/11-

Total Disadvantage Points: -45

20

BANSHEE (Bain Sidhe)


Val
0
14
0
10
18
14
30
16

Char Cost
STR 0
DEX 12
CON BOD 0
INT
8
EGO 8
PRE 20
COM 4

5
3
4
0
0
25

PD
15
ED
9
SPD 16
REC 0
END 0
STN 15

Movement:

Cost
8
7a
37b
52c
7d
10
27
90
45
40
10
3
15
14
5
10
45
30
6
32

Cost
24
5

Roll
9121113121512-

PTS
-5

Undead

Notes
Lift 25kg: 0D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 12PRE Attack: 6D6

-15
-10
-10
-10

Disadvantages
Vulnerability: x1 1/2 Effect Presence Attacks by
Holy Men
Susceptibility: x1 1/2 D6/Phase from direct sunlight
Vulnerability: x1 1/2 Body Holy Attacks
Vulnerability: x1 1/2 Effect Holy Attacks
Vulnerability: x1 1/2 Effect Holy Attacks

ECV: 5
Total Disadvantage Points: -50
Ecology: Banshee are the spirits of dead elves, usually
women, who died with a task unfinished or with great frustration. The local spirits of the area sometimes are greatly
charged by the magical energy of a passionate or violent
death and rise again to haunt an area.

Total: 9 (4 rPD 50%)


Total: 5 (2 rED 25%)
Phases: 3, 6, 9, 12

Personality/Motivation: Banshee are motivated by sadness,


anger, vengeance, and hate.

Total Characteristics Cost: 121


Running: 6/12
Leaping: 0

Powers
Undead: Elemental Control (8 pts)
Undead: No Hit Locations
Undead: Life Support (full)
Undead: Cannot be knocked out (lose no
powers)
Undead: Does Not Bleed

Powers/Tactics: The Banshees most famous and notable


attack is a keening wail so sad and fearsome that it can
strike terror into anyones heart, no matter how brave. Each
time someone hears this cry, they become more vulnerable
to its effects. The damage done can be resisted by ignoring
the enormous presence attack, which although it lowers each
successive time is accompanied by a powerful drain so it is
more likely to take effect. Banshee can see living creatures
through any barrier, and can pass through walls briefly, then
they must build up their ectoplasmic energy slowly before
they can do so again. Banshees are always insubtantial to
some degree and can only be harmed partially by any attack.

END
-

Strong Willed: Mental Defense 13


Insubstantial: Armor 4 PD, 2 ED
Insubstantial: Damage Reduction 50% rPD
Insubstantial: Damage Reduction 25% rED
Insubstantial: Desolidification
Insubstantial: Flash Defense 10
Ectoplasm: Endurance Reserve 16 END, 1
Recovery
Spirit: Power Defense 15
Float: Flight 7; 0 END Cost, Restrainable
Sense Heat: Infrared Vision
Sense Life: N-Ray Vision (sees only living)

4
-

Campaign Use: Banshee are quite rare and are usually an


adventure rather than a random encounter, something characters are sent to deal with. Their point value is rather
gaudy because of some special abilities, and they should not
be underestimated.

0
-

Appearance: Banshee look like a tattered ghostly form of a


humanoid skeleton or shriveled mummified humanoid in
rags of a dress or burial shroud. The elfin features are lost
in this rot and desiccation.

Moan: Drain Presence 2D6; Explosion, 0 END 0


Cost, Personal Immunity
Moan: Drain Ego 2D6; Explosion, Personal
0
Immunity, 0 END Cost, Linked to Drain PRE
Moan: Presence +15; Offensive Only, Instant, Linked to Drain,
Moan: Mind Blast 3 1/2D6; Explosion,
0
Personal Immunity, 0 END Cost, Linked to
Drain, No Range
Skills and Talents
Combat Skill Level: DCV vs grabs, entangles +8
Area Knowledge: woeful past 14-

Total Powers & Skills Cost: 522


Total Cost: 643

21

BARRACUDA
Val
10
14
10
11
5
5
10
10

Char Cost
STR 0
DEX 12
CON 0
BOD 2
INT -5
EGO -10
PRE 0
COM 0

4
3
4
4
20
21

PD
2
ED
1
SPD 16
REC 0
END 0
STN 0

Movement:

Cost
11
5
10
4
10
-8
Cost
6

Ecology: Barracuda are swiftswimming saltwater predators


that hunt near shore. While they will not tend to attack anything as large as its self, several might try a single swimmer.

Animal
Roll
1112111110101111-

Notes
Lift kg: D6
OCV: 5 DCV: 5

PER Roll: 10-/12EGO Roll: 10PRE Attack: 2D6

Personality/Motivation: Barracuda are simple creatures


with basic animal motivations such as food.
ECV: 2
Powers/Tactics: Barracuda are famously fast swimmers,
although in combat they are significantly slower. They attack by a rending bite, although they will typically attack
food they can eat in a few gulps. Barracuda have an incredibly keen sense of smell that lets them sense blood and track
it over great distances.

Total: ( rPD)
Total: ( rED)
Phases: 3, 6, 9, 12

Campaign Use: Barracuda are a very low-end threat to


swimmers, although some undersea creatures may domesticate a few for pets or even summon them to attack foes.

Total Characteristics Cost: 18


Running: 2/4
Leaping: 2/4
Swimming: 8/32

Powers
Swift: Swimming +6 (8 total), x2 NC
Keen Nose: Discriminatory Sense (smell)
Keen Nose: Tracking Sense (smell)
Keen Nose: Enhanced Perception +2 (smell)
Bite: HKA 1/2D6 (D6+1 w/STR)

Appearance: A Barracuda is a long, slim fish that grows as


long as five feet in some cases. They are silvery green or
blue and most have a speckled or spotted back. The Barracudas lower jaw is distinctively longer than the upper jaw.

END
1
1

Running -4
Skills and Talents
Combat Skill Level: Bite OCV +2

Total Powers & Skills Cost: 38


Total Cost: 56
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

22

BASILISK
Val Char Cost
20* STR 15
12 DEX 6
20 CON 20
12* BOD 2
3 INT -7
11 EGO 2
20 PRE 10
4 COM -3
15
10
3
9
40
35*

PD
10
ED
6
SPD 8
REC 0
END 0
STN 1

Movement:

Cost
7

Notes
Lift 400kg: 4D6
OCV: 4 DCV: 4

PER Roll: 10EGO Roll: 11PRE Attack: 4D6

ECV: 4

Running: 4/8
Leaping: 0

-4
-5
-5

Running -2
Leaping -5
DCV -1

5
7
90

60

Powers/Tactics: The Basilisk is famous for two things: acid


for blood and petrifying gaze. The gaze attack can be
avoided by not looking at the beast, although this makes it
somewhat difficult to fight. Although the potency of the
gaze lessens at distance, it still can have partial effect, such
as a leg or arm or half a body being petrified. The Acid
blood is felt any time the Basilisk is harmed enough to draw
blood, it burns quickly through items weakening them
greatly. The Basilisks saliva is also acidic, although less
potent than its blood, and a bite delivers this burning painful
acid even if it fails to penetrate armor. Only hardened defenses or glass can resist this acidic burning attack. Basilisks can climb nearly any surface, and have a powerful
lashing tail attack, so they are not limited to their most famous powers. They have very hard scales, harder than
steel.

Total Characteristics Cost: 70

10

Personality/Motivation: Basilisks only have basic animal


motivations and intelligence.

Total: 24 (9 rPD)
Total: 17 (7 rED)
Phases: 4, 8, 12

Powers
END
Huge: Growth (1 level) -1 KB; Inherent,
0
Persistent, 0 END Cost, Always On (*)
Scales: Armor 9 PD, 7 ED
Bite: HKA D6+1 (2 1/2D6 w/STR)
2
Acid Spit: RKA 1/2D6; NND, Full Damage,
2
No Range, Linked to Bite
Tail Bash: Hand-to-Hand Attack 3D6 (7D6
1
w/STR); Only to add to Strength Damage
Many Legs: Extra limbs (6-8 legs)
Climbing: clinging (20 STR); Only to simulate climbing
Petrifying Gaze: Major Transform 8D6 (turn to 0
statue); Partial Transform, Requires Eye
Contact, Reduced by Range
Acid Blood: Drain 3D6 rPD; Continuous, 0
0
END Cost, Damage Shield, Gradual Effect
One Turn, Only if Basilisk suffers Body
Damage
Night Eyes: Night Vision
-

24
20
12

Ecology: Basilisk are greatly feared lizards that can only be


found in lonely, distant places. Not only do they prefer
these sorts of areas, but they are hunted to extinction everywhere else. Basilisks eat the petrified creatures they create,
digesting the stone comfortably. Basilisks rarely lay eggs,
but a clutch of 2-3 will be laid once every few years, looking like geodes and just as hard and heavy.

Monster, Reptile
Roll
1311131110111310-

Campaign Use: Aside from being an epic monster, the


Basilisks acid blood is useful to alchemists as it neutralizes
rapidly, making a pitch-like substance that dilutes to a cinnamon color with water. Armor made from Basilisks grants
+1 DCV and an additional 2 PD armor against spiders
Their scales are as good as Drakescale for armor, and their
gut often has gems in it, as they do not change with the
transformation attack and survive the acidic innards of the
Basilisk.
Appearance: Basilisks are huge lizards, over 12 feet long
with their tail. They have six or more legs, and often a large
crest that opens when they use their gaze attack. Basilisk
homes are infamously decorated with petrified victims of all

Total Powers & Skills Cost: 226


Total Cost: 296
PTS
-15
-15
-10

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Vulnerability: x1 1/2 duration poisons and diseases

Total Disadvantage Points: -40

23

BEAR (Black)
Val Char Cost
25* STR 5
14 DEX 12
18 CON 20
15* BOD 18
5 INT -5
5 EGO -10
20 PRE 10
10 COM 0
8
8
3
7
36
38*

PD
ED
SPD
REC
END
STN

Movement:

Cost
14

15
12
12
2
2
2
4
7
-16
-2
-3
Cost
3

4
4
6
0
0
0

Ecology: Black Bears live in very many environments, usually places that humanity and civilization does not intrude
upon. Brown Bears are rather shy, and prefer to avoid contact with civilization.

Animal
Roll
1412131210101311-

Notes
Lift 800kg: 5D6
OCV: 5 DCV: 4*

Personality/Motivation: Normal animal motivations of


survival, food, and so forth.

PER Roll: 9-/10-/11EGO Roll: 10ECV: 2


PRE Attack: 4D6/6D6

Powers/Tactics: Black Bears attack by biting and claws,


mauling their foe with powerful blows and jaws. Black
Bears will also wrap up a foe with a grab attack and crush
them with their incredible strength, followed by bites, especially on the head. They are fairly tough, and can withstand
great cold without significant harm. Although Black Bears
can run rather fast, they tire quickly and cannot run far.

Total: 14 (4 rPD)
Total: 14 (4 rED)
Phases: 4, 8, 12

Campaign Use: Black Bears are not likely to attack a character, much less a group of characters, unless it feels very
threatened or that its cubs are endangered. Black Bears can
be summoned or domesticated, and might be met as the pet
of an encounter.

Total Characteristics Cost: 64


Running: 8/16
Leaping: 3/6

Powers
END
Huge Body: Growth (2 levels) -2 KB, +1
0
PER to be seen; 0 END Cost, Persistent,
Inherent, Always On (*)
Burly: Density Increase (1 level) -1 KB;
0
0 END Cost, Persistent, Inherent, Always
On ()
Bite: HKA D6 (2D6 w/STR)
2
Claws: HKA D6 (2D6 w/STR) Reduced
1
Penetration
Thick Hide: Armor 4 PD, 4 ED
Fur: Life Support (Intense Cold)
Keen Ears: Enhanced Perception +1 PER
(hearing)
Keen Nose: Enhanced Perception +1 PER
(smell)
Swift Runner: Running +2 (8 total)
8
Fearsome Roar: Presence +10; Offensive Only Tires Quickly: Increased END Cost x4 Run
Poor Eyes: -1 Perception for sight
Leaping: -3

Appearance: Black Bears are furry brown bears as their


name suggests. This can be used for any smaller Brown
Bear or other breeds as well.

(8)
0

Skills and Talents


Climbing 12-

Total Powers & Skills Cost: 62


Total Cost: 126
PTS
-15
-15
-15

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire

Total Disadvantage Points: -45

24

BEAR (Grizzly, Polar)


Val Char Cost
30* STR 5
14 DEX 12
20 CON 20
20* BOD 18
5 INT
-5
5 EGO -10
20 PRE 10
10 COM 0
10
10
3
7
40
38*

PD
ED
SPD
REC
END
STN

Roll
1512131310101311-

8
5
6
0
0
0

Movement:

Cost
15

Total: 14 (4 rPD)
Total: 14 (4 rED)
Phases: 4, 8, 12

Powers/Tactics: Grizzly Bears attack by biting and claws,


mauling their foe with powerful blows and jaws. Grizzly
Bears will wrap up a foe and crush them with their incredible strength, followed by bites, especially on the head.

Total Characteristics Cost: 69

-16
-2

Tires Quickly: Increased END Cost x4 Run


Poor Eyes: Perception -1 (sight)

Campaign Use: Unlike most animals, Grizzly Bears are


very aggressive and hostile, bold even in the face of many
opponents. Thus, a Grizzly Bear will attack groups of players even without good motivation. Grizzlies can be tamed to
a certain degree if raised with someone, and thus can be encountered as a pet or attack creature - or even the mount of a
smaller race!

Running: 8/16
Leaping: 3/6

12
2
2
2
4
7

20
12

Personality/Motivation: While having normal animal motivations of survival and procreation, Grizzly Bears are also
very irritable and aggressive. Where most bears will try to
avoid contact with people, Grizzly Bears will charge and
attack without warning or even logic. They will even follow
someone for miles out of apparently sheer anger.

PER Roll: 9-/10-/11EGO Roll: 10ECV: 2


PRE Attack: 4D6/6D6

Powers
END
Huge Body: Growth (2 levels) -2 KB, +1
0
PER to be seen; 0 END Cost, Persistent,
Inherent, Always On (*)
Burly: Density Increase (1 level) -1 KB; 0
0
END Cost, Persistent, Inherent, Always
On ()
Bite: HKA D6+1 (2D6 w/STR)
2
Claws: HKA D6 (2D6 w/STR) Reduced
1
Penetration
Thick Hide: Armor 4 PD, 4 ED
0
Fur: Life Support (Intense Cold)
0
Keen Ears: Enhanced Perception +1 (hearing) Keen Nose: Enhanced Perception +1 (smell)
Swift Runner: Running +2 (8 total)
8
Fearsome Roar: Presence +10; Offensive Only -

Ecology: Grizzly Bears live in very many environments,


usually places that humanity and civilization does not intrude upon. Bears of this size do not fear civilization, but it
does make their hunting more difficult.

Animal
Notes
Lift 1,600 kg: 6D6
OCV: 5 DCV: 4*

Appearance: Grizzly Bears are very large, shaggy versions


of the familiar bear. Their coloration is typically a uniform
brown, but older bears will have some silver in their fur as
well.

(8)

Skills
Climbing 12-

Total Powers & Skills Cost: 69


Total Cost: 138
PTS
-15
-15
-15

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S

Total Disadvantage Points: -45

25

Beastmen
Ecology: The Beastmen were created artificially by an unknown sorcerer or group of mages long ago from local creatures and hapless slaves. There are many, many kinds of
Beastmen, including some not detailed in this book who are
quite rare and very odd (turtles, platypus, etc) but none are
insects and none are invertebrates. Beastmen are separated
by clans, each clan being based on a different animal. They
live in groups by clan, preferring their own kind, and often
will wage perpetual wars between clans. The Beastman
culture is very simple, with crude dwellings and simple art
such as pottery making and weaving. What buildings they
do make will be from woven branches, clay bricks, or sod.
Many live in caves or ruins of former races.

Campaign Use: Beastmen are useful as primitive opponents with more variety than Orcs or Goblins. They are
roughly the same level of sophistication as a Goblin, but
have more variety of abilities and are not wholly wicked and
cruel. Beastmen can be a source of assistance in the wilderness, or a danger to be faced. If a group is strong and shows
no weakness or has valuable commodities the Beastmen are
interested in, they can usually make a deal or work with the
clan in question. If they are weak and outnumbered, the
Beastmen will show no mercy.
Beastmen can be used as a resource by a clever party, especially if they work in the interest of the given clan. Beastmen typically are very great outdoorsmen and will usually
know their immediate area quite well. Most Beastman clans
are at war with a different neighboring clan, and will welcome assistance against this hated enemy.

Each clan of beastmen is generally representative of types


of their kind - for example, the Horse clan can also be used
for Antelope and Deer clans. The Fish clan works for dolphin, shark, and barracuda clan. There is such variety and
so many Beastmen out there that it is speculated that rather
than an isolated group of experiments, the work that created
these creatures is a spell that spread like a virus over Jolrhos. Some suggested variants of each type are listed in the
write up of a given Beastman clan.

Appearance: Beastmen vary greatly in appearance by their


clan, but have general characteristics the same. All are humanoid, with animal characteristics. Some are furry or
scaled, but they all have legs and arms and a head. The
head is always an exact copy of the animal they are, and
most have a tail and legs of the hind legs from the creature
in question.

A specific group of Beastmen of a given clan will tend to


gather in tribes. These tribes vary by the clan, but usually
will have one strong leader, often a shaman, and move and
work together.

Beastmen Shaman: There are some Shaman found with the


Beastmen, creatures of mystic training. Primarily they focus on herbalism, lore, and psychological tricks, but they do
wield some real magic. They combine this small magical
ability with herbalism and intimidation to create real power
in their clan, and when they are not cheiftains, they still
have a certain leadership position, especially as an advisor.

Beastmen are found in nearly every part of Jolrhos except


the civilized areas. Most dwell at the fringes of tame lands,
trading with the humans, elves and dwarves that dwell
nearby. Beastmen are very primitive, brutish creatures with
some intelligence but very limited capacity and little creativity. They are also somewhat unpredictable, at times they
can be benevolent and helpful, but typically they are combative and aggressive. In particular young male Beastmen
tend to be on the warpath, looking for trouble to prove their
valor and virility by bringing grisly trophies home.

To create a Shaman version of any of the Beastman Clans,


simply add 5 INT, a 15-20 point spell pool (18-25 point
cost), Herbalism 13- and a Magic Roll of 14- or better to the
Clan in question. This adds 37-44 points to the Beastmans
point total. Beastman Shaman tend to have spells from Shaman, Nature, Earth, and Fire groups of magic. Few know
any other types of magic.

Beastmen are hunters and gatherers, never agricultural or


farmers. They will at times domesticate animals, but never
for service, only to act as a companion on the hunt or warpath.

Beastman Pets: Many Beastmen will tame and train local


creatures to hunt and fight with them. These creatures are
usually just local animals, and beastmen never ride any
mounts, considering it a violation of their brother animal
spirit. Any pet the Beastmen have is a follower, a companion that they consider almost part of the family. Some suggested pets are listed with each Beastman clan, although
they are not the only possible pets available.

Personality/Motivation: While individual clans tend to


take on some characteristic of their animal, Beastmen in
general are simple, emotional, and follow basic motivations
and urges. They are not guided by a complex ethic or honor
code, but rather an interest in survival and defeating their
enemies. Strength in combat and having great prowess and
acclaim are the highest virtues of Beastman society.

Civilized Beastmen: Some Beastmen have become more


advanced and civilized, forming more human like communities and using higher technology. Wolfen are an example of
this, as are Ratmen.

Powers/Tactics: Beastman tactics are the most simple sort


in most cases. Subtle and skilled tactical and strategic
thinking is beyond the Beastman, they try to surround and
destroy their foes, using numbers and personal skill. If this
fails, they flee.
26

BEASTMEN

BEASTMAN (Bat Clan)


Val
14
18
13
10
10
11
13
6

Char Cost
STR 4
DEX 24
CON 6
BOD 0
INT
0
EGO 2
PRE 3
COM -2

3
3
4
6
26
24

PD
0
ED
0
SPD 12
REC 0
END 0
STN 0

Movement:

Roll
1312121111111211-

Ecology: Bat Clan are cave dwellers, nocturnal creatures


that hunt on the wing primarily. Bat Clan tend to live in
inaccessible places, the kind of place difficult to reach without flight of some kind.

Humanoid

Notes
Lift 180kg: 2 1/2D6
OCV: 6 DCV: 6

Personality/Motivation: Bat Clan tend to be very unfriendly and distant, although not as hostile as some clans.

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Powers/Tactics: The Bat Clan Beastmen have the power of


flight, and are very skilled at it. However, since their huge
wings take the place of the Beastmans arms, they use their
feet instead for maniplation of items. Bat Clan can see at
night, but use their Sonar to maneuver and perceive objects,
especially in the deep darkness of caves. Bat Clan tend not
to wield weapons, instead using grab attacks to lift a victim
and drop them from great heights and battering with their
wings. Some wield spears in their feet and use move by
attacks.

Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 49


Running: 8/16
Leaping: 3 1/2/7

Cost
8
3
6
5
10
10
5

Powers
Wings: Flight 6; Restrainable
Tough: Armor 1 PD, 1 ED
Keen Senses: Enhanced Perception +2 (all)
Sonar: Detect (Objects)
Sonar: Targeting Sense (detect)
Climbing: Clinging (14 STR)
Night Eyes: Night Vision

Cost
3
3
4
4

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons
Skill Levels: Maneuverability in Flight (2 levels)

Appearance: The Bat Clan Beastmen are somewhat smaller


than most, stooped and standing at most five feet tall. They
have the hideous head of a bat with huge ears, gigantic batwings over 10 feet across for arms, and the webbed tail of a
bat between their short legs. Bat Clan Beastman feet are
clawed, with opposed thumbs like an apes.

END
1
-

Total Powers & Skills Cost: 66


Total Cost: 115
PTS

Disadvantages

Total Disadvantage Points: -0

27

BEASTMEN

BEASTMAN (Bear Clan)


Val Char Cost
23* STR 8
14 DEX 12
17 CON 14
13* BOD 0
10 INT
0
11 EGO 2
15 PRE 3
10 COM 0
8
8
3
7
34
35*

PD
ED
SPD
REC
END
STN

Movement:

Cost
5
12
2
4
6
7

4
4
6
0
0
5

Roll
1412121111111211-

Ecology: Bear Clan Beastmen are found only in mountainous regions, especially forested areas. They are not as common as some Beastmen are, but are dominant where they
dwell. More powerful than most clans, the Bear Clan are
feared greatly by other local clans.

Humanoid

Notes
Lift 640kg: 4 1/2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 11PRE Attack: 3D6

Personality/Motivation: Bear Clan Beastmen are more


friendly and easy going than most Beastmen, but are terrible
in combat and without mercy. While they do not eat their
captives, they rarely keep them alive. Courage in combat
and great physical skill impresses the Bear Clan.

ECV: 4

Total: 11 (3 rPD)
Total: 13 (5 rED)
Phases: 4, 8, 12

Powers/Tactics: Although the Bear Clan have claws, they


are blunted and not as deadly as they might be given the
creatures huge strength. They normally will use large clubs
and axes, hewn from stone or sometimes taken from fallen
enemies. Bear Clan Beastmen are very strong and hardy,
and tougher than most other clans.

Total Characteristics Cost: 58


Running: 8/16
Leaping: 2 1/2/5

Campaign Use: Bear Clan often hate orcs and goblins,


ogres and such as they are often rivals for territory and food.
This can make the clan a valuable ally against such creatures.

Powers
END
Huge: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Fur: Armor 3 PD, 5 ED
Fur: Life Support vs cold extremes
Swift: Running 2 (8 total)
2
Keen Senses: Enhanced Perception +2 (all)
Claws: HKA 1/2D6 (D6+1 w/STR); Reduced 1
Penetration

-2
-2

Leaping -2
Dexterity Rolls -1 for fine manipulation

Cost
3
3
4

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

Appearance: Bear Clan Beastmen are huge, standing eight


feet or more tall and very broad. They have the head and
legs of a bear, a small tail, and fur over their whole bodies.
Bear Claw Beastman hands are have stubby fingers and
large claws, making them awkward for delicate work.

Total Powers & Skills Cost: 42


Total Cost: 100
PTS
-10

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -10

28

BEASTMEN

BEASTMAN (Bird Clan)


Val
14
16
13
8
10
11
13
12
4
4
3
7
26
25

Char Cost
STR 4
DEX 18
CON 6
BOD -4
INT
0
EGO 2
PRE 3
COM 1
PD
ED
SPD
REC
END
STN

Movement:

0
1
5
0
0
3

Roll
1212121111111211-

Ecology: Bird Clan Beastmen are scattered all across Jolrhos in various kinds and plumage. From sparrow Beastmen
to Eagles, they are all essentially the same basic type of
creature. Bird Clan lay eggs and make nests like ordinary
birds, but the nests are more houses, suspended from heights
to protect the clutch. These nests are often several rooms
and can have several suspension points, made of twigs, rope,
vines, branches, mud and whatever else the Beastmen can
gather. They prefer very large trees and other places that the
nest can be suspended from safely far above the ground.
Bird Clan are usually friendly, although some breeds are
more aggressive and some simply are afraid of visitors.

Humanoid

Notes
Lift 180kg: 2 1/2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Personality/Motivation: The personality of the Bird Clan


varies based on their type. Sparrows and Finches are flighty
and shy, while Vultures are cruel and bloody and raptors
such as Eagles and Osprey can be aggressive and warlike.

Total Characteristics Cost: 49

Powers/Tactics: Like the Bat Clan, Bird Clan Beastmen


have wings instead of arms, and use their taloned feet in the
place of hands. These talons make effective weapons, and
Bird Clan rarely if ever use any sort of weapon. Bird Clan
also have very keen eyes, especially for long distance sight.
Bird Clan are quite light due to their hollow bones, and due
to their talons are somewhat clumsy with fine manipulation.

Running: 6/12
Leaping: 3 1/2/7
Flight: 7/14

Cost
6
6
9
10
6

Powers
Feathers: Armor 2 PD, 2 ED
Keen Senses: Enhanced Perception +2 (all)
Wings: Flight 7; Restrainable
Talons: HKA D6-1 (D6+1 w/STR)
Eagle Eyes: Telescopic Sense +4 (sight)

Cost
3
3
4

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

END
1
1
-

Appearance: Bird Clan Beastmen have the head, wings,


and tail of the bird they are a breed from. They have fine
downy feathers over their whole body, patterned much like
the original bird they are typed after. Smaller birds such as
sparrows are at most 4 1/2 feet tall, but the great raptors
such as eagles can be over 7 feet tall.

Total Powers & Skills Cost: 47


Total Cost: 96
PTS
-5
-10
-5

Disadvantages
Physical Limitation: Very Light
Physical Limitation: Limited Fine Manipulatory
Ability
Vulnerability: x1 1/2 Knockback from physical
attacks

Total Disadvantage Points: -10

29

BEASTMEN

BEASTMAN (Cat Clan)


Val
18
17
13
10
10
11
13
14

Char Cost
STR 8
DEX 21
CON 6
BOD 0
INT
0
EGO 2
PRE 3
COM 2

4
4
4
7
28
30

PD
0
ED
1
SPD 13
REC 0
END 0
STN 4

Movement:

Cost
3
4
6
7

Roll
1312121111111212-

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 6 DCV: 6

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 5 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 60


Running: 8/16
Leaping: 5 1/2/11

5
5
2

Powers
END
Tough: Armor 1 PD, 1 ED
Swift: Running 2 (8 total)
2
Keen Senses: Enhanced Perception +2 (all)
Claws: HKA 1/2D6 (D6+1 w/STR); Reduced 1
Penetration
Keen Nose: Discriminatory Sense (smell)
Cat Eyes: Night Vision
Jumper: Leaping +2 (5 1/2 total)
1

-2

Dexterity Rolls -1 for fine manipulation

Cost
3
3
3
4
3
3
5

Skills and Talents


Survival 11Stealth 12Concealment 11Weapon Familiarity: common weapons
Environmental Movement (super balance)
Stealth 12Combat Skill Level: OCV Hand-to-Hand Combat +1

Total Powers & Skills Cost: 54


Total Cost: 114
PTS
-10

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -10


Ecology: Cat Clan tend to live in warmer areas although
there are some snowy cats with white skins and heavier fur.
The Cat Clans are usually patterned after lions, with one
dominant powerful male and several families usually related
to the Alpha. Females hunt, while the males fight wars and
protect the clan. Cat Clan very rarely build any sort of home
or structure, leaving only bones and blood behind them as
they move to the next hunting grounds. Cat Clans are not
very helpful even if it would be in their best interest, and
will tend to eat visitors, or at least play with them until they
30
are boring (bloody, immobile pulp).

This Clan also works for predatory creatures such as Badgers and Opossum, although the latter would add an Extra
Limb for their tail (+5 points cost)
Personality/Motivation: Cat Clan are very self-focused and
independent, although they are very loyal to their tribe.
They are ruthless hunters and tend to mistrust or even attack
any strangers or visitors. Cat Clans do not trade with other
peoples.
Powers/Tactics: In combat, the Cat Clan can use their
claws, and will tend to if it is one on one combat to demonstrate their personal power and fighting ability. However,
they are not opposed to using weapons, tending toward ones
they pick up from fallen enemies. Cat Clan Beastmen have
very keen senses like all of their kind, and can see in the
dark comfortably. They move rapidly, but can leap tremendous distances. The hands of Cat Clan Beastmen are
smaller and clawed, which interferes with their fine manipulatory ability.
Appearance: Cat Clan look like the kind of cat they are
patterned after. This can be a tabby or siamese, or it can be
a tiger, ocelot, leopard, lynx, or lion. They have the head
and legs of the cat in question, plus their tail, and their
hands are stubby and clawed. Their fur is short unless they
are a snowy cat such as a Snow Leopard Cat Clan. Cat Clan
tend to be a bit shorter, around 5 1/2 feet tall. Cat Clan are
distinguished from Zhai by their heads being exact cat copies, their hands being more stubby, and their stature being
smaller.

BEASTMEN

BEASTMAN (Dog Clan)


Val
18
15
14
10
10
11
13
10
4
4
3
7
28
30

Char Cost
STR 8
DEX 15
CON 8
BOD 0
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
6
4
6
10
5
10
4

0
1
5
0
0
4

Roll
1312121111111211-

Ecology: Dog Clan Beastmen can be found almost anywhere on Jolrhos. In fact, they are so well-known that some
have other names for them, such as Gnoll. Dog Clans tend
to be very numerous for Beastmen, and over fifty can live in
a given area. They often will build basic sod or mud huts
when the hunting is good in an area, and tend to form relationships with local other races for trade and mutual benefit
more than other Beastmen, but some Dog Clan tribes are
brutal and wild, building nothing and destroying all in their
path. Dog Clan Beastmen also work for wolves, hyenas,
and so forth - any basically canine creature.

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 13-/15EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Personality/Motivation: Dog Clan are usually loyal and


have strong family ties. Dog Clan Beastmen are often more
friendly and willing to deal with outsiders than most Beastmen, but some are mad dogs and are simply brutal, cruel,
and murderous.

Total Characteristics Cost: 46

Powers/Tactics: The Dog Clan works well together, circling and flanking their foes. They can bite fairly hard, but
usually will use crude weapons and anything they can trade
for or take from others. Dog Clan have very keen senses,
especially their sense of smell and are infamous trackers.
They can at times be hired or relied on to use this tracking
ability for others.

Running: 8/16
Leaping: 3 1/2/7

Powers
Tough: Armor 2 PD, 2 ED
Swift: Running 2 (8 total)
Keen Senses: Enhanced Perception +2 (all)
Bite: HKA D6-1 (D6+1 w/STR)
Keen Nose: Discriminatory Sense (smell)
Keen Nose: Tracking Sense (smell)
Keen Nose: Enhanced Perception +2 (smell)

-2

Dexterity Rolls -1 for fine manipulation

Cost
3
3
4
3
3

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons
Tracking 11Teamwork 11-

END
2
1
-

Appearance: Dog Clan have the head, hind legs, and tail of
a dog, with their hands a bit stubby and awkward for delicate work. Their markings can vary a great deal, from long
haired to short, red, black, spotted, golden, or any other sort
of color that dogs and other canine creatures bear. Dog
Clans average 6-6 1/2 feet tall.

Total Powers & Skills Cost: 59


Total Cost: 105
PTS
-10

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -10

31

BEASTMEN

BEASTMAN (Fish Clan)


Val
18
15
16
11
10
11
13
10
5
3
3
7
32
30

Char Cost
STR 8
DEX 15
CON 12
BOD 2
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

1
0
5
0
0
3

Roll
1312121111111211-

Ecology: Fish Clan are an aquatic Beastman, and can be


found in any large body of water such as a lake, inland sea,
or ocean. They tend to stay near the shore in oceans and
seas, which brings them into conflict at times with the merfolk. Fish Clan are usually hostile to visitors, especially if
they are at war with local merfolk. This clan works for any
basically fish or aquatic creature such as dolphin, shark, ray,
barracuda, tuna, etc.

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Personality/Motivation: Fish Clan are motivated primarily


by survival and tend to be at constant war with local Deep
Ones and Merfolk. A tribe that isnt competing for resources
and space with these creatures can often be more friendly
and helpful than others, although they will usually treat surface dwellers as food rather than a potential friend.

Total: 8 (3 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12

Powers/Tactics: Fish Clan are aquatic, which lets them


breathe water and move comfortably in it, but they are awkward on land and cannot breathe straight air. The Fish Clan
Beastmen swim very rapidly and comfortably, and can negotiate with sonar while underwater to move through the
deepest murk. Although most stay near the surface, they can
dive to any depth without discomfort, and their bulging
eyes grant a wide field of vision.

Total Characteristics Cost: 52


Running: 6/12
Leaping: 3 1/2/7
Swimming: 5/10

Cost
6
4
7
10
3
6
2
10

Powers
Tough: Armor 3 PD, 1 ED
Swift: Swimming 3 (5 total)
Sonar: Detect (objects), sense
Sonar: Targeting Sense (Detect)
Bulging Eyes: 270 degree perception (sight)
Keen Senses: Enhanced Perception +2 (all)
Fur: Life Support vs high pressure
Bite: HKA 1/2D6 (D6+1 w/STR)

Cost
3
7
4

Skills and Talents


Survival 11Concealment 13Weapon Familiarity: common weapons

END
1
-

Appearance: Fish Clan Beastmen have the head of the


given fish they are patterned from as well as a tail and
webbed hands and feet. Their coloration varies with the type
of fish they are, from slate gray to silver to bright tropical
colors. Some Fish Clan are rather small, four feet tall at
most, while others are as big as seven feet tall and broadly
built.

Total Powers & Skills Cost: 57


Total Cost: 99
PTS
-10

Disadvantages
Rivalry with Merfolk

Total Disadvantage Points: -10

32

BEASTMEN

BEASTMAN (Fox Clan)


Val
13
17
13
9
10
11
13
12

Char Cost
STR 3
DEX 21
CON 6
BOD -2
INT
0
EGO 2
PRE 3
COM 0

3
4
4
6
26
23

PD
0
ED
1
SPD 13
REC 0
END 0
STN 0

Movement:

Cost
15

3
4
6
5
10
2
Cost
3
5
7
4
3

Roll
1212121111111211-

Ecology: Fox Clan Beastmen are uncommon, and rarely


seen. They live in deep forests, and show themselves only
when threatened or occasionally to trade with Dwarves.
Elves are deeply suspicious of the Fox Clan and fear them
because of the Werefoxes they suffer from. Fox Clan tend
to dig and build homes that are well-concealed by debris,
undergrowth, and local formations. Within these homes,
often linked by tunnels, the Beastmen have their families
although they will tend toward independence unless threatened by an outside force. Fox Clan might not be hostile to
visitors, but they wont be helpful either. Fox Clan Beastmen can be used for any other small predator.

Humanoid

Notes
Lift 160kg: 2 1/2D6
OCV: 6 DCV: 8*

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 4 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12

Personality/Motivation: Fox Clan Beastmen tend to be shy


and unwilling to deal with strangers. These creatures prefer
to stay out of sight and hunt smaller creatures - they were
included primarily for an example of a smaller predator
rather than much practical game use.

Total Characteristics Cost: 48


Running: 8/16
Leaping: 2 1/2/5

Powers/Tactics: Fox Clan Beastmen are small and weak,


but are very stealthy and crafty. Not only do they have superior senses, but they are very skilled at moving and hiding
in their surroundings. Fox Clan tend to use daggers and
small weapons, and will even rig some simple traps such as
deadfalls and concealed pits.

Powers
END
Small: Shrinking (1 level); +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Tough: Armor 1 PD, 1 ED
Swift: Running 2 (8 total)
2
Keen Senses: Enhanced Perception +2 (all)
Keen Nose: Discriminatory Sense (smell)
Keen Nose: Tracking Sense (smell)
Fur: Life Support vs cold extremes
-

Appearance: Fox Clan are small, at most three feet tall.


They have the ruddy fur, head, tail, and hind legs of a fox,
but their hands are very capable and agile unlike some
Beastmen.

Skills and Talents


Survival 11Stealth 13Concealment 13Weapon Familiarity: common weapons
Climbing 13-

Total Powers & Skills Cost: 67


Total Cost: 115
PTS

Disadvantages

Total Disadvantage Points: -0

33

BEASTMEN

BEASTMAN (Frog/Toad Clan)


Val
18
15
14
10
10
11
13
10
4
4
3
7
28
30

Char Cost
STR 8
DEX 15
CON 8
BOD 0
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
6
2
6
3
3
15

7
(5)
(5)

Cost
3
3
4
1
3

0
1
5
0
0
4

Roll
1312121111111211-

Ecology: Frog Clan Beastmen can only be found near fresh


water, especially swamps and bogs. Frog Clan bear live
young, and tend to be very close-knit and loyal to their tribe.
These Beastmen dig homes out of the mud and use sod to
make crude huts, carefully disguised so they are difficult to
spot unless on the water. Frog Clan Beastmen are rather shy
around strangers as they are somewhat weak, although they
breed rapidly and a tribe can run in the dozens. Frog Clan
Beastmen can also be used for toads (with the noted change)
or newts, any small amphibious creature of this sort.

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 7*

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Personality/Motivation: Frog Clan Beastmen are cautious


and prefer to hide or avoid contact, swimming away if they
can. If their homes or young are endangered, however, the
Frog Clan can become very aggressive and angry.

Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: Although small and weak for Beastmen,


the Frog Clan heals rapidly and are very mobile. They
move comfortably in the water and can breathe either water
or air. Frog Clan will use weapons, including blowguns
which they often will poison with local toxins. Their bulging eyes allow the Frog Clan Beastmen to see around them
very well, and their senses are quite keen. Due to their
small size, Frog Clan can be difficult to hit, and they swarm
foes, leaping by the dozens on each enemy to overwhelm
them.

Total Characteristics Cost: 46


Running: 7/14
Leaping: 6 1/2/13

Powers
END
Tough: Armor 2 PD, 2 ED
Swift: Running 1 (7 total)
2
Keen Senses: Enhanced Perception +2 (all)
Bulging Eyes: 270 Degree Perception (sight)
Jumper: Leaping +3 (6 1/2 total)
1
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Healing: Regeneration 1 Body/5 Minutes
Amphibious: Breathe Water (Frog Clan)
Strong Lungs: Hold Breath Rec/5 hours (Toad
Clan)

Appearance: Frog Clan Beastmen are slight and small, at


most three feet tall. They have a large frogs head and flippers, and have a variety of skin colors in dazzling patterns or
dull singularity, depending on their location.

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons
Weapon Familiarity: Blowguns
Poisons 11-

Total Powers & Skills Cost: 61


Total Cost: 107
PTS

Disadvantages

Total Disadvantage Points: -0

34

BEASTMEN

BEASTMAN (Horse Clan)


Val
18
15
14
10
10
11
13
10
4
4
3
7
28
30

Char Cost
STR 8
DEX 15
CON 8
BOD 0
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

0
1
5
0
0
4

Roll
1312121111111211-

Ecology: The Horse Clan are a hardy group that can be


found only in wide open spaces and plains. Horse Clan tend
not to build any sort of permanent residence, but do construct crude shelters to keep the rain and snow off them.
These shelters can be found scattered in Horse Clan Beastman territory, and are used by others while the Clan is away.
The Horse Clan Beastmen also can represent for any large
herbivore such as gazelle, elk, and such.

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Personality/Motivation: Horse Clan prefer not to fight, as


they run rather well but will if they must and fight boldly.
They can sometimes be somewhat helpful to strangers, but
in general these Beastmen view them as either prey or a danger and fight them. Horse Clans are not as willing to trade
as some, but do like metal weapons and will trade with locals for metal.

Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 46


Powers/Tactics: Horse Clan Beastmen run very swiftly, and
can deliver a powerful kick with their hooved legs. They
tend to use weapons, especially bows if they can obtain any.
None wear armor, although the shaman of a tribe will protect their members with runes and war paint.

Running: 10/20
Leaping: 3 1/2/7

Cost
6
8
6
10

Powers
END
Tough: Armor 2 PD, 2 ED
Swift: Running 4 (10 total)
2
Keen Senses: Enhanced Perception +2 (all)
Kick: Hand-to-Hand Attack 3D6 (6 1/2D6 w/
1
STR); Only to add to Strength Damage

Cost
3
3
4

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

Appearance: A Horse Clan Beastman has a horses head


and hind legs, with a mane down their back and a horses
tail. They tend to have short coarse hair on their bodies, and
can have any coloration of any horse or related creature such
as mule, zebra, burro, etc. Obviously the other types such as
Deer Clan will have the appearance of a deer instead.

Total Powers & Skills Cost: 40


Total Cost: 86
PTS

Disadvantages

Total Disadvantage Points: -0

35

BEASTMEN

BEASTMAN (Lizard Clan)


Val
18
15
14
10
10
11
13
10
4
4
3
7
28
30

Char Cost
STR 8
DEX 15
CON 8
BOD 0
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

0
1
5
0
0
4

Roll
1312121111111211-

Ecology: Lizard Clan Beastmen can be found only in the


warmest, most sun-baked areas of Jolrhos. They prefer deserts, but hot plains areas also will do. These Beastmen are
almost totally solitary, forming small families temporarily
until the young are 8-10 years old and can fend for themselves, when they are turned out of the home. Lizard Clan
will build small structures of wood, stone and sometimes
mud for shelter. Lizard Clan are generally hostile to visitors
because their resources are so scarce. They will go on raiding missions to nearby settlements to gather food and goods,
often killing anyone they meet. Lizard Clan can also be
used for snake clan (a long, sinuous body with arms and no
legs).

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 7 (3 rPD)
Total: 7 (3 rED)
Phases: 4, 8, 12

Personality/Motivation: Lizard Clan seem unfeeling and


cold, as they are unwilling to share anything with outsiders.
They will wear a mask of indifference and calm no matter
what happens, avoiding the revelation of their soul in any
way to someone who might use it against them.

Total Characteristics Cost: 46


Running: 7/14
Leaping: 3 1/2/7

Cost
9
2
6
5
4

Powers
Scales: Armor 3 PD, 3 ED
Swift: Running 1 (7 total)
Keen Senses: Enhanced Perception +2 (all)
Night Eyes: Night Vision
Regeneration: 1 Body/day

Cost
3
3
4

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

Powers/Tactics: Lizard Clan Beastmen are tougher than


most beastmen, and although they do not run as fast, they
heal very rapidly. Lizard Clan tend to use weapons, favoring bows and spears, and all carry flint or better daggers for
close combat.

END
2
-

Appearance: The Lizard Clan varies widely by type, from


smaller slim green lizards but 4 1/2 feet tall to huge brawny
crocodile lizards over 6 feet tall. Their coloration varies by
type, and all have a lizards head, hands, and feet, and a tail.
Their bodies are scaled and they rarely wear any clothing.

Total Powers & Skills Cost: 36


Total Cost: 82
PTS

Disadvantages

Total Disadvantage Points: -0

36

BEASTMEN

BEASTMAN (Lobster Clan)


Val
18
15
15
11
10
11
13
10
6
4
3
7
30
35

Char Cost
STR 8
DEX 15
CON 10
BOD 2
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
9
4
6
3
5
10
10
3

Cost
3
3
4

2
1
5
0
0
4

Roll
1312121111111211-

Ecology: Lobster Clan Beastmen are a rare variety, found


only in salt water (although the Crayfish Clan are in large
bodies of fresh water). This clan also covers similar creatures such as Crab Clan.

Humanoid

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

Personality/Motivation: Lobster Clan tend to view any


surface dweller as a food source, although they are friendly
enough if they can be convinced otherwise. Lobster Clan
usually are at war with local races such as Merfolk, Fish
Clan Beastmen and Deep Ones, and usually welcome help
against their foes.

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: Lobster Clan are heavily armored with


plates and have a strong pincer for one hand. With this
claw, the Beastman can give crushing attacks, although the
Lobster Clan often will use a spear in the other hand in combat. Lobster Clan can use this large claw to block attacks
like a shield. Although slower on land than most Beastmen,
the Lobster Clan can swim very rapidly and see comfortably
in the dark. Their beady eyestalks give the Lobster Clan a
full field of vision all around them.

Total Characteristics Cost: 52


Running: 8/16
Leaping: 3 1/2/7

Powers
Armored: Armor 4 PD, 2 ED
Swift: Running +1 (7 total)
Keen Senses: Enhanced Perception +2 (all)
Swift: Swimming +3 (5 total)
Sea Eyes: Water Vision
Claws: Hand-to-Hand Attack 3D6 (7 1/2D6
w/STR); Only to add to Strength Damage
Eyestalks: 306 Degree Perception (sight)
Block: Armor +4 PD; Requires Block Roll,
Not vs Area Effect Attacks

END
2
1

Appearance: Lobster Clan Beastmen look like a plated humanoid with the head of a lobster, one large claw, a tail, and
four lobster legs in the place of normal human legs.

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

Total Powers & Skills Cost: 60


Total Cost: 112
PTS

Disadvantages

Total Disadvantage Points: -0

37

BEASTMEN

Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5

Ecology: Ram Clan can be found primarily in mountains,


although they also can be found in hilly and forested areas.
Ram Clan are herbivores, but will eat meat on occasion as a
ritual. This clan also work for Sheep, Goat, etc.

PER Roll: 12EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Personality/Motivation: Ram Clan are fearless and bold,


but other clans like Sheep Clan are very timid and prefer to
flee rather than fight. Goat Clan are foul, horrible creatures
that savor filth and cruelty.

BEASTMAN (Ram Clan)


Val
18
15
14
10
10
11
13
10
4
4
3
7
28
30

Char Cost
STR 8
DEX 15
CON 8
BOD 0
INT
0
EGO 2
PRE 3
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
6
4
3
7
2
2
2
Cost
3
3
4
3
3

0
1
5
0
0
4

Roll
1312121111111211-

Humanoid

Powers/Tactics: Most Ram Clan will use weapons, although they all can do a respectable move through ramming
attack (-1 OCV and 8 1/2D6 damage). Ram Clan are very
nimble on their hooves and comfortable moving even on
narrow ledges or barely-visible paths on mountainsides.
The Ram Clan Beastman is able to leap prodigious distances
as well, over 50 feet with a running jump.

Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 46

Appearance: Ram Clan Beastmen have the head of a mountain goat or bighorn sheep, any basic goat type. Their legs
are that of the same creature, with a small tail, and they tend
to have short bristled fur on their bodies. Standing at most
6 tall, most are around 5 1/2 feet and built slightly stocky.

Running: 8/16
Leaping: 5 1/2/11

Powers
END
Tough: Armor 2 PD, 2 ED
Swift: Running 2 (8 total)
2
Keen Senses: Enhanced Perception +1 (all)
Horns: Hand-to-Hand Attack 2D6 (5 1/2D6 w/ 1
STR); Only to add to Strength Damage
Horns: Armor 2 PD; Head only
Fur: Life Support vs cold extremes
Jumper: Leaping +2 (5 1/2 total)
1
Skills and Talents
Survival 11Concealment 11Weapon Familiarity: common weapons
Environmental Movement: mountains and tiny
ledges
Combat Skill Level: OCV Move Through +1

Total Powers & Skills Cost: 40


Total Cost: 86
PTS

Disadvantages

Total Disadvantage Points: -0

38

BEASTMEN

BEASTMAN (Rat Clan)


Val
10
18
11
8
13
11
13
8

Char Cost
STR 0
DEX 24
CON 2
BOD -4
INT
0
EGO 2
PRE 3
COM -1

3
4
4
4
22
20

PD
1
ED
2
SPD 12
REC 0
END 0
STN 1

Movement:

Cost
30

6
4
6
10
5
10
4

Cost
3
3
5
4

Roll
1113111112111211-

Ecology: Rat Clan are the smallest of the Beastmen but also
the most numerous. They dwell in places normal creatures
would shun, living in filth and trash and rot gleefully and
without sickness. Often living in sewers and the trash heaps
of cities, Rat Clan are the one Beastman clan that is most at
home with civilization, although they are little changed by
it. Rat Clan Beastmen number in the dozens or scores,
sometimes hundreds in huge cities, splitting off into smaller
tribes and sub cultures.

Humanoid

Notes
Lift 100kg: 2D6
OCV: 6 DCV: 10*

PER Roll: 14EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Personality/Motivation: Rat Clan Beastmen are vicious


when annoyed and whimsical when not. They are amoral
creatures for whom murder and theft are simply passtimes,
but are friendly enough when they have reason to be, and
willing to trade trinkets and things they find cast away or
lost by others.

Total: 4 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 42


Powers/Tactics: The Rat Clan are very small and weak for
Beastmen, and use weapons that they can wield such as
small spears, daggers, and such. They tend to have a higher
quality in their gear than other Beastmen because of their
contact with debris and cast offs.

Running: 8/16
Leaping: 3 1/2/7

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Tough: Armor 1 PD, 1 ED
Swift: Running 1 (7 total)
2
Keen Senses: Enhanced Perception +2 (all)
Hardy: Life Support vs diseases
Keen Nose: Discriminatory Sense (smell)
Climber: Clinging (10 STR)
Gnawing: Tunneling 1 (4 DEF); Concentrate 1
1/2 DCV full time, Extra Time full turn, Instant

Appearance: Ratman Clan are tiny, at most two feet tall.


They have the head, tail, hands, and hind legs of a rat, although they tend to be hairless or nearly so.

Skills and Talents


Stealth 13Survival 11Concealment 12Weapon Familiarity: common weapons

Total Powers & Skills Cost: 90


Total Cost: 132
PTS

Disadvantages

Total Disadvantage Points: -0

39

BEASTMEN

BEASTMAN (Walrus Clan)


Val Char Cost
28* STR 8
14 DEX 12
17 CON 14
13* BOD 4
10 INT
0
11 EGO 2
13 PRE 3
10 COM 0
10
8
3
7
34
30*

PD
ED
SPD
REC
END
STN

5
4
6
0
0
0

Movement:

Cost
7

Roll
1512121211111211-

PER Roll: 13EGO Roll: 11ECV: 4


PRE Attack: 2 1/2D6

Running: 6/12
Leaping: 3 1/2/7

-4

Leaping -4

10
10
8

Cost
3
3
4

Powers/Tactics: Walrus Clan Beastmen often rely on their


bulk and blubber in a battle, which can sustain a great deal
of damage without significant injury. They have tusks that
can deal dangerous wounds, but these are rarely used in
combat unless between males trying to dominate a tribe.
Walrus Clan will tend to use hammers and blunt weapons,
although spears are also wielded by some.

Total Characteristics Cost: 58

-7

12
6
4

Personality/Motivation: Walrus Clan Beastmen are very


territorial and protective of what little they own. They are
brutal to visitors and strangers, although they often are very
protective of children.

Total: 14 (4 rPD 25%)


Total: 12 (4 rED 25%)
Phases: 4, 8, 12

Powers
END
Huge: Growth (1 level) -1 KB; Inherent,
Persistent, 0 END Cost, Always On (*)
Burly: Density Increase (1 level) -1 KB;
Inherent, Persistent, 0 END Cost, Always
On ()
Blubber: Armor 4 PD, 4 ED
Keen Senses: Enhanced Perception +2 (all)
Arctic Swimmer: Life Support vs extreme
cold, hold breath per 5 minutes
Blubber: Damage Reduction 25% PD
Blubber: Damage Reduction 25% rED; Only vs Cold
Tusks: HKA 1/2D6 (D6+1 w/STR); Reduced
1
Penetration
Blubbery: Running x3 END Cost
3

Ecology: As would be expected, Walrus Clan are found


only on seashores, typically the cooler or more arctic areas.
These creatures are indolent and slow except in the water,
where they are agile and swift. Walrus Clan usually have
one powerful and large leader with many lesser clan members in the tribe, and rarely have any shaman at all. This
clan functions for similar creatures, such as seals and sea
lions.

Humanoid

Notes
Lift 1280kg: 5 1/2D6
OCV: 4 DCV: 4

Appearance: The Walrus Clan look like huge, fat humanoids with whitish, grayish or bluish skin that is scarred and
crazed like an old painting. The creatures have the head of a
walrus, tusks and all, and have flippered feet and hands.
They rarely wear any clothing, and stand over 7 feet tall,
almost as broad.

Skills and Talents


Survival 11Concealment 11Weapon Familiarity: common weapons

Total Powers & Skills Cost: 63


Total Cost: 121
PTS
-10

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -10

40

BLACK SPORE
Val
0
19
13
5
3
3
20
0

Char Cost
STR -10
DEX 27
CON 6
BOD -10
INT -7
EGO -14
PRE 10
COM -5

5
5
5
3
50
25

PD
5
ED
2
SPD 21
REC 0
END 12
STN 13

Movement:

Cost
15

22
5
5
37

57
18
3
1
36

Cost
3

Ecology: Black Spore are strange creatures that dwell only


underground or in ancient ruins. They shun light, although
unless it is very intense, light does not harm a Black Spore.
The creatures look demonic, but are not demons, they are
called spores but are not plants. Black Spores are most often encountered as a glossy black egg shaped like a cube
four inches on a side, floating in the air. The cubes surface
slides with dark colors like oil on a black surface, and the
slightest touch by a living creature causes it to shatter, revealing an immature Black Spore. This spore drains life
force from living creatures, growing larger as it does so.
When the Spore reaches several feet in length, it erupts in
black flames, leaving a cube behind. This cube is dormant
for a full day, then will react as described above.

Monster
Roll
91312101010139-

Notes
Lift 25kg: 0D6
OCV: 6 DCV: 10*

PER Roll: 10-/12EGO Roll: 10PRE Attack: 4D6

ECV: 3

Total: 7 (2 rPD)
Total: 5 (1 rED)
Phases: 3, 5, 8, 10, 12

Personality/Motivation: Black Spores seem to be motivated entirely by malice, a desire to frighten, and lust to
drain life energy from victims.

Total Characteristics Cost: 50


Running: 6/12
Leaping: 0
Flying: 8/16

Powers/Tactics: A Black Spore attacks by touching victims


with one its three tentacles and draining their life force.
This not only is painful, but drains life and weakens the victim greatly, lowering all their primary stats. This attack is
one of the most feared attacks known to any folc, and those
who are familiar with the Black Spore hate and fear them
irrationally. The drained life force can take days to recover,
and feeds the Black Spore with greater life force. Black
Spore are uniquely vulnerable to very bright lights, especially light-based magic.

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Sense Motion: Spatial Awareness
Keen Sense: 360 Degree Sense (spatial
awareness)
Tentacles: Stretching 1
1
Energy Drain: Transfer 1D6 Body (to Body);
2
Recover per day, 1/2 END Cost, Linked to
Drain
Energy Drain: Drain 1D6 all stats at once;
3
Recover per day, 1/2 END Cost
Energy Drain: Energy Blast 3D6; AVLD
4
(power defense), No Range, Linked to Drain
Tough: Armor 2 PD
Tough: Damage Resistance 1 ED
Hover: Flight 8; 0 END Cost, Invisible to
sight, hearing

Campaign Use: Black Spore are used sometimes to guard


an area, and to the uninitiated can even look like treasure in
their egg form. A dormant egg can sell for 5x3D6 silver to
the right collector, if one can be found. The shards of the
egg sell for 4D6 silver to alchemists as well.
Appearance: Black Spores look like they are made of
glossy black stone with oil over the surface, swirling constantly. They are about 1-2 feet in length, all tentacles and
squidlike in shape.

Skills and Talents


Combat Skill Level: OCV with Energy Drain +1

Total Powers & Skills Cost: 102


Total Cost: 252
PTS
-10
-10
-10

Disadvantages
Physical Limitation: Sub-Human Intelligence
Vulnerability: x1 1/2 effect from Light-based attacks
Vulnerability: x1 1/2 Stun from Holy attacks

Total Disadvantage Points: -30

41

BLACKSNAKE
Val
15
14
13
7
5
5
18
10
5
4
3
6
26
25

Char Cost
STR 5
DEX 12
CON 6
BOD -6
INT -5
EGO -10
PRE 8
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
11
6
10
10
25

6
2
10
5
Cost
3
5

2
1
6
0
0
3

Ecology: Blacksnakes are a forest dwelling creature that can


be found in most wooded areas, especially in warmer climates. These serpents are different than most in that they
tend to stay in the canopy above the forest floor, but otherwise are quite similar to most snakes.

Animal
Roll
1212121010101311-

Notes
Lift 200kg: 3D6
OCV: 5 DCV: 5

Personality/Motivation: Blacksnakes have basic animal


intelligence and basic animal motivations.

PER Roll: 12-/13EGO Roll: 10ECV: 2


PRE Attack: 3 1/2D6

Powers/Tactics: The Blacksnake is a lethal creature with


poison more deadly than most. They attack from the air
usually, dropping from above to wrap the victim in their
coils and biting. Blacksnakes will avoid large crowds, picking off single travelers, dogs, and children to take to the
treetops and devour. Blacksnake poison is very very lethal,
and will kill the strongest man if it runs its whole course,
but takes quite a while before it finally has taken full effect:
1D6 per 12 minutes.

Total: 7 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 22


Running: 6/12
Leaping: 0
Flying: 8/16

Campaign Use: Blacksnakes are a forest threat, more prevelent in jungles than cooler climates. They can be milked for
their poison and skins, 2D6 silver per snake for the venom
and 5D6 copper for a complete skin.

Powers
END
Wings: Flight 8; Restrainable
2
Scales: Armor 2 PD, 2 ED
Constrict: Hand-to-Hand Attack 3D6 (6D6 w/ 1
STR); Only to add to Strength Damage
Bite: HKA D6-1 (D6+1 w/STR)
1
Venom: Drain 5D6 Body; Recover per hour,
0
6 Charges, Only if Bite does Body Damage,
Linked to Bite, Gradual Effect one hour, Life
Support vs poison negates
Keen Senses: Enhanced Perception +2 (all)
Keen Nose: Enhanced Perception +1 (smell)
Keen Nose: Discriminatory Sense (smell)
Night Sight: Night Vision
-

Appearance: The Blacksnake looks like a 8-9 foot serpent


with ebony black, glossy scales. From its back about a foot
and a half to two feet behind the head grow two bat wings,
with a wingspan six feet or more.

Skills and Talents


Stealth 12Concealment 11-

Total Powers & Skills Cost: 93


Total Cost: 115
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

42

BLAZING BONES
Val
20
14
0
10
5
0
20
0

Char Cost
STR 10
DEX 12
CON BOD 0
INT -5
EGO PRE 10
COM -5

5
8
3
0
0
0

PD
3
ED
24
SPD 6
REC -8
END 0
STN -

Movement:

Cost
8
7a
37b
37c
7d
54
5
30
20

Roll
13121110139-

PER Roll: 10EGO Roll: PRE Attack: 4D6

Powers/Tactics: In addition to usual undead abilities such


as not needing to breathe and being immune to pain, the
Blazing Bones are constantly aflame in a fire that extinguishes only with their death. This fire burns anyone and
anything that comes into contact with them, and is so hot it
is painful enough to harm almost anyone who encounters it.
As one would expect, Blazing Bones are very resistant to
any fire damage.

Total: 9 (4 rPD)
Total: 16 +10 (8 rED +10)
Phases: 4, 8, 12

Total Characteristics Cost: 47


Running: 6/12
Leaping: 4/8

Campaign Use: Blazing Bones are a creature that can exist


where most would simply perish, such as near lava flows or
in firey places. Forest fires or burning towns can produce
these, or one could haunt a burnt-out wreck of an old manor.

Powers
END
Undead: Elemental Control (8 pts)
Undead: No Hit Locations
Undead: Life Support (full)
Undead: Cannot be knocked out (loses powers) Undead: Does Not Bleed
-

6
2
10
-2

Swimming -2

Cost
2
5

Personality/Motivation: Blazing Bones have only the most


rudimentary intelligence, and their only motivation is of
hatred, vengeance, and rage.

ECV: -

Hard Bones: Armor 4 PD, 8 ED


Heat Sight: Infrared Vision
Heat Resistant: Armor 10 ED; Only vs heat
Heat Resistant: Energy Defense 10; Only vs
heat
Heat Resistant: Life Support vs heat extremes
Heat Field: HKA 1D6; Damage Shield, 0 END
Cost, Continuous, Penetrating, Always On, STR
does not add to damage
Tireless: Running 0 END Cost
Tireless: Leaping 0 END Cost
Tireless: Strength 0 END Cost

2
26

Ecology: Blazing Bones are a specific sort of undead that


forms from the burning death of various living creatures.
They usually will form after lava flows and forest fires, but
can also form from house fires, especially very destructive
or hot ones.

Undead
Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

Appearance: A Blazing Bones skeleton looks like a blackened, charred skeleton of a humanoid or animal that is constantly wreathed in fire.

0
0
0

Skills and Talents


Weapon Familiarity: Common Melee
Combat Skill Level: OCV +1 Hand-to-Hand Combat

Total Powers & Skills Cost: 249


Total Cost: 296
PTS
-10
-5
-10
-10
-10

Disadvantages
Physical Limitation: Subhuman Intelligence
Vulnerability: x1 1/2 Effect Presence Attacks by
Holy Men
Vulnerability: x1 1/2 Body Holy Attacks
Vulnerability: x1 1/2 Body Cold Attacks
Vulnerability: x1 1/2 Effect Holy Attacks

Total Disadvantage Points: -45


43

BLINDTOAD
Val
-5
11
3
2
2
5
3
10
1
1
3
2
10
5

Char Cost
STR -15
DEX 3
CON -14
BOD -16
INT -8
EGO -10
PRE -7
COM 0
PD
ED
SPD
REC
END
STN

1
0
9
2
2
1

Movement:

Cost
20

30
3
2
15
5
5
6
5

-6
Cost
5

Ecology: Blindtoads are a curious cave dwelling creature.


They avoid heat and light, preferring the dark moist caves
and dwelling close to water. Eating small insects and creatures, Blindtoads are very similar to other more ordinary
toads and frogs.

Animal
Roll
811109910911-

Notes
Lift 12kg: 0D6
OCV: 4 DCV: 8*

PER Roll: 12EGO Roll: 10PRE Attack: 1/2D6

Personality/Motivation: Blindtoads have only the most


basic animal motivations and little if any personality other
than being shy and skittish.

ECV: 2

Powers/Tactics: Blindtoads try to avoid combat, and to do


so, they have a unique ability to emit a gigantic flash of
light. This flash is directed in a cone-like area, and tends to
blind everyone in it at least briefly while the creature makes
good its escape. Otherwise, the creature is not very capable
in combat, and other than the Blindtoads small size which
makes it hard to hit, the only option it has is to run and hop
away. Due to the Blindtoads glowing eyes, it constantly
emits an area of soft light around it.

Total: 1 (0 rPD)
Total: 1 (0 rED)
Phases: 4, 8, 12

Total Characteristics Cost: -55


Running: 3/6
Leaping: 36
Swimming: 4/8

Powers
Small: Shrinking (2 levels) +4 KB, -4 PER
to be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Blind: Flash 4D6 (sight); Area Effect Cone,
1/2 END Cost, No Range
Jumper: Superleap 3
Swift: Swimming +2 (4 total)
Protected Sight: Flash Defense 15
Life Support breathe water
Heat Sight: Infrared Vision
Keen Senses: Enhanced Perception +2 (all)
Glowing Eyes: Change Environment (light);
0 END Cost, Always On

Campaign Use: Blindtoads are not a significant threat on


their own, but other predators are well aware what happens
to victims of the flash attack and might lurk nearby to take
advantage of it. The glowing eyes of the Blindtoad retain
their glow for a few hours after death, although they are
poor light sources. Alchemists will pay a silver a piece for
Blindtoad eyes, however, as they are a difficult to obtain
alchemy component, provided they are no more than a few
days old.

END
0

2
0

Appearance: A Blindtoad looks much like any toad, except


on a larger scale. About two feet in length, the Blindtoad is
warty and wrinkled and very pale and colorless. Its milky
white eyes, even after death, glow with a pale light.

Running -3
Skills and Talents
Area Knowledge: 14-

Total Powers & Skills Cost: 58


Total Cost: 3
PTS
-15
-10
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
Psychological Limitation: Fears fire and loud noises
C/S

Total Disadvantage Points: -40

44

Notes
Lift:1200kg/4 1/2D6
OCV: 5 DCV: (5)

Ecology: Bloodvines are a carnivorous plant found in a


wide variety of settings but usually are found in swampy or
forested areas. Certain varieties are found in deserts and
even undersea, but they are very rare.

PER Roll: 9-/12EGO Roll: 10PRE Attack: 2D6

Bloodvines live on blood, drained from living creatures


through the hollow thorns on their vines. They carefully
conceal the bones and dessicated bodies in a nearby hollow
or under brush, loose dirt, or sand.

BLOODVINE
Val
23
14
18
10
0
5
10
10
12
8
4
9
36
31

Char Cost
STR 13
DEX 12
CON 16
BOD 0
INT -5
EGO -10
PRE
0
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
45
3
20
5
6
13

17

17

5
13
-12
-2
-5

6
7

7
4
16
0
0
0

Plant
Roll
141313119101111-

ECV: 2

Personality/Motivation: As a plant, the Bloodvine is mindless. It reacts to its surroundings and stimulus, and takes
certain actions based on what it perceives.

Total:
Total:
Phases: 3, 6, 9, 12

Powers/Tactics: A Bloodvine will conceal its main trunk


as well as it can, often inside rotting trees, underneath objects, and so forth. They are able to move, but so very
slowly it is almost imperceptible and does not affect combat
in any manner. The vines will be concealed near the trunk
to make their origin unclear, and they will remain immobile
until a target is accessible.

Total Characteristics Cost: 53


Running: 0
Leaping: 0
Swimming: 0

Bloodvines have incredibly sensitive motion and vibration


sensory ability, and can use this to target and find victims
with pinpoint precision, even though they technically have
no senses.

Powers
END
Long Vines: Stretching 6, 0 END
0
Tough: Armor 3 PD, 3 ED
Sensitive to Vibrations: Targeting Touch
Sensitive to Vibrations: Ranged Touch
Sensitive to Vibrations: Enhanced Perception
+3 PER Touch
Thorned Vines: HKA D6-1, autofire, 1/2 END 1@
cost, armor piercing, reduced penetration, must
follow grab (D6+1 with STR)
Blood Drain: Drain 1D6 Strength, Recover per 0
Hour, 0 END, Continuous, Only if thorns do
Body damage
Blood Drain Drain 1D6 Stun, Recover per
0
Hour, 0 END, Continuous, Only if thorns do
Body damage
Multiple Vines: Extra Limbs (varies, 5-20)
Roots: Clinging (29 STR)
Immobile: Running -6
Immobile: Swimming -2
Immobile: Leaping 5

In combat, a Bloodvine wraps the target in one or more


vines, piercing their body with the needle-sharp hollow
thorns and draining their blood.
Campaign Use: Bloodvines are environmental hazards, a
good moat monster or nasty thing to make an otherwise
harmless looking place more sinister. They can come in
large clumps of multiple vines, making them seem gigantic
and unending, attacking several times per phase! Bloodvine
thorns are used for needles (medical) in some cultures, and
elves use the sap in the trunk for glue.
Appearance: A Bloodvine consists of a thick, sturdy trunk
that grows as large as a barrel. It has thick, rough bark that
is colored to blend in with its surroundings. The vines taper
from the top of this trunk and spread out, as long as 40 feet,
with long, sharp thorns evenly spaced every inch or two
along its entire length around each vine.

Skills
+2 OCV Grab
Concealment 11-

Total Powers & Skills Cost: 125


Total Cost: 173
PTS
-15
-5
-25
-15
-5

Disadvantages
Phys Lim: Blind (always, greatly)
Vulnerable: -1 stretching per Body taken
Phys Lim: Immobile (always, total)
Instinctive Intelligence (always, greatly)
Phys Lim: no sense of taste, or hearing

Total Disadvantage Points: -60


45

Notes
Lift 150 KG: 2 1/2 D6
OCV: 5 DCV: 5

Ecology: Wild Boars are found in forests and plains near


wooded areas in the wild. While not shy, boars will avoid
civilization and humanity (as well as most other races).
Boars eat plants and roots primarily, but will eat meat and
insects on occasion as well.

PER Roll: 10-/11-/12EGO Roll: 10ECV: 2


PRE Attack: 2 1/2 D6

Personality/Motivation: Wild Boars have normal animal


motivations, although they are very irritable and aggressive.
Wild Boars can go crazy in combat, and are very difficult to
put down.

Total: 8 PD (1 rPD)
Total: 5 ED (1 rED)
Phases: 3, 8, 12

Powers/Tactics: Armed with sharp tusks, Wild Boars slash


with them to viscious effect. Boars prefer to charge into
battle and to a move by or even move through on the target.
Unlike many animals, boars do not fear great numbers when
the blood is on them, and will fight to the death.

BOAR (Wild)
Val Char Cost
13 STR 3
14 DEX 12
15 CON 10
12/15 BOD 4
5 INT -5
5 EGO -10
13 PRE 3
6 COM -2
7 PD
4 ED
3 SPD
6 REC
40 END
27/43 STN
Movement:

Cost
15
3
1
2
4
5
5
2
5
11
14
-1

4
1
6
0
5
0

Animal
Roll
1313121110101211-

Total Characteristics Cost: 24


Campaign Use: Wild Boars make for a surprisingly capable
low-end encounter, and can be very dangerous in numbers.
Some casters will summon these for protection, and forest
dwellers may train Wild Boars as pets or guards.

Running: 6/12 (+3)


Leaping: 1 1/2

Powers
END
Tusks: HKA 1D6 (1 1/2 D6 with STR)
1
Tough Hide: 1 PD, ED Armor
Tough Hide: 2 PD Damage Resistance
Charge: +3 running, x4 END Cost
5
Keen Nose: Enhanced Perception +2 smell
Keen Nose: Discriminatory Scent
Keen Nose: Tracking Scent
Keen Ears: Enhanced perception +1 hearing
Night Eyes: Night Vision
Rooting: 1 tunneling through 3 DEF
1
Rage: +3 Body, +15 Stun, only while berserk
1

Appearance: Ugly is the best way to describe the boar,


large pigs with short, bristly hair and often a crest or mane
of hair down their neck. Two large, curved tusks jut from
the lower jaw in adults.

Poor Leaping: -1 Leaping

Total Powers & Skills Cost: 66


Total Cost: 90
PTS
-15
-15
-15
-25

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S
Berserk in combat 11-/8-

Total Disadvantage Points: -70

46

BOG SPIDER
Val
15
15
13
9
5
5
15
0

Char Cost
STR 5
DEX 15
CON 6
BOD -2
INT -5
EGO -10
PRE 5
COM -5

4
3
4
6
26
24

PD
1
ED
0
SPD 15
REC 0
END 0
STN 0

Movement:

Cost
7

6
2
3
1
4
3
5
10
5
12

1
10
8

28
3u
2u

Ecology: Bog Spiders are huge spiders found only in


swampy and wet jungle areas. They prefer heat, but will
abide cooler weather if it does not dip below freezing, and is
wet enough. The Bog Spider does not spin a web, but hunts
on foot for prey.

Giant Insect
Roll
121212111010129-

Notes
Lift 200kg: 3D6
OCV: 5 DCV: 7*

PER Roll: 10-/12EGO Roll: 10PRE Attack: 3D6

Personality/Motivation: Bog Spiders have simple animal


motivations such as hunger and comfort, and little if any
personality.

ECV: 2

Powers/Tactics: The Bog Spider hunts on foot, climbing


over and onto objects to attack a victim. While it does not
spin webs, the spider will wrap up a paralyzed victim and
hang them somewhere safe for later eating. The venom of a
Bog Spider is significant, but what they are most feared for
is an unfortunate tendency to burst when too roughly handled. For a giant spider, the Bog Spider is not especially
durable, and should someone do half the creatures body (5
or more) in a single blow after its defenses, it dies in a burst
of acid that sprays for yards. This acid burns away at anything it touches for a full minute unless washed away. Bog
Spiders are perfectly comfortable underwater and can even
breathe water, but prefer to be on the surface.

Total: 5 (2 rPD)
Total: 4 (2 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 25


Running: 9/18
Leaping: 5/10

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Swift: Running +3 (9 total)
2
Jumper: Leaping +2 (5 total)
1
Tough: Armor 1 PD, 1 ED
Tough: Damage Resistance 1 PD, 1 ED
Keen Touch: Enhanced Perception +2 (touch) Keen Eyes: Enhanced Perception +2 (sight);
Only to see moving objects
Eight Legs: Extra Limbs (four legs)
Climbing: Clinging (15 STR)
Amphibious: Life Support Breathe Water
Webbing: Entangle 1D6, 1 DEF; Cumulative, 2
x2 effect, Sticky, Personal Immunity, Gestures,
Concentrate 1/2 DCV, Extra Time Full Phase
Webbing: Gliding 1; Only to move with a
1
webline
Bite: HKA D6-1 (D6+1 w/STR)
1
Burst: Drain 3D6 Body; Explosion, Recover/
0
5 Minutes, Gradual Effect 1 minute, 1 Charge
ever, only if takes 1/2 Body in 1 blow, Side
Effect 3D6 HKA

Campaign Use: Bog Spiders make a pretty basic encounter


in the swamps, with a nasty surprise if someone is too violent with them. Their tendency to hang victims in trees can
make grisly trophies in a bog, but also be part of a rescue
mission. If the acid sacs in the Abdomen can be harvested
without bursting the spider, they can be sold for 3D6 silver
per spider to an alchemist.
Appearance: Bog Spiders are very compact greenish spiders with thick hairy legs and a huge bulbous abdomen.
They are about four feet across, including legs, and weigh
upwards of sixty pounds.

Venom: Multipower (50 points); Only if Bite


does Body damage, 8 charges
Kill: Drain 4D6 Body, Recover per hour,
5
Gradual Effect Turn
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON

Total Powers & Skills Cost: 110


Total Cost: 135
PTS
-15

Disadvantages
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -15


47

BONE SERPENT
Val
5
14
10
6
5
5
10
0
8
3
3
3
26
20

Char Cost
STR -5
DEX 12
CON 0
BOD -8
INT -5
EGO -10
PRE 0
COM -5
PD
ED
SPD
REC
END
STN

7
1
6
0
3
6

Movement:

Cost
15

Notes
Lift 50kg: 1D6
OCV: 5 DCV: 9*

PER Roll: 10-/13EGO Roll: 10PRE Attack: 2D6

ECV: 2

Powers/Tactics: The Bone Serpent prefers to attack from


surprise, hiding in some place near where creatures travel
and leaping on them with a half move. They are fairly accurate with this attack, and grab their victim immediately
clinging with all 20 strength. When coiled around the victim, they proceed to drain blood out of them until the creature is dead or the Bone Serpent has drained 10 Body worth
of blood. Sated, it crawls off to a small area to digest. Bone
Serpents also like to attack sleeping foes such as at a camp,
curling around them and draining blood while they sleep.
Bone Serpents have no eyes as such, but have multiple photosensors and heat receptors over their body which act exactly like normal eyes.

Total Characteristics Cost: 12


Running: 5/10
Leaping: 4/8

19
5
3
6
4
-2

Running -1

Cost
6

Personality/Motivation: Bone Serpents are simple animals


and have only basic animal motivations such as hunger.

Total: 10 (2 rPD)
Total: 5 (2 rED)
Phases: 4, 8, 12

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Blood Drain: HKA 1D6; Penetrating, 1/2 END 2
Cost, Continuous, Must follow grab,
Concentrate 1/2 DCV full time
Latch On: Clinging (20 STR); Persistent
Heat Sight: Infrared Vision
Spring: Leaping 3 (4 total)
Hard Body: Armor 2 PD, 2 ED
Keen Sense: Enhanced Perception +2 (sight)
-

20

Ecology: Bone Serpents are creatures of the underdeeps,


never seeing the light of day. They avoid civilization, hiding in nooks and crannies in the side caves and less-traveled
areas preying on small creatures and sleepers. Bone Serpents lay eggs in some isolated niche near a good food supply, and leave them to fend for themselves. These eggs
hatch within a few weeks, and the little serpents hunt insects
and small fish until they are grown enough to go out and
hunt on their own.

Animal

Roll
101211101010119-

Campaign Use: A Bone Serpent can be a nasty surprise for


someone reaching into a small area (getting a handful of
spikes and bone serpent instead), or encountered in camp as
one slips into the sleeping roll of their snoozing victim.
Appearance: A Bone Serpent looks much like a spinal column. Apparently lacking a head, the thing has an underside
with four small spikes on each segment that function both as
feet and teeth to drink blood with. Bone Serpents grow as
long as four feet in length, rarely more than a few inches
thick.

Skills and Talents


Combat Skill Levels: OCV Jump Attack +2

Total Powers & Skills Cost: 76


Total Cost: 88
PTS
-15
-10

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -25

48

BONE FUNGUS
Val
8
11
20
12
2
4
10
4
2
4
3
6
40
26

Char Cost
STR -2
DEX 3
CON 20
BOD 4
INT -8
EGO -12
PRE 0
COM -3
PD
ED
SPD
REC
END
STN

0
0
9
0
0
0

Movement:

Cost
45
30
6
25
5
13
13

Notes
Lift: 80kg/1 1/2D6
OCV: 4/5 DCV: 3

PER Roll: 10EGO Roll: 10PRE Attack: 2D6

However, Bone Fungus tends to consider anyone moving


its bones as a threat and react aggressively.
ECV: 1

In Combat, Bone Fungus lash out with a large bone or rock


tangled in their mess, and can hit fairly hard, but are not
significantly dangerous to a capable PC.

Total Characteristics Cost: 11


Running: 1/2
Leaping: 0

15
-5
-10
-2

DCV -1
Running -5
Leaping -2

Powers/Tactics: Due to its construction, Bone Fungi are


difficult to seriously harm. Not only does the fungus absorb
punishment well, it has a lot of gaps and very little of it is
critical matter. Until it attacks, Bone Fungus can look unnerving, a jumble of jerkily moving skeletal parts lashing
out at the victim.

Total: 5 (3 rPD 75%)


Total: 5 (1 rED 50%)
Phases: 4, 8, 12

Powers
END
Elastic Body: Damage Reduction 75% rPD
Elastic Body: Damage Reduction 50% rED
Elastic Body: Armor 3 PD, 1 ED
Motion Sense: Spatial Awareness
Flexible: Stretching 1
1
Adhesive: Clinging 17 STR
Club: Hand-to-Hand Attack 4D6 (5 1/2D6
2
with STR); Only to add to STR Damage
Senses: Enhanced Perception +1 Perception
Life Support: Self contained breathing, immune to pressure extremes, all poisons and disease
Abnormal form: No Hit Locations
-

3
33

Personality/Motivation: Bone Fungi have no mind or motivation beyond the basic instinctive ones: survival, food, defense. A Bone Fungus will defend its self, avoid being destroyed if it can, eat, and procreate.

Fungus
Roll
111113119101110-

Campaign Use: Bone Fungus are useful sealed area


threats, a monster that can survive in areas entombed for
centuries or sealed from a normal ecosystem. They also can
be surprising or sinister if handled properly.
Appearance: Formed of a series of rhizomatic and fungal
strands, growths, threads, and structures, the Bone Fungus
grows on any skeletal remains it can find. This ends up
looking like a pile of crumbling bones stranded together by
fungus growing on it. Bone Fungus tends toward neutral,
earth tones like brown, black, gray, white, and tan.

Skills
Combat Skill Level: Clubs OCV +1

Total Powers & Skills Cost: 201


Total Cost: 222
PTS
-25
-5
-15
-10

Disadvantages
Phys Lim: Blind, Deaf
Phys Lim: Cannot Leap
Phys Lim: instinctive intellect
Phys Lim: Limited Fine Manipulation

Total Disadvantage Points: -55


Ecology: Bone Fungi grow on skeletal remains. The spores
float in the air and lie on surfaces dormant for years at times,
sprouting the fungus when it encounters any bone matter.

49

BOREWORM
Val Char Cost
45* STR 10
14 DEX 12
23 CON 26
15* BOD 0
3 INT -7
5 EGO -10
15 PRE 5
2 COM -4
10
5
3
9
46
37*

PD
ED
SPD
REC
END
STN

6
0
6
0
0
0

Movement:

Cost
37

7
10
10
15
9
54
12

-4
-4

Ecology: Boreworms are found almost exclusively in the


underdeeps, tunneling far beneath the surface. They will on
rare occasions be encountered in more shallow caves, but
never on the surface. Boreworms are mammals, able to bear
live young and do so in huge shared dens burrowed into,
pockets in the earth that can only be reached by the boreworm tunnels.

Monster
Roll
181214121010129-

Notes
Lift 12 tons: 9D6
OCV: 5 DCV: 2*

PER Roll: 10EGO Roll: 10PRE Attack: 3D6

ECV: 2
Personality/Motivation: Boreworms have simple minds
and only basic animal motivations.
Powers/Tactics: The Boreworm is a simple creature that
attacks by biting or grabbing a target with its jaws. It also
can slam into a target with its body, which with the enormous strength of the worm can be devestating. Boreworms
can reach over double their length, extending and stretching
to reach distant objects. Boreworms are fairly durable, and
can dig through rock that is nearly glowing with heat without discomfort. Although blind, Boreworms can hear well,
and use hooting grunts as a form of sonar, listening to the
echoes. Boreworms are slow but inexorable, even when
digging.

Total: 13 (3 rPD)
Total: 8 (3 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 44


Running: 4/8
Leaping: 0
Tunneling: 1/2

Powers
END
Huge: Growth (5 levels) -5 KB, +3 PER to be 0
seen, +1 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Sonar: Detect objects, sense
Sonar: Targeting Sense (detect)
Extend: Stretching 2 (7 total)
1
Bite: HKA 1D6 (2D6 w/STR)
1
Chitin: Armor 3 PD, 3 ED
Burrow: Tunneling 1, 6 DEF, close hole, 1/2 2
END Cost
Deep Tunneler: Life Support need not breathe, vs heat extremes

Campaign Use: Boreworms tend to close their tunnels,


leaving only a packed crushed earth behind them so that
they cannot usually be used to reach distant areas.
Appearance: Boreworms look like a huge segmented
worm, very long. Both ends taper to a blunt point, but one
end is slightly larger than the other, and opens up in three
parts to reveal a toothy maw. Boreworms are 30 feet long or
longer and weigh over three tons.

Running -2
Leaping -4

Total Powers & Skills Cost: 146


Total Cost: 190
PTS
-15
-15
-20

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Blind

Total Disadvantage Points: -50

50

BRAIN FUNGUS (Brain Coral)


Val
0
11
13
8
5
14
10
10
3
3
3
6
30
20

Char Cost
STR -10
DEX 3
CON 9
BOD -4
INT -10
EGO 8
PRE 0
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
15

15
3
10
4
22
5
6
14
17
3

64
6u
3u

Roll
911121110121111-

3
0
9
6
2
5

PER Roll: 12EGO Roll: 12PRE Attack: 2D6

Disadvantages
Physical Limitation: Blind, Deaf
Physical Limitation: Instinctive Intelligence
Physical Limitation: Cannot Leap
Physical Limitation: No Manipulatory Ability

Total Disadvantage Points: -60


ECV: 4
Ecology: Brain Fungus are found in dark places with some
moisture, such as caves. They avoid heavy moisture, heat,
and sunlight, growing best in cool somewhat damp areas.
The Brain Coral feeds on blood and rotting tissues, but is
immobile and must either lure victims or kill them when
they happen by. Brain Coral is a closely related creature to
the Brain Fungus, slightly larger, and aquatic. Brain Coral
live in coral reefs, in shallow salt water and some large
lakes.

Total: 4 (1 rPD 25%)


Total: 4 (1 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 21

Personality/Motivation: Brain Fungus and Brain Coral are


barely intelligent at any level and have only the most basic
motivations.

Running: 1/2
Leaping: 0
Swimming: 1

Powers/Tactics: The Brain Fungus is a strange semi sentient plant with mental powers. They heal rapidly and are
fairly tough, especially against blunt attacks. Although
blind and deaf, the Brain Fungus can sense all movement
nearby and can search out minds nearby to attack. Nearby
minds are attacked until they are unconscious, then the body
is dropped repeatedly from great height or crushed with the
Fungus Will Over Matter power until it is nice and soft and
left near the Brain Fungus for its roots to suck up the juices
from. Although a Brain Fungus can only move at the most
limited crawling speed, they tend to find places out of the
way where they need not run, since the creature is effectively unable to dodge attacks.

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Root: Clinging (15 STR)
Tough: Armor 1 PD, 1 ED
Tough: Damage Reduction 25% PD
Healing: Regeneration 1 Body/day
Sense Motion: Spatial Awareness
Sense Motion: 360 degree Perception (spatial
awareness)
Keen Senses: Enhanced Perception +2 (all)
Hardy: Life Support vs non plant-based
poisons, breathe water, high pressure
Search: Mind Scan 6D6; Concentrate 1/2 DCV 4
Extra Time Full Phase
Search: Mind Scan +3 ECV; Concentrate 1/2
DCV, Extra Time Full Phase

4u
2u

Mental Powers: Multipower (64 points)


Mind Crush: Mental Blast 4D6, 1/2 END Cost
Will Over Matter: Telekinesis 25 STR;
Invisible to sight, hearing, Only for grab hold
and throw, affects all parts
Blind: Flash 4D6 Sight; Based on ECV
Deafen: Flash 4D6 Hearing; Based on ECV

-10
-1
-20

Running -5
Swimming -1
DCV -4

Cost
9

PTS
-15
-20
-5
-20

Fungus

Notes
Lift 25kg: 0D6
OCV: 4 DCV: 2*

Campaign Use: Brain Fungus or Coral are more an environmental hazard, an attack out of the blue. Once a character or group locate the creature it is not long for this world.
Often other creatures will take advantage of the creature to
attack those assailed by it.
Appearance: The Brain Fungus is a large brain-shaped
creature about two feet across or more. Brain Coral tend to
be larger, three to four feet across. Their color is a grayish
tan or greenish gray.

3
6

4
2

Skills and Talents


Concealment 13-

Total Powers & Skills Cost: 171


Total Cost: 192

51

BURNFANG
Val Char Cost
30* STR 0
14 DEX 12
23 CON 26
18* BOD 8
5 INT -5
5 EGO -10
23/38 PRE 13
10 COM 0
8
6
3
7
46
37*

PD
ED
SPD
REC
END
STN

6
1
6
0
0
0

Movement:

Cost
30

15
19

11

Ecology: Burnfang can be found only in warmer jungles


and forests, in moist, humid, warm or hot areas. They hunt
smaller creatures and avoid the more awful monsters when
possible, often forming nests of six or more huge snakes.
This is a standard giant poisonous serpent, with specialized
venom.

Giant Animal
Roll
1512141310101411-

Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 3*

PER Roll: 11-/13EGO Roll: 10ECV: 2


PRE Attack: 4 1/2D6

Personality/Motivation: Simple animals, the Burnfang


have little movtivation beyond laying in the sun, eating, and
staying safe.
Powers/Tactics: Burnfang are poisonous snakes, and strike
for a deadly bite combined with venom. Although larger
creatures will typically not die from this venom, they do
suffer significantly from it, the burning pain wracking their
body with increasing intensity and loss of agility. Burnfang
rise up before they strike or when frightened like a cobra,
and the sight can be very intimidating. Burnfang also are
able to see heat and can hunt comfortably at night.

Total: 13 (5 rPD)
Total: 9 (3 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 57


Running: 9/18
Leaping: 0

Powers
Giant: Growth (4 levels) -4 KB, +2 PER to
be seen, +1 reach; Inherent, Persistent, 0
END Cost, Always On (*)
Bite: HKA 1D6 (2D6 w/STR)

Campaign Use: This is one standard giant poisonous


snake. They will not typically attack a full party, but might
snipe stragglers, pets, or smaller creatures if they can get
them alone. Burnfang venom is a poison that keeps for
quite a while, and can be sold for 2D6 silver to the right
buyer.

END
0

Appearance: Burnfang are enormous cobralike serpents,


growing 30 feet or longer. They are green and brown in
color, blending in well with their forest surroundings, although their hood is brilliant red and gold underneath when
spread.

Burning Venom: Drain 3D6 Dexterity; Recover 0


per Hour, Gradual Effect one Hour, Only if Bite
does Body Damage, Life Support vs poison
negates, 8 charges
Burning Venom: Drain 2D6 Body; Recover per 0
Hour, Gradual Effect one Hour, Only if Bite
does Body Damage, Life Support vs poison
negates, 8 charges, Linked to DEX Drain

10
6
12
5
2
5
3
4
5

Hood: Presence +15; Only for offense


Slither: Running +3 (9 total)
2
Scales: Armor 5 PD, 3 ED
Strike: Stretching +1 (2 total)
1
Swimmer: Swimming +2 (4 total)
1
Keen Tongue: Discriminatory Sense (smell)
Keen Senses: Enhanced Perception +1 (all)
Keen Tongue: Enhanced Perception +2 (smell) Heat Sight: Infrared Vision
-

-2

Leaping -2

Total Powers & Skills Cost: 125


Total Cost: 182
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

52

CANOPY SPIDER
Val Char Cost
30* STR 5
16 DEX 18
20 CON 20
16* BOD 6
2 INT -8
5 EGO -10
25 PRE 15
2 COM -4
8
4
4
7
40
40*

PD
5
ED
0
SPD 14
REC 0
END 0
STN 4

Movement:

Cost
37

12
5
3
2
20
10
6
6
10
10

12

34
3u
2u

Cost
3

Roll
1612131210101410-

PTS
-15

Giant Insect
Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 3*

PER Roll: 11-/12EGO Roll: 10PRE Attack: 5D6

Disadvantages
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -25


Ecology: Canopy Spiders are found only in the great forests
of Jolrhos, high in gigantic trees. They tend to stay near the
tops of trees, descending only occasionally to find more
food. Great connected webs are built under the leaves to
prevent killing the trees while capturing their prey living in
the vast branches. Canopy Spiders are communal, sharing
webs but they will not share food and can at times fight over
a particularly good kill like a Griffin. Their spiderlings are
laid lower down the tree, close to the ground where they
hunt until mature.

ECV: 2

Total: 12 (4 rPD)
Total: 8 (4 rED)
Phases: 3, 6, 9, 12

Personality/Motivation: Canopy Spiders are clever for


their kind but still not particularly bright. They have only
basic animal motivations.

Total Characteristics Cost: 65


Running: 9/18
Leaping: 0

Powers/Tactics: In combat, the Canopy Spider tends to use


its web more than most Giant Spiders. They will only bite
when they are sure the foe is under control unless they are
panicked or fighting for their life. Canopy Spiders tend not
to use the killing venom until they are ready to eat, preferring to paralyze and keep the food for later. Softer and not
as tough as Cave Crawlers, the Canopy Spider prefers to
avoid damage. Cave Crawlers, due to their shape and coloration, are difficult to see when in their tree habitat, especially when motionless.

Powers
END
Huge: Growth (3 levels) -3 KB, +2 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Chitin: Armor 4 PD, 4 ED
Deep Sight: Infrared Vision
Keen Senses: Enhanced Perception +1 (all)
Keen Vision: Enhanced Perception +1 (sight)
Bite: HKA D6+1 (2 1/2D6 w/STR)
2
Many Eyes: 360 Degree Perception (sight)
Many Legs: Knockback Resistance -2
(-5 total)
Swift: Running +3 (9 total)
2
Climbing: Clinging (35 STR)
Camouflage: Images (not there) -1 PER roll,
0
vs sight; 0 END Cost, Persistent, Inherent,
Always On, Only in Trees, Self Only, No
Range, Single Effect

Campaign Use: The chitinous shell of a Canopy Spider can


be made into armor, and its poison and web are both useful
to vendors. To an alchemist one can sell 2D6 in D6 silver
worth of venom from a single spider, but it will normally
store for only up to a week. The silk will store indefinitely,
although it is rather bulky, and will sell for 6D6 copper per
10 kilo bale, which 3D6 bales can be collected from an average web and Canopy Spider.
Appearance: Canopy Spiders are brown, yellow, and green
spiders with long legs and smaller abdomen. Their eyes are
almost luminous green in color.

Webbing: Entangle 1D6, 1 DEF; Cumulative, 2


x2 effect, Sticky, Personal Immunity, Gestures,
Concentrate 1/2 DCV, Extra Time Full Phase
Webbing: Gliding 1; Only to move with a
1
webline
Venom: Multipower (60 points); Only if Bite
does Body damage, 8 charges
Kill: Drain 3D6 Body, Recover per hour,
6
Gradual Effect: Turn
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON
Skills and Talents
Environmental Movement: webs

Total Powers & Skills Cost: 176


Total Cost: 238
53

Notes
Lift 800kg: 5D6
OCV: 4 DCV: 3*

Ecology: Camels can be found in most areas that are more


arid and hot. They live comfortably and can dwell in deserts and other areas most find unpleasant or unlivable.
Camels in the wild dwell in herds, but most have been domesticated, more or less.

PER Roll: 11EGO Roll: 10ECV: 2


PRE Attack: 2 1/2D6

Personality/Motivation: Camels are stubborn, contrary


creatures, but are hard working and loyal to a good master.
Camels are otherwise simple animals with simple animal
motivations.

Total: 7 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: Camels are amazingly designed for life in


their environment. They can sustain heat that would kill
other creatures, go without water for great lengths of time
by storing it in their bodies (in the humps on their back),
and their eyes are protected from not only glare but windstorms and sand. Camels have feet that are wide and somewhat soft, allowing them to move on shifting sand without
difficulty, and these feet can deliver a solid kick, although
Camels tend to bite instead when annoyed. Camels are able
to run at a fair speed for a very long time without tiring as
well, and can carry a significant burden.

CAMEL

Animal

Val Char Cost


25* STR 0
11 DEX 3
20 CON 20
15* BOD 4
4 INT -6
5 EGO -10
13 PRE 3
8 COM -1
5
4
3
8
50
32*

PD
ED
SPD
REC
END
STN

3
0
9
4
5
1

Movement:

Cost
23

6
4
3
2
6
8
3
7

-2
Cost
3

Roll
1411131210101211-

Total Characteristics Cost: 35


Running: 9/18
Leaping: 0

Powers
END
Large: Growth (3 levels) -3 KB, +2 PER to
0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Swift: Running +3 (9 total)
1
Tireless: Running 1/2 END Cost
(1)
Keen Senses: Enhanced Perception +1 (all)
Desert Eyes: Flash Defense 2
Tough Hide: Armor 2 PD, 2 ED
Bite: HKA 1/2D6 (D6+1 w/STR); Reduced
1
Penetration
Desert Dweller: Life Support vs heat extremes, Drink once a day
Kick: Hand-to-Hand Attack 1D6 (6D6 w/STR); 1
Only to add to Strength Damage

Campaign Use: The primary way a Camel will be encountered is as the beast of burden and mount of someone dwelling in the areas that the creatures live. They also can be
hunted as food or captured for sale - indeed some peoples
use them as a method of payment.
Appearance: Camels are four legged creatures with a distinctive hump or pair of humps on their back and large,
heavily lashed eyes. Their feet are huge wide pads and their
legs are quite long. Most camels are grayish, tan, or brown
in color. They are about 5 feet tall at the shoulder.

Leaping -2
Skills and Talents
Environmental Movement: run on sand

Total Powers & Skills Cost: 63


Total Cost: 98
PTS
-15
-10

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -25

54

CAPRATAUR
Val
17
17
13
10
8
8
5
14

Char Cost
STR 7
DEX 21
CON 6
BOD 0
INT -2
EGO -4
PRE -5
COM 2

5
3
4
6
30
26

PD
2
ED
0
SPD 13
REC 0
END 2
STN 0

Movement:

Cost
7
6
3
6
8
5
4
5
Cost
5
2
3

Roll
1212121111111012-

Humanoid

Ecology: Caprataur are found only in more wild and remote


forests, hidden away from civilization. They are shy creatures that avoid trade and even small towns, but can be
traded with for herbs and such if approached carefully and
over time. Caprataur form herds with a strong stag, and
tend to stay together for safety like horses in the wild.

ECV: 3

Personality/Motivation: The Caprataur are a shy race, one


that will bolt at the slightest threat or loud noise and disappear into the nearest thicket. The Stags can be bold enough
and stand their ground, but find it hard to rally the others.
Give any herd-leader +5 presence and lower their Psychological Limitation by 10 points to Uncommon, Moderate.

Notes
Lift 280kg: 3D6
OCV: 6 DCV: 6

PER Roll: 13EGO Roll: 11PRE Attack: 1D6

Total: 6 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: In combat, Caprataur tend to use their


hooves and even antlers, although some will wield weapons
at times. Stags especially are interested in simple weapons
and will trade for them if possible.

Total Characteristics Cost: 42


Running: 9/18
Leaping: 6/12

Campaign Use: In addition to an encounter, Caprataur can


be a helpful force where they dwell. They wont fight for
anyone, and will simply abandon someone if they are attacked, scattering in all directions. But they have significant
forest lore and herbalist skill.

Powers
END
Kick: Hand-to-Hand Attack 2D6 (5D6 w/
1
STR); Only to add to Strength Damage
Swift: Running +3 (9 total)
2
Jumper: Leaping +3 (6 total)
1
Keen Senses: Enhanced Perception +2 (all)
Antlers: HKA 1/2D6 (D6+1 w/STR); Reduced 1
Penetration
Four Legs: Extra Limbs (2 more legs)
Four Legs: Knockback Resistance 2
Keen Nose: Discriminatory Sense (smell)
-

Appearance: Caprataur look like a deer body merged to a


human torso where the neck and head would be. Both
males and females have antlers, although the males are more
pronounced and impressive. Males also get an elk-like ruff
or mane around their neck. There are a wide variety of
Caprataur, such as goat, antelope, elk, deer, and such.

Skills and Talents


Area Knowledge (local forest) 14Weapon Familiarity: spear, thrown spear, axes
Herbalism 11-

Total Powers & Skills Cost: 54


Total Cost: 96
PTS
-15

Disadvantages
Psychological Limitation: Flighty, skittish, spooks
easily C/S

Total Disadvantage Points: -15

55

CARAPACE
Val
20
17
0
12
3
0
23
10

Char Cost
STR 10
DEX 21
CON BOD 4
INT -7
EGO PRE 13
COM 0

4
3
4
0
0
0

PD
0
ED
9
SPD 13
REC -8
END 0
STN 0

Movement:

Cost
8
37a
37b
7c
55d
10
6
10
22
6
5
7

-5
Cost
4

Ecology: A Carapace is an animated suit of armor, typically


full plate. Such a creature is a construct, not a nautral occurrence, and will only be encountered where it was sent or
created.

Construct
Roll
131211101411-

Notes
Lift 400kg: 4D6
OCV: 6 DCV: 5

Personality/Motivation: Carapace are utterly mindless and


without will, they have neither personality or motivation
beyond what they are ordered to do by their master.

PER Roll: 10-/12EGO Roll: ECV: PRE Attack: 4 1/2D6

Powers/Tactics: In combat, the Carapace will obey orders,


and attack the nearest target until it is dead. They will
change targets only in accordance with their orders (when
told to, or to the target that is molesting the object they were
ordered to protect, for instance). When in doubt, the creature must attempt an Intelligence Roll, such as it has, to
make the right decision. Carapace wield weapons, usually a
two handed weapon or a single weapon and a shield. Being
a hollow suit of armor, the Carapace does not tire nor feel
pain, does not breath, cannot be blinded, and so forth.

Total: 12 (8 rPD)
Total: 9 (3 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 55


Running: 6/12
Leaping: 4/8

Powers
Automaton: Elemental Control (8 pts)
Lifeless: Life Support (full)
Lifeless: Cannot Be Knocked Out (loses no
powers)
Lifeless: Does Not Bleed
Suit of Armor: Armor 8 PD, 6 ED

Campaign Use: Carapace are useful guardians for a location or person, unaging and never sleeping protectors. They
are favored in places like bank vaults, treasure troves,
tombs, and such as they need no air or food to stand guard
forever.

END
-

Appearance: An empty suit of armor. Most have weapons,


and often are of a very old style as they were created centuries ago.

Lifeless: No Hit Locations


Tireless: Running 0 END Cost
0
Tireless: Strength 0 END Cost
0
Sense Motion: Spatial Awareness
Keen Sense: Enhanced Perception +2 (spatial
awareness)
Keen Sense: 360 Degree Perception (spatial
awareness)
Mail Fists: Hand-to-Hand Attack 2D6 (6D6 w/ 1
STR); Only to add to Strength Damage
DCV -1
Skills and Talents
Weapon Familiarity: Common Weapons

Total Powers & Skills Cost: 209


Total Cost: 264
PTS
-20
-25
-10
-5

Disadvantages
Physical Limitation: Mindless Automaton
Physical Limitation: blind, deaf, numb
Physical Limitation: Light weight
Vulnerability: x1 1/2 effect knockback

Total Disadvantage Points: -60

56

CARRION BEETLE
Val
15
15
13
8
3
8
10
10
5
4
3
6
26
23

Char Cost
STR 5
DEX 15
CON 6
BOD -4
INT -7
EGO -4
PRE 0
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
15

18
9
4
18
10
9
5
10
5

21

20

-2

Roll
1212121110111111-

2
1
5
0
0
0

Ecology: Carrion Beetles live primarily underground, feasting on rotting meat, trash, and offal that they can find. They
compete with Carrion Crawlers for food in the same areas,
although they will tend to coexist as long as the food supply
is sufficient. Carrion Beetles breed rapidly, growing to full
size in a matter of months and laying dozens of eggs. One
does not encounter a Carrion Beetle, but rather many at
once.

Giant Insect
Notes
Lift 200kg: 3D6
OCV: 5 DCV: 7*

PER Roll: 10-/13EGO Roll: 11PRE Attack: 2D6

ECV: 3

Personality/Motivation: A Carrion Beetle is a simple creature with only basic animal motivations. They tend to ignore intruders, and bite only in self defense.

Total: 8 (3 rPD)
Total: 7 (3 rED)
Phases: 4, 8, 12

Powers/Tactics: Carrion Beetles tend to move slowly and


seem stupid, but when frightened or upset, they can move
very swiftly and decisively. The first act of a Carrion Beetle
when threatened is to jet a gas of acrid, choking gas that
stings the eyes. This gas lingers in an area for up to a minute, depending on prevailing winds and conditions, and it
causes not only blindness but can incapacitate victims with
coughing and choking. While gasping for breath and spasming, the victim cannot speak in any way. The Carrion
Beetle has a very painful bite, but it does not tend to cause
permanent damage, and it only uses this attack if threatened
or attacked. Carrion Beetles have very keen chemical sensing antennae and while blind can fight comfortably by scent
and chemical trace alone.

Total Characteristics Cost: 45


Running: 8/16
Leaping: 3/6

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Bite: HKA 1D6 ( w/STR); Penetrating, Reduced 1
Penetration
Chitin: Armor 3 PD, 3 ED
Scurry: Running +2 (8 total)
2
Burrow: Tunneling 3 (4 DEF)
2
Climber: Clinging ( STR)
Antennae: Enhanced Perception +3 (smell)
Antennae: Discriminatory Sense (smell)
Antennae: Targeting Sense (smell)
Wings: Flight 5; Restrainable, 1/2 DCV full
1
time

Campaign Use: Carrion Beetles are a useful part of a dungeon ecosystem, breaking down rotting material. They can
be found nearly anywhere, eating anything that is decaying
or falling apart such as wood, leather, etc. Carrion Beetle
shells are very attractive and can sell for up to 5D6 copper
each.
Appearance: Carrion Beetles are very large for a beetle,
growing up to three feet in length. Most average around 2
feet, rounded oblong beetles of a glossy green and black
with purple highlights.

Stink Cloud: Flash 3D6 Sight; Explosion Effect, 0


Continuous, Fades 1D6/Turn (-1/4), 6 MinuteLong Charges, Linked to Entangle
Stink Cloud: Entangle 1D6 2 DEF blocks sense 0
(speech); Explosion Effect, Personal Immunity,
Continuous, vs CON not STR, Physical attacks
cannot free, Cannot form barriers, fades 1 DEF
per turn, 6 Minute-Long Charges, Linked to
Flash
Swimming -2

Total Powers & Skills Cost: 142


Total Cost: 187
PTS
-15
-20

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Blind

Total Disadvantage Points: -35

57

CATOBLEPAS
Val Char Cost
30* STR 10
13 DEX 9
19 CON 18
16* BOD 8
5 INT -5
11 EGO 2
20 PRE 10
10 COM 0
10
8
3
8
38
36*

PD
ED
SPD
REC
END
STN

Movement:

Cost
15

6
4
7
0
0
0

Notes
Lift 1600kg: 6D6
OCV: 4 DCV: 3*

PER Roll: 10EGO Roll: 11PRE Attack: 4D6

Total: 19 (9 rPD)
Total: 15 (7 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 69


Running: 8/16
Leaping: 0

4
-4
-2

Leaping -4
Swimming -2

45

Powers/Tactics: While the Catoblepas can gore with its


broad horns or trample with its steely hooves to great effect, the most feared attack of this creature is its breath.
Four times a day the Catoblepas can breathe a huge gust of
poison in front of it, lethal to the skin or inhaled. Catoblepas poison can be ignored by anyone protected from poisonous effects or if they are not living tissue (skeletons, constructs, plants). The Catoblepas is also famous for its iron
scales, making it very hard to harm and quite heavy. The
creature can run fairly quickly, but tends to stay fairly sedentary. Catoblepas are not particularly observant, for an
animal their senses are rather dull.

ECV: 4

Powers
END
Huge: Growth (2 levels) -2 KB, +1 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Plated: Armor 9 PD, 7 ED
Horns: D6+1 HKA (2 1/2D6 w/STR); Reduced 2
Penetration
Doom Breath: Energy Blast 5D6; Continuous, 0
Uncontrolled, NND, Does Body, Area Effect
Cone, Half Area, No Range, Fades 1D6/Phase,
Winds Negate, 4: turn-long Charges
Swift: Running +2 (8 total)
2

24
16

Personality/Motivation: The Catoblepas is a dull, simple


creature with basic animal intelligence and few motivations.
It desires only to be left alone and eat, and have a nice wallow in the hot sun. If the Catoblepas is not left alone, it becomes murderous.

Monster
Roll
1512131210111311-

Campaign Use: Aside from being a monster to encounter,


the Catoblepas can be a horror that a local community
needs moved away, or a guardian in an area, intentional or
not. Catoblepas eyes sell for D6 silver each, and their hide
is as good as Dragonscale for armor (although it lacks the
magical properties).
Appearance: The Catoblepas looks like an enormous bull
made of metal. Its body is covered with brownish gray
scales, and its hooves and horn are solid iron, rusted
brownish. The creature stands around 5 1/2 feet tall and
weighs over 800 pounds. They typical stance of the Catoblepas is with its head down, as if it is so heavy it is difficult to lift.

Total Powers & Skills Cost: 85


Total Cost: 154
PTS
-15
-15

Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -30


Ecology: The Catoblepas is a creature that stays to its self,
not only because it is feared and hunted, but because it tends
to kill everything else nearby. This brute lives in wooded or
plains areas, somewhere with ready water nearby and a
plentiful supply of food. The Catoblepas is inevitably male
in appearance, and none have ever been seen as young or
even eggs. How one comes about is a mystery.

58

CAVE CRAWLER
Val Char Cost
35* STR 5
16 DEX 18
20 CON 20
16* BOD 6
2 INT -8
5 EGO -10
25 PRE 15
2 COM -4
8
4
4
7
40
40*

PD
4
ED
0
SPD 14
REC 0
END 0
STN 2

Movement:

Cost
37

18
5
3
2
20
10
6
6
10
12

34
3u
2u

-3
-6
Cost
3

Roll
1612131210101410-

PTS
-15
-10

Giant Insect
Notes
Lift 3200kg: 7D6
OCV: 5 DCV: 3*

Disadvantages
Physical Limitation: Animal Limitation
Vulnerability: x2 Flash Attacks (sight)

Total Disadvantage Points: -25


PER Roll: 11-/12EGO Roll: 10PRE Attack: 5D6

Ecology: Cave Crawlers are gigantic spiders that can be


found in caves and underground tunnels, as far as the underdeeps. They shun bright lights, partially blinded by them,
preferring cool darkness to hunt in. These spiders tend to be
loners, meeting only briefly to breed, with a typical end of
one of them being eaten by the other. They lay dozens of
eggs which hatch within months and the surviving spiderlings scatter to find their own fortunes.

ECV: 2

Total: 14 (6 rPD)
Total: 10 (6 rED)
Phases: 3, 6, 9, 12

Personality/Motivation: Cave Crawlers are simple creatures with only the most basic animal intellect. They have
only basic motivations such as food and procreation.

Total Characteristics Cost: 62


Running: 9/18
Leaping: 0

Powers/Tactics: Cave Crawlers are fairly standard spiders.


They build huge webs with thick strands and lay in wait for
someone to stumble on to them. Some will hunt on their
own and try to find food to web up and take to their lair, but
the end result is the same: a poisoned bite to either paralyze
to eat later or kill immediately, turning the insides of the
victim to goo to drink up. Cave Crawlers can walk up
nearly any surface, and can rappel down a spun thread.
Cave Crawlers are very tough as well, able to withstand
punishment as if they were covered in chainmail.

Powers
END
Huge: Growth (4 levels) -4 KB, +2 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Chitin: Armor 6 PD, 6 ED
Deep Sight: Infrared Vision
Keen Senses: Enhanced Perception +1 (all)
Keen Vision: Enhanced Perception +1 (sight)
Bite: HKA D6+1 (2 1/2D6 w/STR)
2
Many Eyes: 360 Degree Perception (sight)
Many Legs: Knockback Resistance -2
(-5 total)
Swift: Running +3 (9 total)
2
Climbing: Clinging (35 STR)
-

Campaign Use: This is a standard dungeon monster, a


horror in the depths of any underground area. The chitinous
shell of a Cave Crawler can be made into armor, and its
poison and web are both useful to vendors. To an alchemist
one can sell 2D6 in D6 silver worth of venom from a single
spider, but it will normally store for only up to a week. The
silk will store indefinitely, although it is rather bulky, and
will sell for 6D6 copper per 10 kilo bale, which 3D6 bales
can be collected from an average web and Cave Crawler.

Webbing: Entangle 1D6, 1 DEF; Cumulative, 2


x2 effect, Sticky, Personal Immunity, Gestures,
Concentrate 1/2 DCV, Extra Time Full Phase
Webbing: Gliding 1; Only to move with a
1
webline

Appearance: Cave Crawlers are enormous spiders, up to 9


feet in length and weighing over 3000 pounds. The creatures have various coloration and pattern, but all follow the
basic spider shape
with a large abdomen, eight long legs,

Venom: Multipower (60 points); Only if Bite


does Body damage, 8 charges
Kill: Drain 3D6 Body, Recover per hour,
6
Gradual Effect: Turn
Paralyze: Entangle 2D6, 2 DEF; vs ECV, Ego 5
rather than Strength, Physical Damage does not
help, cannot form barriers, vs CON
Leaping -3
DCV in bright light 2
Skills and Talents
Environmental Movement: Webs

Total Powers & Skills Cost: 163


Total Cost: 225

59

CENTAUR MYSTIC
Val Char Cost
18* STR 3
13 DEX 9
15 CON 10
13* BOD 4
17 INT
7
14 EGO 8
15 PRE 5
12 COM 1
5
4
3
6
40
30*

PD
ED
SPD
REC
END
STN

Movement:

Cost
7
2
10
6
1
7
4
41
Cost
4
5
11
3
3
5
2
2

1
1
7
0
5
0

Roll
1512121211111311-

Ecology: Centaur Mystics are the heart and soul of the Centaur tribe. They maintain the history and culture of the tribe,
its taboos and rules, its traditions and ideals. Mystics are
the wisest and most learned members of the tribe, and very
honored and revered by its members. Disputes are judged
by the Mystics, sicknesses healed, new problems are solved
by these Centaur.

Humanoid
Notes
Lift 320kg: 3 1/2D6
OCV: 4 DCV: 4

PER Roll: 12-/14EGO Roll: 11PRE Attack: 3D6

ECV: 5
Personality/Motivation: Centaur Mystics are wise and
thoughtful, but tend to be jealous of their authority and can
be quite set in their ways in terms of tradition and tribal culture.

Total: 7 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: In addition to the usual Centaur abilities


such as swift running and a solid kick, Mystics have trained
well in herbalism and magic. They tend to learn almost exclusively Shaman magic, although some branch out slightly
into some Elemental magics such as Earth and Air.

Total Characteristics Cost: 61


Running: 9/36
Leaping: 4 1/2/9

Campaign Use: Centaur Mystics are experts on the spirit


world and their tribes history, and might be a useful resource to consult on certain matters, but they have such a
strong bias toward their teachings and traditions sometimes
it can interfere with their wisdom.

Powers
END
Big: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Thick Hide: 2 PD, 2 ED Damage Resistance
Swift: Running +3 (9 total), x2 NC (40
2
total); Has a turn mode
Four Legs: Knockback Resistance 2
Slow Metabolism: Life Support (eat once/week) Kick: Hand-to-Hand Attack 2D6 (5 1/2D6 w/
1
STR); Only to add to Strength Damage
Keen Ears: Enhanced Perception +2 (hearing) Spells: Magic Pool: (35 pts)
-

Appearance: A Centaur Mystic is distinct from the warriors


of his tribe from their extensive tattooing and smaller build.
An older Mystic can have their entire body covered with
intricate tattooing and scarring. Mystics also wear many
feathers and skulls, various magical and totemic trinkets.

Skills and Talents


Weapon Familiarity: Common
Herbalism 13Magic Skill 16KS: Spirit World 12Paramedic 12KS: Tribal history and lore 14Language: Morianic (fluent conversation)
Language: Elencal (fluent conversation

Total Powers & Skills Cost: 163


Total Cost: 224
PTS
-15

Disadvantages
Psychological Limitation: heavy cultural bias C/S

Total Disadvantage Points: -15


Add Feral Wolf Follower (147 pts): add +29 pts
Add Griffcat Follower (121 pts): add +24 pts

60

CENTAUR WARRIOR
Val Char Cost
28* STR 13
13 DEX 9
17 CON 14
16* BOD 10
10 INT
0
10 EGO 0
20 PRE 10
12 COM 1
8
6
3
8
40
37*

PD
ED
SPD
REC
END
STN

Movement:

Cost
7
2
11
6
1
10
4
Cost
4
5
5
3

3
3
7
0
3
0

Roll
1512121211111311-

Centaur exist in the midst of a culture different from theirs,


with higher technological ability, but are largely unaffected
by it. They buy some items they consider useful from the
Morien people, but make most of what they need and refuse
to settle down and become civilized. Roaming bands of
centaur vary greatly in their treatment of strangers, viewpoint, and danger. Some are very warlike, some are peaceful and helpful, some are even scholarly and learned, but
these are indeed quite rare. For more on Centaur culture,
consult the Jolrhos Players Handbook.

Humanoid

Notes
Lift 640kg: 4 1/2D6
OCV: 4 DCV: 4

PER Roll: 11-/13EGO Roll: 11PRE Attack: 4D6

ECV: 3

Personality/Motivation: Centaur are reasonably intelligent


and personable, but tribes vary. Those raised among humans or accustomed to Morianic culture tend to be more
willing to accept strangers, but more wild Centaur might be
hostile.

Total: 10 (2 rPD)
Total: 8 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 73


Powers/Tactics: Centaur wield large weapons in combat
such as spears, lances, greatswords, and such. They will
usually carry several on their body and back, and almost
always will have a heavy longbow and at least 40 arrows
tied tight in reinforced bags to keep the arrows put while
running. Centaur are not very organized and will not use
great tactics, but are good at running around foes and keeping distance while firing their arrows.

Running: 10/40
Leaping: 4 1/2/9

Powers
END
Big: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Thick Hide: 2 PD, 2 ED Damage Resistance
Swift: Running +4 (10 total), x2 NC (40
2
total); Has a turn mode
Four Legs: Knockback Resistance 2
Slow Metabolism: Life Support (eat once/week) Kick: Hand-to-Hand Attack 3D6 (7 1/2D6 w/
1
STR); Only to add to Strength Damage
Keen Ears: Enhanced Perception +2 (hearing) -

Campaign Use: Centaur are a useful resource for travelers,


as they are usually friendlier than not and have goods for
sale or trade, such as horses. They can be dangerous enemies as well, virtually impossible to outrun and nearly tireless on the hoof.
Appearance: Centaur are the classic human-horse blend,
with a human torso and head where the neck and head of a
horse would be. They are dark and swarthy, with rough
features and long hair that grows at least halfway down their
spine. Centaur can have almost any body coloration a horse
does, although tribes tend to be similar.

Skills and Talents


Weapon Familiarity: Common
Combat Skill Level: Hand-to-Hand Combat +1
Penalty Skill Level: Range Modifier +3
Fast Draw 12- w/bow

Total Powers & Skills Cost: 58


Total Cost: 131
PTS

Disadvantages

Total Disadvantage Points: -0


Ecology: Centaurs eat plant matter only, and cannot digest
meat of any quantity. However, the metabolism of the centaur is able to obtain significantly more nutrition from the
same amount of food than a horse of the same size. Centaur
culture is a free flowing, hunting and gathering culture,
moving across thousands of miles of open ground. The
clans of centaur are led by a stallion of great ability and personal strength, and are similar to wild horses. They have
central towns that are little more than a storage area, simple shelters, and smithies for working weapons and armor.
These stone and sod buildings are very large and can be seen
for miles in the plains, often used by travelers while the centaur are away.
61

CLOUD BEETLE
Val
10
13
8
8
2
3
10
10
5
3
3
4
16
17

Char Cost
STR 0
DEX 9
CON -4
BOD -4
INT -8
EGO -14
PRE 0
COM 0
PD
ED
SPD
REC
END
STN

3
1
7
0
0
0

Movement:

Cost
30

Roll
111211119101111-

Giant Insect

Ecology: Cloud Beetles are very large insects that can be


found only underground. They eat fungus and certain minerals, living alone and meeting occasionally to breed and lay
a few dozen eggs. Cloud Beetles only live a few years, and
are usually easy prey for creatures but are treasured by miners and dwellers in the Underdeeps.

ECV: 1

Personality/Motivation: Cloud Beetles are simple animals


after food and shelter like any animal. They are not aggressive at all, and only bite in self defense or if frightened. A
Cloud Beetle can become fond of someone if fed and cared
for well enough.

Notes
Lift 100kg: 2D6
OCV: 4 DCV: 8*

PER Roll: 9-/12EGO Roll: 10PRE Attack: 2D6

Total: 7 (2 rPD)
Total: 5 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 10


Running: 7/14
Leaping: 0

Powers
END
Small: Shrinking (2 levels); +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Cloud: Change Environment: Clear air (2
0
radius); 0 END Cost, Always On, No Range
Cloud: Life Support (self-contained breathing) Shell: Armor 2 PD, 2 ED
Bite: Hand-to-Hand Attack 3D6 (5D6 w/STR); 1
Only to add to Strength Damage
Climber: Clinging (10 STR)
Swift: Running +1 (7 total)
1
Keen Antennae: Enhanced Perception +2
(smell)
Antennae: Discriminatory Sense (smell)
-

-2

Leaping -2

12
10
6
10
10
2
6

Powers/Tactics: The primary power that a Cloud Beetle is


famous for is the aura of pure air that they generate around
them: clean, breathable, clear oxygen and neutral gasses that
purifies any smell or toxin, impurity or dangerous gas. This
aura is centered on the Cloud Beetle and moves with them,
lingering only a turn at most before surrendering to the
nearby air. The Beetle its self generates oxygen and can
breathe in any conditions, but the aura only purifies air.
Campaign Use: Cloud Beetles are used as pets by several
underground races, adhereing a leash to their sealed shell
and feeding them fungus. The Beetles are content to stay
close to the food and if not ill treated will not resent the
leash. Their shells are also considered beautiful and used in
jewel crafting; a single Cloud Beetle can bring as much as
1D6 silver for their shell. Finally Cloud Beetles have a fluid
in their abdomen that will cure a single disease, but obtaining this naturally kills the beetle. The fluid does not store
well, spoiling in a matter of D6 hours.
Appearance: Cloud Beetles are a light blue and silver color,
about a foot or a foot and a half in length at most. Their
shell emits a constant cloud of bluish mist that dissipates in
the air quickly, making them hazy and misty at all times
when alive.

Total Powers & Skills Cost: 79


Total Cost: 89
PTS
-15

Disadvantages
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -10

62

CORAL BEAST
Val Char Cost
*30 STR 10
13 DEX 9
0 CON 14 BOD 8
5 INT -5
9 EGO -2
25 PRE 15
0 COM -5
6*
4*
3
8
30
-

PD
4
ED
2
SPD 7
REC 4
END 15
STN 0

Notes
Lift 1600kg: 6D6
OCV: 4 DCV: 4

PER Roll: 12EGO Roll: 11PRE Attack: 5D6

ECV: 3

Total Characteristics Cost: 62

15
25
6
5
-4
-4

Running -2
Leaping: -4

3
13

18
16
7
10

Powers/Tactics: The Coral Beast is not very fast nor is it


very agile, but it hits quite hard and it is so rough and abrasive that it delivers painful blows. Formed of billions of
smaller creatures, it lacks obvious sensory organs, but is
aware of all that goes on around it at all times. The mass
cannot be stunned and does not bleed, and it does not matter
particularly where the Coral Beast is struck, its all the same.
The Coral Beast is able to root its self and be nearly impossible to move if it so desires, and as an aquatic creature it is
able to withstand crushing pressures and chilling cold.

Running: 4/8
Leaping: 0

Powers
END
Made of Coral: Density Increase 2 levels (-2 0
KB); Inherent, Persistent, 0 END Cost, Always
On (*)
Made of Coral: No Hit Locations
Made of Coral: Does Not Bleed
Made of Coral: Cannot be Knocked out (lose
abilities)
Aquatic: Life Support vs low pressure, cold
Rough Skin: Energy Blast 1D6 ; Continuous
NND (only if hit without a weapon), Damage
Shield, 0 END Cost, Always On
Tough: Armor 6 PD, 6 ED
Rebuild: Regeneration 2 Body/turn; Only while in water
Root: Clinging +12 STR (42 STR); Only to
prevent moving and knockback
Bludgeon: Hand-to-Hand Attack 2D6 (8D6
1
w/STR); Penetrating, Only to add to STR
damage
Bludgeon: Strength damage Penetrating
4
Colony: 360 Degree Perception (all senses)
Keen Senses: Enhanced Perception +2 (all)
Many eyes: Flash Defense 5
-

15
15
45

Personality/Motivation: Coral Beasts are fairly intelligent


but seem to get nothing particularly useful from this cleverness. They are about as smart as a clever ape, but have little
motivation beyond living in the ocean and attacking anything significant that comes too close.

Total: 12 (6 rPD)
Total: 10 (6 rED)
Phases: 4, 8, 12

Movement:

Cost
15

Ecology: Coral Beasts are collections of animate, living


coral that can be found only in large bodies of salt water,
particularly oceans. They eat what their coral forms pick up
but become animate for some reason and will attack anyone
or anything over the size of a small fish that enters their immediate area. These creatures can live for hundreds of
years, getting bigger and bigger. Specimens dozens of feet
tall have been seen. Some have speculated that these creatures were created by Beastman shaman or Merfolk, but
none know for sure.

Plant
Roll
1512121011149-

Campaign Use: Coral Beasts are used by underwater races


to guard areas, moving or growing them in specific places to
keep intruders away. They are made up of ordinary coral,
and are of little use once destroyed.
Appearance: A Coral Beast looks somewhat like a headless
gorilla or hunched quadrapedal creature formed of rough
coral. The coral is billions of little creatures and their former skeletal remains making a structure that moves and
lives. The color can be any of an amazing array of hues and
patterns, some are quite colorful. They also tend to have
other things growing on them such as kelp and anemone.

Total Powers & Skills Cost: 200


Total Cost: 262
PTS
-10
-10
-5
-10
-10

Disadvantages
Physical Limitation: Sub Human Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
Susceptible: 1D6/turn out of water
Vulnerability: x1 1/2 Body from fire attacks
Vulnerability: x1 1/2 Stun from fire attacks

Total Disadvantage Points: -45


63

COTTAGE TURTLE

Giant Insect

Ecology: So named for its gigantic size, the Cottage Turtle


is found either at sea and on the shore of oceans, or in dry,
hot areas with plenty of room and food. Although Cottage
Turtles are herbivores, they can be quite destructive in their
hunt for food, pushing trees down for the leaves and so
forth.

ECV: 2

Personality/Motivation: A Cottage Turtle has few motivations, only basic animal ones such as food and safety.

Val Char Cost Roll Notes


40* STR 0
17- Lift 6400kg: 8D6
13 DEX 9 10-/12- OCV: 4 DCV: 0*
20 CON 20
1325* BOD 16
145 INT -5
10- PER Roll: 125 EGO -10
10- EGO Roll: 1025 PRE 15
14- PRE Attack: 5D6
10 COM 0
1115
15
3
6
40
40*

PD
13
ED
11
SPD 7
REC 0
END 0
STN 0

Movement:

Cost
46

8
24
30
4
19
5
6
4
2
7
9

-2
-6

Powers/Tactics: Cottage Turtles have very tough shells,


virtually impenetrable to ordinary weapons. Their hide is
very tough as well, and the creature has a magical ability to
become even harder to hurt (total 32/17 defense on the back)
that it can only use a few seconds at a time. Cottage Turtles
can deliver an incredibly potent bite, and lunge with their
neck to reach up to 4 meters distant to do so. They move
fairly quickly despite being a turtle due to their vast size,
and can even smash their way through intervening objects
although they slow considerably if the object is tough
enough. Due to their size, Cottage Turtles are somewhat
clumsy and cannot do delicate tasks well.

Total: 23 (8 rPD +4, +5)


Total: 23 (8 rED +4, +5)
Phases: 4, 8, 12

Total Characteristics Cost: 76


Running: 8/16
Leaping: 0
Tunneling: 1/2

Powers
END
Giant: Growth (6 levels) -6 KB, +4 PER to
0
be seen, +1 reach; Inherent, Persistent, 0
END Cost, Always On (*)
Shell: Armor 4 PD, 4 ED, Activation 14- (not
on head, legs unless turtle pulls in)
Tough Hide: 8 PD, 8 ED
Bite: HKA 2D6 (4D6 w/STR)
3
Huge Legs: Running +2 (8 total)
2
Crash: Tunneling 2, 5 DEF
2
Lunge: Stretching 1 (2 total)
1
Keen Senses: Enhanced Perception +2 (all)
Swimmer: Swimming +2
Aquatic: Life Support (breathe per five minutes) -

Campaign Use: A Cottage Turtle can be a mount for creatures such as Ogres, but for the most part they are simply a
force of nature, something very difficult to harm or stop that
mighty be causing tremendous destruction.
Appearance: Cottage Turtles look like a hard-shelled turtle
similar to a Snapping Turtle, a total of 28 feet from tip of
its nose to the tip of its tail. The shell is a lofty 15 feet at
the top and 20 feet across.

Mighty Shell: Force Field 5 PD, 5 ED; x4 END 4


Cost - uses END Reserve
Mighty Shell: Endurance Reserve 8 END, 8
REC
Leaping -2
Clumsy: -2 DEX Rolls for delicate work

Total Powers & Skills Cost: 160


Total Cost: 236
PTS
-15
-15
-10

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Clumsy

Total Disadvantage Points: -40

64

COUGAR
Val
18
17
14
12
5
5
15
10
6
4
3
7
28
28

PD
ED
SPD
REC
END
STN

Movement:

Cost
16
13
1
5
6
5
3
2
2
-6

3
5
3
4

Ecology: Cougars avoid civilization as much as possible,


preferring to hide or move away from people rather than
attack or even be seen. Great hunger or great numbers
might force a cougar to prey on pets and move into the
edges of civilization, but this is rare. Cougars are most
likely to be found in the mountains and forests.

Animal

Char Cost
STR 8
DEX 21
CON 8
BOD 4
INT -5
EGO -10
PRE 5
COM 0
3
1
3
0
0
0

Roll
1313121110101211-

Notes
Lift 280 KG: 3 1/2 D6
OCV: 6 DCV: 6

PER Roll: 11-/13EGO Roll: 10PRE Attack: 3D6

Personality/Motivation: Cougars are predators interested


in survival and procreation. Lacking higher motivations, a
cougar acts like most animals, clever in some ways and simple or even foolish in others.

ECV: 2

Total: 6 PD (1 rPD)
Total: 4 ED (1 rED)
Phases: 4, 8, 12

Powers/Tactics: Cougars are very stealthy and quiet, using


their environment and great patience to move slowly into
position near the target. While a Cougar can run very
quickly, it cannot maintain this for very long, and prefers to
catch its victim in a single burst of speed or leap than a
chase. If a creature is able to run and avoid the Cougar long
enough (a turn or two) it will tire rapidly and tend to let
them go. Cougars can bite and claw with deadly effect, but
prefer to knock the target down and choke it to death with
powerful jaws around the throat.

Total Characteristics Cost: 40


Running: 9/18
Leaping: 3 1/2/7

Powers
END
Bite: HKA D6+1 (2 1/2D6 w/STR); Reduced
2
Penetration
Claws: HKA D6 (2D6 w/STR); Reduced
1
Penetration
Tough Hide: Damage Resistance 1 PD, 1 ED
Cats Eyes: Night Vision
Swift: Running +3 (9 total)
4*
Cats Senses: Discriminatory Sense (smell)
Cats Senses: Enhanced Perception +1 (all)
Cats Ears: Enhanced Perception +2 (hear)
Cats Nose: Enhanced Perception +2 (smell)
Tires Quickly: x2 END Cost all running
(4)

Campaign Use: Cougars are unlikely to attack a strong opponent unless very hungry or wounded, but may be encountered as pets or summoned servents of others. Cougars will
fight ferociously to defend themselves if trapped like most
animals, so may be encountered in caves or hiding places
the PCs choose.
Appearance: Cougars are very large and dangerous cats,
usually tawny in color, but variations include spots, greyish
fur, and reddish fur.

Skills
Climbing 12Concealment 11Stealth 12Choke Hold (1/2 Phase, 0 OCV, -1 DCV, Grab
one limb, 2D6 NND (rigid neck armor, PD force
field, or self contained breathing defends)

Total Powers & Skills Cost: 58


Total Cost: 98
PTS
-15
-15
-15

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S

Total Disadvantage Points: -45

65

CRASHER
Val Char Cost
45* STR 10
14 DEX 12
23 CON 26
25* BOD 20
2 INT -8
5 EGO -10
25 PRE 15
14 COM 2
15
10
3
9
46
50*

PD
11
ED
5
SPD 6
REC 0
END 0
STN 3

Movement:

Cost
37

Notes
Lift 12.5 tons: 9D6
OCV: 5 DCV: 2*

PER Roll: 11EGO Roll: 10PRE Attack: 5D6

Powers/Tactics: A Crasher attacks by charging in and biting the target until it stops being a danger. The creature is
very hard to hurt and enormous, able to sustain a significant
amount of damage. Although somewhat slow diggers, the
Crasher can tunnel through most surfaces without difficulty.
The Crasher gets its name from its ability to charge through
most objects without hesitation or slowing.

Total: 24 (9 rPD)
Total: 19 (9 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 112


Running: 11/22
Leaping: 0

3
6
23
-4

Leaping -4

25
10
4

Personality/Motivation: Crashers are a simple animal with


basic animal motivations. They tend to be fairly calm and
ignore intruders if they are left alone.

ECV: 2

Powers
END
Huge: Growth (5 levels) -5 KB, +3 PER to be 0
seen, +1 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Chitin: Armor 9 PD, 9 ED
Wings: Flight 5; Restrainable, 1/2 DCV full
1
time
Bite: HKA 1 1/2D6 (3D6+1 w/STR)
2
Swift: Running +5 (11 total)
2
Many Legs: Knockback Resistance -2 (-7
total)
Bulging Eyes: 270-Degree Perception (sight)
Keen Senses: Enhanced Perception +2 (all)
Digger: Tunneling 1 (7 DEF)
2

27
6

Ecology: Crashers are forest dwellers, gigantic creatures


that feed on rotting trees and vegetation. They will live only
in the largest forests, and are rather rare, especially near
civilization. Crashers are generally loners, although two or
three might gather for a particularly large or plentiful
amount of food.

Giant Insect
Roll
181214149101412-

Campaign Use: Crashers can be a big surprise in the forest,


and even guard a place without meaning to, eating something and standing on top of it. Crasher chitin can be used
to make armor, and it is the equivalent of dragonbone but
without the matching enchantment points.
Appearance: Crasher Beetles are enormous beetles, about
20 feet long. They are very shiny and glossy, with dark
greens, purples, and reds.

Total Powers & Skills Cost: 137


Total Cost: 249
PTS
-15
-15

Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -30

66

CREBAIN
Val
-10
14
5
3
10
11
10
10
2
2
3
2
20
10

PD
ED
SPD
REC
END
STN

Movement:

Cost
30

Roll
712101011111111-

2
1
6
2
5
4

Notes
Lift 6.5kg: D6
OCV: 5 DCV: 9*

PER Roll: 13EGO Roll: 11PRE Attack: 2D6

Total: 2 (0 rPD)
Total: 2 (0 rED)
Phases: 4, 8, 12

Running: 4/8
Leaping: 0
Swimming: 0

-4
-2

Running -2
Swimming -2

Cost
2
2
2
2
2
3
1
3

Powers/Tactics: Although Crebain cannot speak, they are


very intelligent and can read many languages. Crebain are
very weak in combat, and prefer to fly away relying on their
size and ability to dodge to escape harm. Everything a Crebain sees it can transmit to its master through the mind link
it creates, and the Crebain has very keen senses, especially
sight.

Total Characteristics Cost: -2

7
2
9
6
15

Personality/Motivation: The Crebain is a wicked creature


that lives to serve its Goblin masters and spy on others.
These creatures are very curious and love to watch and see
what people do in secret.

ECV: 4

Powers
END
Small: Shrinking (2 levels) +4 KB, -4 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Wings: Flight 5, x4 NC; Restrainable
2
Peck or Claw: HKA 1/2D6; Reduced
1
Penetration
Fearless: Presence +15; Defensive Only
Tireless: Life Support need not Sleep
Keen Eyes: Telescopic Sense +6 (sight)
Keen Senses: Enhanced Perception +2 (all)
Mind Link: Images (sight, hearing); vs ECV,
3
Only what it perceives, Only through Mind
Link, Concentrate 1/2 DCV
Mind Link: One Person
-

13
8

Ecology: Crebain are creations of Goblin shaman, and are


found nowhere else. Using dark magics and various herbs,
they change ordinary crows into the wicked Crebain to
serve their goblin overlords. Crebain are other than their
intelligence and special abilities similar to ordinary Ravens,
but are sterile.

Animal

Char Cost
STR -20
DEX 12
CON -10
BOD -14
INT
0
EGO 2
PRE 0
COM 0

Campaign Use: The Crebain are primarily spies, cruel creatures that alert their masters to the presence of some intruder
or the plans of some hidden meeting.
Appearance: Crebain are physically identical to any ordinary Raven, although they are particularly intelligent and
will act in ways that a bird would not think of or attempt,
such as flipping through pages to read a book or opening
simple locks.

Skills and Talents


Language: Goblin (fluent with accent)
Language: Perelen (fluent with accent)
Language: Morianic (fluent with accent)
Language: Elencal (fluent with accent)
Language: Dwarven (fluent with accent)
Linguist
Literate
Shadowing 12-

Total Powers & Skills Cost: 96


Total Cost: 94
PTS
-10
-15
-10

Disadvantages
Physical Limitation: Cannot Speak
Psychological Limitation: Curious C/S
Psychological Limitation: Obedient to masters C/M

Total Disadvantage Points: -10


67

CRIMSON DIGGER (Soldier)


Val
20
14
15
10
2
5
13
4
6
4
3
7
30
28

Char Cost
STR 10
DEX 12
CON 10
BOD 0
INT -8
EGO -10
PRE 3
COM -3
PD
ED
SPD
REC
END
STN

Movement:

Cost
15
9
3
2
5
4
3
10
8
22
15

2
1
6
0
0
0

Roll
131212129101210-

Ecology: Crimson Diggers are enormous ants that dig colonies that can stretch for miles underground. They can be
encountered nearly anywhere, even under cities and in the
underdeeps. The only place these ants avoid are extremes in
temperature such as lava or arctic areas. They eat plants and
meat but will defend themselves and their colony with ruthless violence. The soldier Crimson Diggers are larger than
their worker kin, given the task of protecting the workers
and the colony. They patrol and guard workers, but do not
have to do the drudge labor of the colony.

Giant Insect

Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

PER Roll: 10-/12EGO Roll: 10ECV: 2


PRE Attack: 2 1/2D6

Personality/Motivation: Crimson Diggers are very simple


creatures with barely any intellect at all. They have only the
most basic motivations such as survival and hunger, doing
what they are instructed by the queen and designed by their
nature to do.

Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 23


Powers/Tactics: In combat, the Crimson Digger soldier will
attack the nearest enemy until it is dead, ignoring personal
harm and pain. They are not automatons but are nearly so,
and are very dedicated to their job. Crimson Digger soldiers
bite very hard and have a needle-sharp stinger that delivers a
venom that causes burning, stabbing pain over the entire
body, resulting in painful cramps that cripple the victim for
a short period of time.

Running: 8/16
Leaping: 4/8

Powers
END
Bite: HKA 1D6 (2D6 w/STR)
1
Chitin: Armor 4 PD, 2 ED
Keen Senses: Enhanced Perception +1 (all)
Antennae: Enhanced Perception +1 (smell)
Antennae: Discriminatory Sense (smell)
Many Legs: Knockback Resistance -2
Bulbous Eyes: 270 Degree Perception (sight)
Climbing: Clinging (20 STR)
Swift: Running +2 (8 total)
Sting: RKA D6; Armor Piercing
3
Venom: Drain 3D6 (Dexterity); Recover per
0
minute, 8 Charges, Only if sting does Body
Damage, Gradual Effect One Turn, Linked to
Sting

Campaign Use: Crimson Diggers can become a significant


problem for a farmer or village, mine or city if they dig into
the region. A colony can have hundreds of thousands of
these ants, and the only way to destroy them is to kill the
queen or queens. The soldier Crimson Diggers have chitin
that can be made into armor.
Appearance: Crimson Digger Soldiers are bright red ants
up to seven feet long with huge mandibles and a prominent
stinger.

Total Powers & Skills Cost: 96


Total Cost: 119
PTS
-20
-10

Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -30

68

CRIMSON DIGGERS (Worker)


Val
20
14
13
8
2
5
13
4
5
3
3
7
30
28

Char Cost
STR 10
DEX 12
CON 10
BOD 0
INT -8
EGO -10
PRE 3
COM -3
PD
ED
SPD
REC
END
STN

Movement:

Cost
15

15
6
3
2
5
4
3
10
8

2
1
6
0
0
0

Roll
131212129101210-

Ecology: Crimson Digger Warriors are the bulk of a Crimson Digger colony. They work tirelessly to dig the tunnels
and chambers of the colony and fill them with food. They
tend the queen and the eggs and maintain the colony for
their whole life, then die a thankless death.

Giant Insect

Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

Personality/Motivation: Crimson Digger workers are


barely intelligent, almost automatons. They react to pain
and deprivation but are fairly robotic in their actions and
personality. They are motivated entirely by their work and
orders from the Queen.

PER Roll: 10-/12EGO Roll: 10ECV: 2


PRE Attack: 2 1/2D6

Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12

Powers/Tactics: In combat, the Crimson Digger worker


will bite foes with their mandibles and carry wounded off.
They are not a very organized force, but if commanded by
Soldiers can swarm foes.

Total Characteristics Cost: 23


Campaign Use: These are the rank and file of the Crimson
Digger colony. Hundreds of thousands of these creatures
can be found in a single colony, making the great bulk of its
population. For every soldier, there are hundreds of workers. The Queen is essentially a non combatant, a huge
bloated body much larger than her fellow ants but unable to
move or fight.

Running: 8/16
Leaping: 4/8

Powers
END
Small: Shrinking (1 level); +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Bite: HKA D6-1 (D6+1 w/STR)
1
Chitin: Armor 3 PD, 1 ED
Keen Senses: Enhanced Perception +1 (all)
Antennae: Enhanced Perception +1 (smell)
Antennae: Discriminatory Sense (smell)
Many Legs: Knockback Resistance 2
Bulbous Eyes: 270 Degree Perception (sight)
Climbing: Clinging (20 STR)
Swift: Running +2 (8 total)
-

Appearance: Crimson Digger Warriors look like very large


ants, up to four feet in length. They are a uniform dull red
color.

Total Powers & Skills Cost: 71


Total Cost: 94
PTS
-20
-10

Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability

Total Disadvantage Points: -30

69

CRYPT WURM
Val Char Cost
35* STR 10
14 DEX 12
23 CON 26
20* BOD 14
4 INT -6
9 EGO -2
20 PRE 10
4 COM -3
9
7
3
9
46
42*

PD
ED
SPD
REC
END
STN

Movement:

Cost
23

47
30
18
12
5
6
22
4
5
5
20
20
27

-6
-4
Cost
6

5
2
6
0
0
0

PTS
-15
-15
-25

Monster
Roll
1612141310111310-

Notes
Lift 3200kg: 7D6
OCV: 5 DCV: 3*

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Blind

Total Disadvantage Points: 55


PER Roll: 10-/12EGO Roll: 11PRE Attack: 4D6

Ecology: Crypt Wurms are underground dwellers, carrion


and bone eaters that are often found in buried tombs and
graveyards. They avoid the surface, but are not harmed by
the sun in any particular way. Crypt Wurms are not social,
they will occasionally breed then part ways; laying a clutch
of 2-8 eggs and abandoning them.

ECV: 3

Total: 7 ( rPD 25%)


Total: 5 ( rED 25%)
Phases: 4, 8, 12

Personality/Motivation: Crypt Wurms are simple animal


creatures, with usual animal motivations such as food, but
are also very territorial and violent when they sense someone invading their area.

Total Characteristics Cost: 74


Running: 9/18
Leaping: 0
Tunneling: 3/6

Powers/Tactics: Crypt Wurms are huge creatures with


tough leathery flesh in layer after layer, cracked, wrinkled,
and shedding constantly. This makes them very tough and
able to sustain significant damage with little harm. The
Wurm also has two mouths on its blunt head, which it can
use to bite a victim twice. Crypt Wurms have a very slow
metabolism and can go for more than a year without any
food at all. Powerful diggers, the Wurm can tunnel into
nearly any tomb or hidden place in search of food, and although they are blind, the Crypt Wurm can sense motion
and heat around it with great accuracy. Crypt Wurms are
also able to take a short time and spit up some of their very
caustic stomach acid at a target.

Powers
END
Huge: Growth (3 levels) -3 KB, +2 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Burrow: Tunneling 3 (+6 Defense; 9 Defense 2
total), close hole, 1/2 END Cost
Tough: Damage reduction 25% rPD, rED
Tough: Armor 7 PD, 5 ED
Hardy: Life Support eat once per 6 months,
immune to disease
Hardy: Power Defense 5
Swift: Running +3 (9 total)
4
Sense Surroundings: Spatial Awareness
Keen Sense: Enhanced Perception +2 (spatial
awareness)
Keen Nose: Discriminatory Sense (smell)
Lunge: Stretching 1
1
Bite: HKA D6+1 (2 1/2D6 w/STR)
2
Bite: HKA D6+1 (2 1/2D6 w/STR)
2

Campaign Use: Crypt Wurms are good guardians for an


otherwise sealed and lost tomb, slumbering and eating ancient bones as time goes on. Their skins are good for beasthide armor, and one can collect 2D6+6 pieces lying shed in
the tomb worth 3D6 copper each as well
Appearance: Crypt Wurms are wrinkled, tattered looking
grayish serpentine creatures 15 feet or longer and thick.
Their tail tapers to a blunt end, and their head has two
mouths, one over the other.

Acid: Drain 3D6 rPD; Recover per Hour, Range 0


based on STR, 8 Charges, Gradual Effect one
minute, Extra Time full phase
Acid: RKA 2D6; Range based on STR, Gradual 0
Effect one minute, 8 Charges, Extra Time full
phase, linked to rPD Drain
Tires Easily: Running x2 END Cost
Leaping -4
Skills and Talents
Combat Skill Level: OCV Acid Spit +2

Total Powers & Skills Cost: 243


Total Cost: 317

70

CRYSTALWING
Val Char Cost
35* STR 0
14 DEX 12
18 CON 16
17* BOD 4
5 INT -5
11 EGO 2
25 PRE 15
14 COM 2
10
10
4
6
36
35*

PD
8
ED
6
SPD 16
REC 0
END 0
STN 4

Movement:

Cost
37

27
12
5
6
10
25
5
20
7
3
14

-2
Cost
6
3
5

Ecology: Crystalwings are swamp and forest dwelling creatures, although they may gather near any large body of fresh
water above ground. A Crystalwing will range for miles
hunting food, and does not have a specific territory or area it
hunts. These giant dragonflies are considered a very good
omen by many more primitive tribes.

Giant Insect

Roll
1612131210111412-

Notes
Lift 3200kg: 7D6
OCV: 5 DCV: 2*/4

PER Roll: 10-/13EGO Roll: 11PRE Attack: 5D6

Personality/Motivation: Crystalwings are motivated primarily by hunger and other basic animal instincts. They
will attempt to eat anything that they have a reasonable
chance at.

ECV: 4

Total: 19 (9 rPD)
Total: 19 (9 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: A Crystalwing tends to stay on the wing


unless it is attacking a target. They prefer to nab a creature
and kill it in the air, where they are significantly more agile.
Crystalwings have a powerful bite, but they are most well
known for their ability to heavily resist elemental magic.

Total Characteristics Cost: 90

Campaign Use: Some mages will control these amazing


creatures and ride them, although it is virtually impossible
to domesticate one. Crystalwing Chitin makes a superior
kind of Chitin armor that grants 50% Damage Reduction
against any magic from a single random elemental type
when it is made into armor (Aether, Air, Earth, Fire, Water).
This armor also sells for double normal Chitin due to its
beauty, but it is especially difficult to work, an additional 2
to the smithing skill to attempt.

Running: 6/12
Leaping: 0
Flying: 9/36

Powers
END
Growth (5 levels) -5 KB, +3 PER to be seen, 0
+1 reach; Inherent, Persistent, 0 END Cost,
Always On (*)
Chitin: Armor 9 PD, 9 ED
Wings: Flight 9, x2 NC; Restrainable
2
Large Eyes: 360 Degree Perception (sight)
Keen Eyes: Enhanced Perception +3 (sight)
Hooked Claws: Clinging (35 STR)
Bite: HKA 1 1/2D6 (3D6+1 w/STR)
2
Six Legs: Extra Limbs (six legs)
Elemental Resistance: Damage Reduction 50% vs magic; Only against elemental magic
Elemental Resistance: Power Defense 10; Only vs elemental magic
Elemental Resistance: Flash Defense 5; Only
vs elemental magic
Elemental Resistance: Armor 6 PD, 8 ED;
Only vs elemental magic

Appearance: Crystalwings are enormous dragonflies of


great beauty and agility, usually blue or green, very glossy
metallic in color. A Crystalwing grows up to 20 feet in
length and can carry a full grown human on its back, assuming you could convince the creature to do so.

Leaping -2
Skills and Talents
Combat Skill Levels: DCV in Flight +2
Acrobatics 12Resistance 5

Total Powers & Skills Cost: 183


Total Cost: 273
PTS
-15
-10
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
Psychological Limitation: Resists training C/S

Total Disadvantage Points: -40


71

CRYSTALWING NYMPH
Val Char Cost
40* STR 15
11 DEX 3
18 CON 16
13* BOD 0
3 INT -7
5 EGO -10
25 PRE 15
0 COM -5
8
8
3
7
36
35*

PD
ED
SPD
REC
END
STN

3
4
9
0
0
0

Movement:

Cost
23

Roll
181113121010149-

PER Roll: 10-/13EGO Roll: 10PRE Attack: 5D6

ECV: 2

Total: 12 (4 rPD)
Total: 12 (4 rED)
Phases: 4, 8, 12

Personality/Motivation: Crystalwing Nymphs are simple


creatures with only basic motivations, primarily hunger.
Total Characteristics Cost: 46

10
-8
-5

Running -4
Leaping -5

Cost
7

Powers/Tactics: A Crystalwing Nymph is difficult to see in


its habitat, as it spends time carefully arranging rocks, mud,
weeds, and so forth around its body to conceal its presence.
The Nymph prefers to attack from surprise, lunging out with
its long hinged jaw to grasp a victim and pull it in close to
devour. Clinging with all its strength to a rock, the Crystalwing Nymph cannot swim and moves slowly, relying on its
reach and ambush for food. Crystalwing Nymphs are very
sensitive to their surroundings, especially in water, and can
sense all motion around them.

Running: 2/4
Leaping: 0

Powers
END
Huge: Growth (3 levels) -3, +2 PER to be
0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Bite: HKA 1 1/2D6 (3D6+1 w/STR)
2
Reach: Stretching 2
1
Chitin: Armor 4 PD, 4 ED
Aquatic: Life Support (breathe air)
Sense Motion: Spatial Awareness
Sense Motion: 360 Perception (spatial
awareness)
Keen Sense: Enhanced Perception +3 (spatial
awareness); Only in water
Grip: Clinging (40 STR)
-

25
10
12
5
22
5

Ecology: Before the dazzling giant dragonfly Crystalwing


can take air, it is an aquatic monstrosity called a Nymph.
This creature clings to a rock underwater in large bodies of
surface fresh water and awaits passing creatures that it can
lunge at and pull close with a hinged jaw. The creature is
little more than an eating machine, and after hatching underwater, it stays in this form for about six months before
crawling out and onto a nearby tree to hibernate about a
week. In this time, the Nymphs shell becomes harder and
more glazed and whitish, and eventually it cracks open and a
newly formed Crystalwing climbs out. In a day of drying
and expanding its tiny crushed wings, the Crystalwing takes
flight and begins to hunt.

Giant Insect

Notes
Lift 3200kg: 8D6
OCV: 4 DCV: 3*

Campaign Use: Crystalwing Nymphs are greatly feared by


fishermen and divers, as the creature will eat entire boats,
pulling them under with astounding strength. The Nymph
does not have strong enough chitin for Chitin armor.
Appearance: A Crystalwing Nymph is a grublike creature
with stubby legs, around ten to fourteen feet in length. It
has a grayish, mud colored skin that blends in well with silt
covered rocks and lake bed. The overall creature is very
hideous and has a long, hinged jaw that can reach a great
distance to grab victims.

Skills and Talents


Concealment 12-

Total Powers & Skills Cost: 110


Total Cost: 156
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

72

CYCLOPS
Val Char Cost
45* STR 10
14 DEX 12
25 CON 30
22* BOD 14
5 INT -5
11 EGO 2
30 PRE 20
6 COM -2
15
10
3
7
50
45*

PD
11
ED
5
SPD 6
REC 0
END 0
STN 0

Movement:

Cost
37

12
6
3
5
5
5
4
7
23
1u

2u
1u
1u

Cost
2

PTS
-10

Humanoid
Roll
1812141310111510-

Notes
Lift 6200kg: 9D6
OCV: 5 DCV: 1*

PER Roll: 10-/12EGO Roll: 11PRE Attack: 3D6

Disadvantages
Physical Limitation: Sub Human Intelligence

Total Disadvantage Points: -10


Ecology: Cyclopes tend to live in remote areas, always near
the ocean. Brutish creatures, they live in squalor like gigantic cave men, but can be found in any climate, even living
undersea. Some few rare Cyclopes can be found in the underdeeps near the vast sunless seas there.

ECV: 4

Personality/Motivation: Cyclopes are dull, stupid creatures, like a retarded child. They seem to enjoy terrorizing
little people but are primarily motivated by hunger.

Total: 19 (4 rPD)
Total: 14 (4 rED)
Phases: 4, 8, 12

Powers/Tactics: Cyclopes are incredibly strong and fairly


tough. They tend to wield huge clubs, but can use their
rough, calloused fists as well for brutal blows. Cyclopes are
comfortable in the water, able to breathe it and swim rapidly. A Cyclops is so strong that it can literally crush and
rend its way through barriers and objects, even stomp on
the ground and knock nearby objects down.

Total Characteristics Cost: 107


Running: 9/18
Leaping: 4/8
Swimming: 5/10

Powers
END
Growth (5 levels) -5 KB, +4 PER to be seen
0
Inherent, Persistent, 0 END Cost, Always On
(*)
Tough Skin: Armor 4 PD, 4 ED
Swift: Running +3 (9 total)
2
Swift: Swimming +3 (5 total)
1
Night Vision: Ultraviolet Vision
Heat Vision: Infrared Vision
Ignore Temperatures: Life Support (Breathe
water)
Keen Nose: Enhanced Perception +2 (smell)
Roar: Presence +10; Offense Only
Strength Tricks: Multipower (30 pts); Extra
Time full phase, Concentrate 1/2 DCV
Tremor: Hand-to-Hand Attack 2D6 (11D6 w/
STR); Explosion Effect, Does Knockback,
Double Knockback, No Range, Only to fixed
rigid objects, KB only knocks down, Only to
add to STR damage,
Crush: Dispel 10D6 Body; Inanimate Objects
Only
Rip Through Barriers: Tunneling 1 (7 DEF)
Climb Anything: Clinging (45 STR); Only to
climb objects that can bear his weight

The most common weapon wielded by Cylopes, other than a


big rock (3D6 HTA, range based on STR, 12D6 total) is a
giant club formed of a small tree. The resulting weapon has
these stats:
Giant Club: (9D6) damage, 24 STR MIN, 6 DEF, 6 Body,
weighs 3KG, and is 7 feet in length.
Campaign Use: Cyclopes are much like Giants, but a stupider, more basic version. Giants can be very sophisticated,
even benevolent. Cyclopes are stupid brutes who rarely
have even treasure.
Appearance: A Cyclops looks like a huge, misshapen muscular human with only one eye, standing about 20 feet tall.
They are usually dressed in furs or rags, although some
dont even bother with clothing.

3
2
-

Skills and Talents


Area Knowledge: Home 11-

Total Powers & Skills Cost: 114


Total Cost: 221

73

DARKLING
Val
5
17
9
7
7
11
8
10

Char Cost
STR -5
DEX 21
CON -2
BOD -6
INT -3
EGO 2
PRE -2
COM 0

2
2
4
5
20
15

PD
1
ED
0
SPD 13
REC 4
END 1
STN 0

Movement:

Cost
15
5
8
10
3
15

-3
Cost
9
11
11
5
3
5

Ecology: Darkling are small weak cousins of the goblins


and orcs. They dwell primarily in forests and cooler climates, although some can be found in caves as well. They
prefer to serve a more powerful, evil master, and will gather
to assist such a creature over time without the need to
prompt them. Darklings form small communities, very hidden and secret.

Yrch
Roll
1012111111111111-

Notes
Lift 50kg: 1D6
OCV: 6 DCV: 8*

PER Roll: 12EGO Roll: 11ECV: 4


PRE Attack: 1 1/2D6

Personality/Motivation: Darklings are barely intelligent,


about as smart as a rather dull child, but are quite clever
with . They love to serve a more powerful master to do
wicked deeds, and fear men of holiness.

Total: 2 (0 rPD)
Total: 2 (0 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: Darklings are very small creatures that are


fairly weak in combat. However, they are very sneaky and
tricky and love to spy, and steal, and set traps. Although the
Darkling can deliver a small bite, they pefer to run away,
using their blindness power to give them time to hide.

Total Characteristics Cost: 3


Running: 6/12
Leaping: 1/2

Campaign Use: Darklings are good low-end servitors for


witches, evil sorcerers, and such. They dont even need to
be paid, and will show up on their own.

Powers
END
Tiny: Shrinking (1 level) -1 KB; Inherent,
0
Persistent, 0 END Cost, Always On (*)
Heat Sight: Infrared Vision
Bite: HKA 1/2D6 (1D6 w/STR); Reduced
1
Penetration
Climber: Clinging (5 STR)
Keen Senses: Enhanced Perception +1 (all)
Blindness: Flash 20D6 (sight); 0 END Cost, No 0
Range, Power Defense Negates

Appearance: Darkling look like a small, furry humanoid


with pointed doglike ears and black fur. They stand at most
two feet tall and are usually quite stooped over.

-1 CV in bright light
Skills and Talents
Stealth 15Concealment 15Shadowing 15Full Move Dodge (+4 DCV, Full Move)
Inventor (trap making) 11Sleight of Hand 13-

Total Powers & Skills Cost: 107


Total Cost: 110
PTS
-15
-5
-5

Disadvantages
Psychological Limitation: Fears magic and holiness
Physical Limitation: Low Human Intelligence
Vulnerability: x1 1/2 effect Presence attacks by
holy men

Total Disadvantage Points: -

74

Total Disadvantage Points: -65

DEATH ORB
Val
0
18
0
10
5
11
10
0

Char Cost
STR -10
DEX 24
CON -20
BOD -0
INT -5
EGO 2
PRE 0
COM -5

1
1
4
2
40
0

PD
3
ED
3
SPD 22
REC 4
END 20
STN 0

Movement:

Roll
9139101011119-

Notes
Lift 25kg: 0D6
OCV: 6 DCV: 10*

PER Roll: 10/13EGO Roll: 11PRE Attack: 2D6

Ecology: Death Orbs are fairly common minor elementals in


the elemental plane of air, but are rare elsewhere. Some
may form due to an extremely traumatic experience or concentration of magic. As Elementals, Death Orbs need not
eat or sleep and will remain in a small area unless compelled
to move or chasing prey.

ECV: 4

Personality/Motivation: Almost mindless, Death Orbs simply exist to attack living creatures and will tend to remain
motionless awaiting another victim between attacks.

Total: 1 (0 rPD)
Total: 1 (0 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: Death Orbs are formed of a pocket of animate water and as such are very difficult to harm, let alone
see. While in water, a Death Orb is virtually invisible unless
one draws very close to their spherical form, rarely a safe
prospect. Magical attacks can tear one to pieces rapidly, but
without magic a Death Orb is virtually invulnerable. In
combat these creatures will attempt to wrap the head of a
target with their forms and choke the life out of them rapidly, and can leap large distances to do so.

Total Characteristics Cost: 38


Running: 11/44
Leaping: 5/10

Cost
30

Powers
END
Water Elemental Powers: Elemental Control
(30 pts)
a30 Watery Body: Cannot be knocked out (does not 0
lose abilities)
b12 Water Body: Desolidification, 0 END Cost,
Not vs Magical Attacks or fire, Always On
c14 Drown: HKA 1D6, NND (need not breathe,
3
self-contained breathing); Affects Solid, 1/2
END Cost, Must Target Head, Concentrate
1/2 DCV blackout
30 Small: Shrinking (2 levels) +4 KB, -4 PER
0
to be seen; 0 END Cost, Inherent, Persistent,
Always On (*)
15 Watery Body: Does not bleed
0
10 Watery Body: No Hit Locations
0
43 Water Body Life Support (All except extremes 0
of heat)
20 Sense Motion: Spatial Awareness
0
10 Swift: Swimming +5 x2 noncombat (total x4) 1
5
Agile: Leaping +5
1
6
Keen Air Sense: +3 Spatial Awareness
0
18 Watery Body: Invisibility (sight); Inherent,
0
0 END, Persistent, Always On, Only in water

Cost
10

Campaign Use: These creatures can appear along with any


major summoning, especially a Water Elemental Lord.
They also are common predators in the Water Elemental
Plane, but in other lands these will only be found summoned
to attack or guard an area, or in rare circumstances form
naturally. These are very, very challenging to a group of
PCs without any magical attacks, but are otherwise trivial.
When a Death Orb is destroyed, it leaves behind a crystal
that looks like a pearl or marble about the size of a pea.
This Crystal can be swallowed to give a 2D6 Energy Defense aid that fades 5 points/hour.
Appearance: Death Orbs look like a sphere of animate water that can change shape slightly as it moves. The color of
their water will match their surroundings, although it will
tend to be more pure and clear.

Skills and Talents


+5 OCV to target head/breathing area

Total Powers & Skills Cost: 243


Total Cost: 281
PTS
-15
-10
-20
-20

Disadvantages
Physical Limitation: No Fine Manipulation (Always,
Greatly)
Physical Limitation: Minimal Intellect (Always,
Slightly)
Physical Limitation: No Senses except Spatial
Awareness (Always, Totally)
Vulnerability: fire x2 BOD
75

DEEP ONE
Val
20
13
18
11
10
10
13
8
5
4
3
8
36
30

PD
ED
SPD
REC
END
STN

Movement:

Cost
5
3
10
1
5
10
2
6
4

Ecology: Deep Ones are an aquatic race, creatures that live


in the oceans of Jolrhos. They tend to dwell near the shore,
and compete with merfolk for territory. Deep Ones can
breed with humans, but their offspring will become a deep
one when they reach maturity, by their 21st birthday at the
latest. Deep Ones can survive crushing depth, and might
have cities much deeper, but have only been encountered
near land.

Humanoid

Char Cost
STR 10
DEX 9
CON 16
BOD 2
INT
EGO PRE 3
COM -1
1
1
7
-

Roll
1312131111111211-

Notes
Lift: 400kg/4D6
OCV: 4 DCV: 4

PER Roll: 11EGO Roll: 11ECV: 3


PRE Attack: 2 1/2D6

Personality/Motivation: Deep Ones are malicious, cruel,


and murderous. They worship horrible, evil demons, and
their culture and race has as whole not benefited from this
relationship. Deep Ones enjoy terrifying and killing, they
also will rape and torture captives. They creep abord ships
at night to rob and kill, and are uninterested in trade or negotiation in any form.

Total: 6 (1 rPD)
Total: 7 (3 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 48


Powers/Tactics: Deep Ones are very hardy creatures, able
to withstand crushing pressure and move in the water with
relative ease. This strength translates into powerful attacks,
although without great speed. Their scaled bodies are able
to withstand attack somewhat better than humans, but they
often will wear some bone armor for extra protection.

Running: 5/10
Leaping: 4/8
Swimming: 5/10

-2
-5
-2

Powers
Night Vision
Swift Swimmer: Swimming +3
Claws: HKA D6-1 (D6+1 with STR)
Aquatic: Life Support vs high pressure
Aquatic: Life Support breathe water
Racial Bond: Mind Link with any Deep One
Nictating Lenses: Flash Defense 2
Scales: Armor 1 PD, 3 ED
Keen Hearing: Enhanced Perception +2 PER
hearing
Slow: Running 1
Weak Eyes: -1 CV in bright light
Weak Eyes: -1 sight PER in bright light

Talents
Environmental Movement: water, 3 levels

3
4

Skills
+1 OCV with weapon used
Familiarity with common weapons

END
1
1
-

In the water, Deep Ones are even more lethal, moving with
speed and ease where surface dwellers drown and flounder
helplessly. All Deep Ones have a mental link, and communicate eerily without words.
Campaign Use: Deep Ones are a more dangerous, adversarial water encounter than merfolk. Where the merfolk are
more inclined toward play and trade, the Deep Ones are
more interested in murder and theft. Deep Ones are good
orc-level encounters for underwater or on shipboard.
Appearance: Deep Ones are like humanoid fish, with wide
staring fish eyes and a wide mouth filled with sharp little
teeth. Each has scales and webbed hands and feet, some
even have a small tail. Their scales are often patterned, but
only with dark, muddy patterns, in dark hues of grey, black,
brown and green. Often their heads have a fin or two, and
their necks are broad, with gills on the sides.

Total Powers & Skills Cost: 50


Total Cost: 98
PTS
-5
-5
-5

Disadvantages
Vulnerable to dehydration effects: x1 1/2 Body
Vulnerable to dehydration effects: x 1 1/2 Stun
Vulnerable to sight flash: x 1 1/2 effect

Total Disadvantage Points: -15


Add Aisge Mount (141 pts) +28 pts
Add Shark Pet (150 pts) +30 pts

76

DEMONS
Demons are the enemies of all mortals, all that is good, and
all that lives. They are very powerful creatures that stand in
eternal hateful opposition to the Lord in a war that extends
over the centuries. There are thousands of Demons of various levels of power and ability, from the lowly Lemure to
the mighty Dukes, none of which remotely approach the
Lords power.

Many Demons are difficult to harm with ordinary weapons,


and some are all but invulnerable unless magical attacks are
used. Demons in general have superior senses to humans,
usually seeing into the Infrared if not having True Sight.
A special note: All powers bought with the personal immunity advantage on them should be assumed to apply to all
demons, not simply the kind in question. Thus, while the
Maggot Crawler Fiend has a horrific stench, neither it nor
any other Demon are affected by the smell.

Ecology: Demons are very limited in their access to the


mortal realms, a mighty barrier prevents them from entering
the world voluntarily. They must be summoned, either by
deliberate magic or catastrophic event, and then may act in
the world of men and elves. There are various cultists that
worship demons, picking a Duke that they serve and try to
contact magically for orders, guidance, and power. It is
these cults that try to summon demons to the mortal realms
to act as servants or to punish their enemies.

All Demons are powerful, even the least, most pathetic Demon is more powerful than most individual warriors, one on
one. The most powerful Demons are more vastly potent
than any creature in the mortal realms.
Campaign Use: Demons are on the whole quite powerful
and awful, and should be primarily used for special encounters. If Demons are too common or used too randomly, they
will lose their character and cease to be special or even fearsome. Demons should be something awful in an adventure,
something that stands out in order to preserve their evil, sinister nature and design.

Demons are not willing servants, and most will act contrary
to their summoners wishes, even if they might be what the
Demon would ordinarily desire. These are creatures of pure,
unrepentant, permanent, unrelenting evil and wickedness.
Every act by a Demon is an attempt to destroy evil, corrupt
the innocent, cause pain, suffering, terror, and betrayal to at
least some degree.

Demon Ichor is useful to alchemists, and killing a demon


will render D6 silver worth of Ichor per 5 Body of the creature. This Ichor cannot be stored in any container but glass,
Mithril, or Crystal or it will eat through and destroy the container within a few hours.

There are five different classes of Demons: Dukes, Hellbeasts, Possessors, Soldiers, and Devils.

Devils are monsters, horrible creatures independent of


the armies of hell and feared by all, in hell or otherwise. These are akin to elementals, pure evil and fear
given form by spirits. Their form varies wildly and
their powers are fearsome.
Dukes are the leaders, the most powerful Demons.
These are the generals of the armies of hell and the
most feared of all the demons.
Hellbeasts are animals of hell, twisted, evil corrupted
creatures that echo the ordinary animals in the mortal
realms.
Possessors are spirits and creatures who possess, dominate, and control mortals. These horrors act as spies
and corruptors, working among mortals to spread destruction, lies, evil, and misery.
Soldiers are the rank and file of the armies of hell.
These Demons are more regular and simple than most,
following rank and structure.

Demons tend to wield Ebon or Adarcer weapons of strange


design and shape but equivalent use as more mundane weapons such as flails, hammers, spears, and swords.

Powers: Demons vary greatly in individual powers and the


way they fight, but some general things hold true for all. All
Demons are resistant to magical attacks and various poisons,
as represented by flash, power, and mental defense, as well
as life support in various forms. They all are vulnerable to
holy attacks and presence attacks by holy men.

77

Tactics: Demon tactics are significantly different than most


creatures that players will encounter. Rather than a fight to
win or survive like most creatures, a demon fights for entirely different goals. Demons dont really ever die, although their mortal form can be destroyed. Their body can
be eliminated, but they are spirits with temporary physical
form and this spirit is merely banished back to the nether
realms (or, if in the nether realms is temporarily dispersed).
Demons lack any sense of pride or personal achievement in
defeating a foe.

Death: When a demon dies, it does not simply fall down


and cease to function. Demons are animated forms, spirits
with a physical manifestation. When a demon is killed, roll
on this table to determine what happens:
2D6
RESULT
ROLL
Fireball: Energy Blast 1D6/50 points of the de2
mons total cost; explosion effect of fire
Location is haunted by an undead of the power
3
level of the demon (except liches), the haunt appears in 3D6 hours

As a result the usual tactics of the demon are not to win the
fight at all. The demon fights to terrorize, to demoralize, to
corrupt, and to humiliate. Instead of trying to defeat the
bodies of their foes, demons fight souls. For the demon,
killing a foe is less a triumph than turning them evil, increasing their hate, their anger, and leading them into temptation. If a demon can achieve its goals by surrendering,
then it will. If a demon can achieve its goals by trickery,
lying, backstabbing, or any other means, then it will be glad
to.

5
6
7

The more fear, dismay, discord, and loss of morale a demon


can cause, the better. To this end, they will take action in
ways that seem utterly pointless and self-destructive to mortals. Attacking an entire army to certain doom is perfectly
acceptable to a demon, providing it strikes fear into the
hearts of the enemy, corrupts the soldiers, or spreads discord. Demons do not care about pain, death, or personal
injury. They care about evil.

Acid: Drain rPD (recover per hour), 1D6 per 50


points of the demons total cost, megahex area
Summons vermin (rats, spiderlings, snakes, bats,
etc) in numbers, D6/100 points of the demons
total cost
Demon dies and falls to the ground, can be
skinned, etc
Demon dies and melts in a noisesome mass; only
ichor left behind (if any)
A shrieking horrifying display of skulls and boiling intestines and body parts, doing a presence
attack of 1D6/30 points of the demons total cost.

Makes the nearest animal a Fell Animal, permanently or until dispelled for 100 points

10

Summons a demon from its mass, of half the


total point cost of the original foe or less.

11

Poison: RKA 1 DC/100 points of the demons


total cost; explosion of NND poison (LS vs poison or force wall and force field defends)

12

As 7, but a cursed magic item is left in the goo

Using this table will result in a demon encounter being


unlike any other, more memorable, and more disturbing than
their original point value might indicate.
In fact, a good 25 points might to be tacked onto any demon
for effective power level because of these death effects, although at times they are beneficial.

Treasure: A demon can have literally anything as treasure,


even a slave of another creature. They are the ones that
even bring some magic items (such as ebon weapons and
armor) into this dimension originally. An intelligent demon
will of course use magic items to their best ability and advantage.
Many more powerful demons will have evil magic items
such as the ones in Jolrhos Cyclopedia volume 4 (treasure).
Such items considerably increase the power of the demon,
but are useless to the player characters, so should be used
sparingly.
78

DEMONS

BLENDER
Val
5
17
10
5
0
0
15
0

Char Cost
STR -5
DEX 21
CON 0
BOD -10
INT -10
EGO -20
PRE 5
COM -5

4
2
4
3
20
14

PD
3
ED
0
SPD 13
REC 0
END 0
STN 1

Movement:

Cost
15

Notes
Lift 50kg: 1D6
OCV: 6 DCV: 8*

PER Roll: 9EGO Roll: 9PRE Attack: 3D6

Personality/Motivation: Blenders are insane, they are mad


with killing fury at all times like the worst Piranha.
ECV: 0
Powers/Tactics: Blenders attack with both claws as fast as
possible until the target is recognizably dead, then they
move to the next thing to destroy it as well. Single minded
and bent only on constant destruction, blenders kill until
they are killed.

Total: 8 (4 rPD)
Total: 6 (2 rED)
Phases: 3, 6, 9, 12

Campaign Use: These will rarely be encountered in the


normal game unless summoned. So destructive and berserk,
the Blenders will kill absolutely everything nearby them and
hunt for more to slaughter until they are killed in turn.
While not particularly dangerous to an experienced hero,
these can be dangerous in numbers and certainly are terrible
for a normal to face.

Total Characteristics Cost: -13


Running: 6/12
Leaping: 1/2

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Demon Body: Full Life Support
0
Demon Eyes: IR Vision
0
Demon Eyes: Flash Defense 5 points
0
Chitin: Armor 4 PD, 2 ED
0
Hover: Flight 8; 0 END Cost (+1/2)
0
Claws: Hand-to-Hand Killing Attack 1D6
1
Autofire, Half END Cost
Demon Senses: Enhanced Perception +1 (all)
0

Skills
Combat Skill Levels: OCV with Claws +2

45
5
5
9
24
30

Ecology: Blenders come from hell, they are the piranhas of


the netherworld, constantly on the hunt not for food, simply to kill everything and anything they see. If nothing is
left to kill, they simply destroy.

Hellbeast
Roll
1012111099129-

Appearance: Blenders look like a jagged ball of chitin


roughly 3 feet across. From this jut two spindly arms with
wicked talons, and scattered randomly over the orb are baleful eyes. Blenders constantly make odd, random noises like
giggles, belches, shrieks, growls, and more rude noises with
no discernable source or mouth.

Total Powers & Skills Cost: 142


Total Cost: 129
PTS
-10
-5
-5
-20
-10
-25

Disadvantages
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Sunlight, 1D6/Phase
Susceptible: Holy Locations 1D6/Phase
Berserk: while conscious 14-/8-

Total Disadvantage Points: -75

79

DEMONS

BRUTE DEMON
Val Char Cost
40* STR 5
14 DEX 12
18 CON 16
15* BOD 4
10 INT
0
13 EGO 6
18 PRE 8
2 COM -3
15
15
3
6
36
35*

PD
10
ED
6
SPD 6
REC 0
END 0
STN 3

Movement:

Cost
23

15

18
10
20
45
5
5
5
2
15
25
15

Cost
6
2

Ecology: Brute Demons are thugs, bravos that work with


the infernal armies. They are sappers that can burrow
through almost anything, and act as catapults, launching
boulders for dozens of yards into a target.

Soldier (grunt)

Roll
1712131211121310-

Notes
Lift 6400kg: 8D6
OCV: 5 DCV: 5*

Personality/Motivation: Brute Demons are only dimly intelligent but are like cruel, hateful children who find glee in
tearing wings off insects and lighting fires in the house.
Brute Demons love nothing more than breaking something
and causing pain and death.

PER Roll: 11EGO Roll: 12ECV: 4


PRE Attack: 3 1/2D6

Powers/Tactics: A Brute Demon is a very strong creature, a


powerhouse that can magically create boulders to fling at
their targets. They also can dig through any substance softer
than steel, tunneling slowly and inexorably. The back of a
Brute Demon is heavily plated with scales and horny spikes,
making it much harder to harm from that angle - a useful
feature for sapping through castle walls.

Total: 20 (5 rPD +5)


Total: 22 (7 rED +5)
Phases: 4, 8, 12

Total Characteristics Cost: 73


Running: 7/14
Leaping: 3/6

Campaign Use: Brute Demons are like seige weapons, artillery for the Infernal army. They are rarely encountered
without the army, although some Demonologists summon
them as bodyguards, with predictably disastrous results.

Powers
END
Huge: Growth (3 levels) -3 KB, +1 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Burly: Density Increase (2 levels) -2 KB (-5 0
total); Inherent, Persistent, 0 END Cost,
Always On ()
Tough: Armor 5 PD, 7 ED
Scaled Back: Armor 5 PD, 5 ED; Back Only
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Demonic: Life Support (full)
Strong Will: Mental Defense 5
Demon: Power Defense 5
Heat Sight: Infrared Vision
Swift: Running +1 (7 total)
1
Claws: HKA 1D6 (2D6 w/STR)
1
Boulder Throw: HKA D6+1 (2 1/2D6 w/STR); 2
Range based on STR
Breach: Tunneling 1 (7 DEF); Extra Time
2
Full Phase
Skills and Talents
Combat Skill Level: Boulder Throw OCV +2
Weapon Familiarity: Common Demon Melee

Brute Demon hides can be made into armor equivalent to


Dragonhide that grants Power Defense equal to the total
Body of the armor, but without the matching free enchant
points.
Appearance: A Brute Demon looks like a gigantic, burly
apelike humanoid with hooves for feet and jagged fangs and
tusks in its mouth. The whole back of the beast is covered
with a shell of hard plates and spikes. Overall the Brute

Total Powers & Skills Cost: 223


Total Cost: 294
PTS
-10
-10
-10
-5
-5
-5

Disadvantages
Physical Limitation: Sub Human Intelligence
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -45


80

DEMONS

CORRUPTER
Val
10
14
23
15
18
18
25
10

Char Cost
STR 0
DEX 12
CON 26
BOD 10
INT
8
EGO 16
PRE 15
COM 0

15
10
3
5
46
37

PD
13
ED
5
SPD 6
REC 0
END 0
STN 0

Cost
3
10

Devil
Roll
1112141213131411-

Notes
Lift 200kg: 2D6
OCV: 5 DCV: 5

10
PER Roll: 13EGO Roll: 13PRE Attack: 5D6

Skills and Talents


Linguist
Languages: Elencal, Perelen, Yrch, Morianic,
Ytamian (fluent, accented each)
Combat Skill Levels: DCV +2

Total Powers & Skills Cost: 434


Total Cost: 545

ECV: 6

PTS
-10
-15
-10
-5
-5
-5

Total: 15 (0 rPD +1, 50%)


Total: 10 ( rED +10, 50%)
Phases: 4, 8, 12

Disadvantages
Susceptible: Holy Locations 1D6/Phase
Susceptible: Direct Sunlight 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Characteristics Cost: 111


Total Disadvantage Points: -50

Movement:

Cost
22
40
45
20
60
5
10
2
40
45

56

20
7
7

24
8

Running: 6/12
Leaping: 2/4

Ecology: Corrupters are from the cold side of the abyssal


plains, shadowy creatures that drift through the lands causing misery and evil.

Powers
END
Sense Life: Spatial Awareness
Shadow Form: Desolidification
4
Undead: Life Support (full)
0
Resistant: Armor 10 PD, 10 ED vs non magical attacks
Partially Desolid: Damage Reduction 50%
rPD, rED
Infernal Eyes: Flash Defense 5
Hardy: Power Defense 10
Shadow: Life Support (cold extremes)
Read Corruption: Telepathy 8D6
4
Lesser Corruption: Mind Control 9D6; 1/2
3
END Cost, Telepathic, Only to make people
act evil
Greater Corruption: Minor Transformation
18
14D6 (animal to Fell Animal); No Range,
Extra Time Full Phase, Concentrate 1/2
DCV, only works on animals

Personality/Motivation: Corrupters delight in subverting


the good and turning something beloved and beautiful into
something horrible, twisted, frightening, and evil.
Powers/Tactics: The Corruptor is always partly shadow,
and as such is difficult to harm - especially with non magical
attacks. The Corruptors most feared abilities are the power
to change ordinary creatures into Fell Animals, demonic
monsters; which change is permanent until dispelled. This
transformation requires at least 26 extra rolled on the die to
pay for the 136 points of powers granted by the Fell Animal
template. For the most potent abilities, 29 points need to be
rolled in excess of the points to transform the creature.
Corrupters will tend to ride a mount they have corrupted,
such as a horse. The creature will work willingly with the
Corrupter as they both have similar goals and ideals, although being evil they will tend to betray the Corrupter at
inopportune moments as well out of sheer spite.

Corrupt Soul: Drain 2D6 Stun


2
Corrupt Soul: Drain 1D6 CON; Linked to Stun 1
Drain
Corrupt Soul: Drain 1D6 END; Linked to Stun 1
Drain
Corrupt Matter: Dispel 10D6 Body; Only vs
inanimate objects
Corrupt Matter: Drain 1D6 Body; Only vs
inanimate objects

Corrupters are also able to cause temporary corruption in


any target, bringing out the evil within and enhancing it.
They can taint the soul of a target, causing pain and weakness, and lastly they are able to rot and decay in objects with
a touch. Most simpler and less potent items simply rot and
corrode instantly.

3
1

Campaign Use: Corrupters are very powerful, disturbing


creatures that can be very difficult for even an experienced
group to face, especially if it has had time to corrupt a few
local animals. It will turn mounts into allies, corrupt pets
and send them at the party, and destroy equipment - none of
which is particularly well received by players.
Appearance: A Corruptor simply looks like an empty,
wispy, black robe that is partly translucent and blows in a
spectral breeze. The hood is up and shows no features inside, just blackness.
81

DEMONS

FELKNIGHT
Val Char Cost
23 STR 13
17/21 DEX 21
- CON 15 BOD 10
14 INT
4
18 EGO 16
25 PRE 15
2 COM -4
10
10
5
0
0
-

PD
ED
SPD
REC
END
STN

Movement:

Cost
8
53a
37b
7c
7c
7
11
37
5
6
32

17
15
2
Cost
5
4
10
6
15
13
4
4
1
2
2
2
2
3

15
30
23
-10
0
-

PTS
-5

Soldier (Lieutenant)
Roll
1412121213149-

Notes
Lift 640kg: 3 1/2D6
OCV: 7 DCV: 6

PER Roll: 12EGO Roll: 13-/18PRE Attack: 5D6

-10
-10
-15

Total Disadvantage Points: -40

ECV: 6

Ecology: Felknights are Demons, riding through the abyssal


plains astride Nightmares. They are found only in the nether
realms unless summoned to another world.

Total: 10 (0 rPD)
Total: 10 (0 rED)
Phases: 3, 5, 8, 10

Personality/Motivation: Although as evil and horrible as


any demon, Felknights are honorable in their own way.
They will show no mercy or honor to anyone they consider
beneath them, which includes most of the world, but any
combattant that is a significant challenge or of great enough
reknown they will treat with respect and dignity, even
honor. Felknights are rapacious warriors, they destroy everything of a foe, killing entire families, destroying cities, and
annihilating a foes ability to fight for generations.

Total Characteristics Cost: 133


Running: 7/14
Leaping: 5/10

Powers
Demon: Elemental Control (8 points)
Cannot be Knocked Out (loses no powers)
Full Life Support
No Hit Locations
Does Not Bleed
Tireless: Running 0 END Cost
Tireless: Strength 0 END Cost
Deflect: Missile Deflection (arrows); Damage
Shield, Continuous
Demon Eyes: Infrared Vision
Demon Eyes: Telescopic Sense +2 (sight)
Steed: Summon Nightmare (453 points); 0
END Cost, Extra Time Full Turn, Concentrate
1/2 DCV, OIF blood of a defeated enemyexpended, Gestures
Call Weapon: Teleport 7; Indirect, Ranged,
0 END Cost, Only to recall equipment
Demonic: Power Defense 5
Swift: Running +1 (7 total)

Disadvantages
Vulnerability: x1 1/2 Effect from Presence Attacks
by Holy Men
Vulnerability: x1 1/2 Body from Holy Attacks
Vulnerability: x1 1/2 effect from Holy Attacks
Susceptibility: 1D6 per turn in holy places

END

Powers/Tactics: Felknights are superb warriors, some of


the finest fighters that can be encountered. They are swift
and skilled, impossible to flank and even capable of skillful
combat while utterly blind. Add to this their demonic abilities such as seeing in the dark, never tiring out, being impossible to knock out, immunity to poison and such, and the
Felknight is a frightening foe.

0
0
0

But it gets worse. Felknights are skilled at flicking projectiles out of the air that are sent at them, without even breaking stride in combat. They can call their weapon to them
even if it has been disarmed, and can summon a Nightmare
by drawing a diagram with a defeated foes blood.

Felknights are usually equipped in Ebon plate armor and


weild weapons made of the same dire metal. This makes
them even more lethal and difficult to defeat.

Ebon Plate: 11 PD, 9 ED armor (-2 PER due to helm), 30


KG weight (no penalties with the Felknights strength), and
+5 presence (total 30).

Skills and Talents


Combat Skill Level: OCV +1
Weapon Familiarity:
Defense Maneuver IV
Lightning Reflexes +4
Combat Sense 12Ego Roll +9; Only to control Nightmare Steed
Language: Morianic (fluent, without accent)
Language: Perelen (fluent, without accent)
Literate
High Society 14Conversation 14Persuasion 14Interrogation 14Cultured (Skill Enhancer for Presence-based skills)

Campaign Use: Felknights are captains of the Demon armies, warriors from the nether realms. They will only be
active on the mortal worlds if summoned, and few are mad
enough to do so.
Appearance: Felknights look like a very tall, strong, and
broad human being with green eyes like a goats, pointed
ears, tiny horns on the forehead, and red skin.

Total Powers & Skills Cost: 317


Total Cost: 450
82

DEMONS

FIRE DEMON
Val Char Cost
40* STR 5
17 DEX 21
23 CON 26
18* BOD 6
13 INT
3
18 EGO 16
25 PRE 13
0 COM -5

PTS
-10
-5
-5
-0

Devil
Roll
171214131213149-

Notes
Lift 6400kg: 8D6
OCV: 6 DCV: 4*

PER Roll: 12EGO Roll: 13PRE Attack: 5D6

-10
-25

ECV: 6

Disadvantages
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Temperatures cooler than lava, 1D6/
Hour
Susceptible: Holy Locations 1D6/Phase
Susceptible: Being immersed 2D6 Drain Elemental
Control per segment, recover per turn

Total Disadvantage Points: -55


10
15
4
10
50
41

PD
7
ED
10
SPD 13
REC 0
END 12
STN 0

Movement:

Cost
34
a33

b46

15
10
37

10
18
9
45
5
4
5
15
7
5

Total: 16 (6 rPD+)
Total: 21 (6 rED+)
Phases: 3, 6, 9, 12

Ecology: Fire Demons come from the fire pits of hell, from
the chasms of lava and destruction where they punish the
wicked.
Personality/Motivation: Fire Demons are filled with hate,
anger, and wickedness that blazes like their fiery form. Evil
to the core, Fire Demons revel in causing sorrow, pain, fear,
and destruction.

Total Characteristics Cost: 127


Running: 6/18
Leaping: 2 1/2/5
Flying: 7/14

Powers/Tactics: Fire Demons are constantly ablaze with


withering heat, which makes it painful to even be near one,
but they can attack with this fire as well as with a whip or
sword of pure flame and death. Fire Demons have wings
and can fly, but do so only rarely. Like most demons, the
Fire Demon is very hard to harm with non-magical attacks
and is otherwise resilient to other attacks. Regions cooler
than magma are uncomfortable to Fire Demons, and they
spend little time outside that kind of region. Being immersed in water or other cool, non-flammable liquids will
douse their flames as well.

Powers
END
Fire Powers: Elemental Control (34 pts)
Fiery Form: Hand-to-Hand Killing Attack
0
1D6; Area Effect Megahex, 0 END Cost,
Continuous, Persistent, Inherent, Damage
Shield, Always On, Strength Does not add to
damage
Flame Control: Energy Blast 8D6; Area Effect 8
Any (+1)
Fire Immunity: Damage Reduction 50% rED;
only vs fire (-1)
Fire Immunity: Armor 14 ED; only vs fire (-1)
Growth 5 levels (-5 KB, +2 PER to be seen,
1 reach); Persistent (+1/2), Inherent (+1/4),
0 END Cost (+1/2), Always On (-1/2)
Magical: Armor 10 PD; only vs non magical
attacks (-1/2)
Tough Hide: Armor 6 PD, 6 ED
Wings: Flight 7; Restrainable (-1/2)
Demonic: Full Life Support
Strong Will: Mental Defense 8
Strong Will: +2 Ego Roll when summoned
Strong Eyes: Flash Defense 5

Campaign Use: Very difficult to control if summoned, Fire


Demons are rarely used as minions by Demonologists. Instead, they are sometimes encountered as a mistaken summoning, a failed spell with a horrid side effect, or the result
of a fiery cataclysm involving dark magics (such as the explosive destruction of an evil sorcerers tower).

0
1
0
0
0
0

Appearance: Fire Demons are enormous, deadly monsters


as tall as a giant. Their body seems to be made of magma,
cracking and glowing beneath a darker crust, with fire leaking out and flaring as they move. Usually wreathed in flame
and smoke, the actual form of the Fire Demon can be difficult to discern.

0
0

Sword: Hand-to-Hand Killing Attack 2D6 (4D6 3


with STR) vs PD; OAF weapon (-1)
Whip: Hand-to-Hand Killing Attack 1D6
1
(2D6 with STR) vs ED; OAF Weapon (-1)
Whip: 2 stretching; OAF Weapon (-1)
1

Total Powers & Skills Cost: 299


Total Cost: 426

83

DEMONS

GOG
Char Cost
STR 0
DEX 12
CON 6
BOD 0
INT
0
EGO 6
PRE 8
COM -3

8
10
3
5
50
22

PD
6
ED
7
SPD 6
REC 0
END 12
STN 0

Movement:

Cost
12
20
45
2
5
5
5
4
2
50
4u
4u
3u
4u

Cost
2

Ecology: Gog are not a powerful Demon, but they are more
rare than the Hordeling and a powerful force in the infernal
armies. This elite status gives them more status in the ranks,
but still beneath the cruel Lashers.

Soldier (grunt)

Val
10
14
13
10
10
13
18
4

Roll
1112121111121310-

Notes
Lift 200kg: 2D6
OCV: 5 DCV: 5

Personality/Motivation: Like other Demons, Gogs are evil


and cruel, and these especially love burning and explosions
and causing painful scalding burns.

PER Roll: 11EGO Roll: 12ECV:4


PRE Attack: 3 1/2D6

Powers/Tactics: Gogs manipulate fire, flinging it around


with malicious glee. They can burn a single target or send
an explosion into their enemies, surge with fire around them,
or even give up to 4 other targets (and the Gog) an aura of
flame that burn anyone who hits them. Gogs tend not to use
any other weapons, although they can wield one with some
basic skill.

Total: 11 (3 rPD +10)


Total: 15 (5 rED +10)
Phases: 4, 8, 12

Total Characteristics Cost: 60


Campaign Use: A Gog adds significant threat to a basic
squad of Demons. One Gog with six Hordelings and 3 Venomslingers led by a Lasher can be a very lethal squad to
daunt even the most experienced adventurer group.

Running: 7/14
Leaping: 2/4

Powers
Tough: Armor 3 PD, 5 ED
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Demonic: Life Support (full)
Swift: Running +1
Strong Will: Mental Defense 5
Demon: Power Defense 5
Heat Sight: Infrared Vision
Frog Legs: Leaping +4 (6 total)
Swift: Running +1 (7 total)

END
0
-

Appearance: Gogs look like stooping, broad shouldered


bipedal toads with a flaming beard and mane. Long spikes
grow from their backs and their face is drawn with a horrid,
wicked leer.

0
1
0
0
1
1

Fire Powers: Multipower (45 pts)


Firecast: Energy Blast 9D6
4
Fireball: Energy Blast 6D6; Explosion Effect
4
Fire Burst: Energy Blast 5D6; Area Effect
4
Megahex, No Range
Fire Ward: 1D6 Energy Blast; NND, Does Full 4
Damage, Usable By Others up to 4 at once,
Continuous, Damage Shield, Persistent, Ranged,
Uncontrollable
Skills and Talents
Weapon Familiarity: Common Demon Melee

Total Powers & Skills Cost: 167


Total Cost: 227
PTS
-10
-10
-5
-5
-5

Disadvantages
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -35

84

DEMONS

HELLCAT
Val
18
23
14
12
10
15
25
10
6
4
5
7
28
28

PD
ED
SPD
REC
END
STN

Movement:

Cost
20
15
12
5
6
5
3
2
2
5
45
25
4m
2u
2m
2u
1u
2u

Cost
3
5
3
1
2

PTS
-15
-10
-5
-5
-10

Hellbeast

Char Cost
STR 8
DEX 39
CON 8
BOD 4
INT
5
EGO 10
PRE 15
COM 0
3
1
17
0
0
0

Roll
1314121110101411-

Notes
Lift 280 KG: 3 1/2 D6
OCV: 8 DCV: 8

PER Roll: 12-/14EGO Roll: 11PRE Attack: 5D6

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Holy Locations 1D6/Phase

Total Disadvantage Points: -45

ECV:5

Ecology: Hellcats are powerful predators that stalk the


Abyssal plains in search of something to torment and mangle. They are sometimes summoned by powerful demonologists, and will also sometimes show up as a side effect to a
poorly cast spell. Continued, horrific acts of evil in a single
location can sometimes weaken the barrier and let one slip
through as well.

Total: 10 PD (4 rPD)
Total: 8 ED (4 rED)
Phases: 3, 5, 8, 10, 12

Total Characteristics Cost: 110


Personality/Motivation: Hellcats are devious creatures that
love to appear friendly and turn on their allies, sneak around
and cause trouble to blame on others, and especially to toy
visciously and brutally with a victim for hours before the
kill.

Running: 9/18 (21/42)


Leaping: 3 1/2/7 (10/20)

Powers
Bite: HKA D6+1 (2 1/2D6 w/STR)
Claws: HKA 1D6 (2D6 w/STR)
Tough Hide: Armor 4 PD, 4 ED
Heat Sight: Infrared Vision
Swift: Running +3 (9 total)
Keen Senses: Discriminatory Sense (smell)
Keen Senses: Enhanced Perception +1 (all)
Keen Ears: Enhanced Perception +2 (hear)
Keen Nose: Enhanced Perception +2 (smell)
Demonic: Power Defense 5
Demonic: Full Life Support

END
2

Speed: Multipower (25 pts)


Dash: Running +12 (21 total)
Long Distance Run: Running NC x8 (total 96);
0 END Cost
Bound: Leaping +7 (10 total)
Flurry: Autofire HKA 1D6 (1 1/2D6 w/STR)
Dash over Water: Gliding 21; Only on a
surface
Scout: Clairsentience (Sight, touch); Only to
places it can run to

Powers/Tactics: A Hellcat is blindingly fast, able to cover


huge sections of ground in seconds and move so swiftly they
are hard to even see. Hellcats fight much like any ordinary
big cat, but hit harder and can hit extremely fast. They can
jump over seventy feet on the run and dash as faster than
175 miles per hour flat out. Hellcats are very intelligent and
clever, able to understand common Morianic and read documents.

2
-

Campaign Use: Hellcats can be summoned as a servitor to


a powerful mage, or by a powerful demon. They also might
be protecting some particularly evil location or item.

2
0

Appearance: Hellcats are lean, long cats with large paws


and furless black skin inky as night without reflection.
Their eyes and mouth glow with greenish fire from inside,
and around their neck and head is a mane of porcupine
quills. Their fangs are exaggerated like a sabertooth tiger,
and they stand about the same size as a panther, around 5-6
feet in length plus their tail, which by the end is totally
skinless and skeletal.

1
2
2
2

Skills
Climbing 12Concealment 11Stealth 12Literacy
Language: Morianic (fluent conversation)

Total Powers & Skills Cost: 171


Total Cost: 281

85

DEMONS

Notes
Lift .2kg: 0D6
OCV: 6 DCV: 8*

Ecology: Hellflies are swarming horrors that move through


the plains of hell attacking everything that they can with
cruelty and vicious hatred. Like most demons, hellflies need
not eat nor reproduce.

PER Roll: 11EGO Roll: 12PRE Attack: 2D6

Personality/Motivation: Hate, cruelty, brutality, anger, and


evil define the personality of the hellfly. Intelligent and
filled with malice, hellflies exist only to torment and horrify
anyone they encounter.

HELLFLIES
Val
-35
17
18
8
10
17
10
10

Char Cost
STR -45
DEX 21
CON 16
BOD -4
INT
0
EGO 14
PRE 0
COM 0

1
2
4
4
36
20

PD
1
ED
-1
SPD 13
REC 0
END 0
STN 3

Movement:

Cost
24

Hellbeast
Roll
12131111121111-

ECV: 6

Total Characteristics Cost: 26

15
45
-2
-10

Unable to Swim: Swimming 2


Slow Runner: Running 5

24

10
3
1
6
6
10
37
17

Campaign Use: Hellflies are more than a nuisance, and can


be very dangerous to lower level characters. Although not
as resistant to normal attacks as many demons, hellflies are
still a force to be reckoned with. They can accompany more
potent demons when summoned, or sometimes show up as a
side effect of a spell not cast properly.

Running: 1/2
Leaping: 0

Powers
END
Made of bugs: Damage Reduction 50% rPD;
0
Not vs AE attacks
Made of bugs: Damage Reduction 25% rED;
0
Not vs AE attacks
Made of bugs: Desolidification; 0 END Cost,
0
Does not protect against damage, Only to pass
through small openings
Wings: Flight 5
1
Tough: Armor 1 PD, 1 ED
0
Insect Legs: Leaping 1
1
Many 6 legged creatures: Extra Limbs (many); 0
Inherent
Many Eyes: 360-degree Perception (sight);
0
Inherent
Insect Legs: Clinging
0
Insect Bite: HKA D6-1; Penetrating, Autofire, 0
0 END Cost
Poison: Drain 1D6 Presence; recover per day, 0
16 Charges, Only if bite does Body Damage,
No effect on unliving tissue
Immune to heat: Armor 10 ED; only vs fire
0
Demonic: Life Support (all)
0

12

Powers/Tactics: Hellflies attack by biting and stinging their


victim with painful attacks, several at once. Their venom
causes bloating and depression in the target, reducing their
charisma and self-worth. Due to their composition, a swarm
of hellflies can fly through very small openings and is difficult to score a solid hit on.

Total: 2 (1 rPD, 50%)


Total: 2 (1 rED, 25%)
Phases: 3, 6, 9, 12

Appearance: Like a swarm of ordinary insects, hellflies are


not made up of one body, but rather dozens. Up to three
inches in length, these horrors are a cross between a scorpion and a locust. Each has a lurid, hateful face of a man
with many insect eyes, and is colored in bright metallic reds,
oranges, and purples. Their wings make a sound like children screaming, and when at rest, they will sing with a
sound like a blend of fingernails on a chalkboard and metal
bending. The resulting awful sound carries for miles.

Total Powers & Skills Cost: 190


Total Cost: 216
PTS
-15
-10
-5
-5
-10

Disadvantages
Psych Lim: No Fine Manipulatory Ability
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Holy Locations 1D6/Phase

Total Disadvantage Points: 45


86

DEMONS

HELLHOUND
Val
18
18
18
10
10
15
25
10

Char Cost
STR 8
DEX 25
CON 16
BOD 0
INT
0
EGO 10
PRE 15
COM 0

8
5
4
8
36
30

PD
4
ED
1
SPD 12
REC 0
END 0
STN 0

Movement:

Cost
19
26a
21b

17c
12d

Notes
Lift 320kg: 3D6
OCV: 5 DCV: 5

PER Roll: 12-/14EGO Roll: 12PRE Attack: 5D6

Ecology: Hellhounds are powerful doglike Demons that are


kept by more powerful demons and used as hunters. Wild
packs of Hellhounds also roam the abyssal plains, attacking
any they can. Hellhounds are often summoned by demonologists as they tend to be a little easier to control than many
Demons.

Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12

Personality/Motivation: As long as their master is doing


evil deeds, Hellhounds tend to go along willingly, although
they will destroy everything in their path unless controlled
and are very damaging to their homes. A mage might summon one of these beasts to guard his keep and come back to
a charred ruin.

Total Characteristics Cost: 91


Running: 7/14
Leaping: 3/7

Powers
END
Demon Powers: Elemental Control (19 pts)
Demonic: Full Life Support
Heat Aura: RKA 1/2D6; Damage Shield,
0
Continuous, 0 END Cost, NND, Full Damage,
Always On
Fire Gush: RKA 2D6; Area Effect Hex, No
4
Range
Flame Jump: Teleportation 11, x8 NC (176
4
total); OIF Open Flame
Bite: HKA 1D6 (2D6 w/STR)
Tough Hide: Armor 5 PD, 7 ED
Keen Nose: Discriminatory Sense smell
Keen Nose: Tracking Sense smell
Keen Nose: Enhanced Perception +2 (smell)
Keen Senses: Enhanced Perception +1 (all)
Keen Ears: Enhanced Perception +1 (hearing)
Keen Ears: Ultrasonic Hearing
Heat Sight: Infrared Vision
Swift Runner: Running +1 (total 7)
Demonic: Power Defense 5

2
1
-

17

Growl: Drain 1D6 Presence; Recover per


minute, Area Effect Explosion
Growl: Drain 1D6 Running; Explosion Effect,
Linked to Presence Drain

Cost
6

Disadvantages
Physical Limitation: Limited Manipulatory Ability
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Holy Locations 1D6/Phase

Total Disadvantage Points: -45

ECV: 5

20
18
5
10
4
3
2
5
5
2
5

10

PTS
-15
-10
-5
-5
-10

Hellbeast
Roll
1313131111121411-

Powers/Tactics: Hellhounds are constantly wreathed in


flames and intense heat that damage any who come too
close. Further, they can breathe this fire in a huge gout in
front of their head. Hellhounds are able to leap from flame
to flame, even crossing about a quarter mile at a time if they
take a few moments to concentrate. The Growl of a Hellhound causes fear and weak knees in anyone who is nearby.
Campaign Use: Hellhounds are good pets for a powerful
Demon to have, on a leash. They are excellent guardians as
well, never sleeping and with incredibly keen senses.
Appearance: A Hellhound looks like a horrific rotting
black and deep red hound of enormous size, at least 5 feet in
length and 3 feet tall or more. Their shoulders are hunched
high, their jaws huge, flames dripping from them like saliva.
Fire flickers around them showing the constant heat, and
their eyes, mouth, and nostrils show flames from within that
flare with anger or excitement.

Skills and Talents


Combat Skill Levels: Bite OCV +2

Total Powers & Skills Cost: 207


Total Cost: 298

87

DEMONS

HELLSWARM
Val
23
14
20
14
10
14
20
2
15
10
3
9
40
40

Char Cost
STR 13
DEX 12
CON 20
BOD 8
INT
0
EGO 8
PRE 10
COM -4
PD
ED
SPD
REC
END
STN

Movement:

Cost
20
12
45
10
10
5
5
45
5
10
10
20

13
15
36

28

22

Cost
7

5
6
6
0
0
4

PTS
-15
-10
-10
-5
-5
-5

Hellbeast
Roll
141213121112139-

Notes
Lift 640kg: 4 1/2D6
OCV: 5 DCV: 5

PER Roll: 11EGO Roll: 12PRE Attack: 4D6

Disadvantages
Physical Limitation: Animal Intelligence
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

ECV: 5
Total Disadvantage Points: -50
Ecology: Hellswarms are horrible clusters of demonic beelike creatures that can be found almost anywhere in the infernal plains. They hunt anything they can find to cause it
pain and devour its twitching, poisoned remains.

Total: 19 (4 rPD 50%, +10)


Total: 14 (4 rED 25%)
Phases: 4, 8, 12

Personality/Motivation: Hellswarms are simple creatures


of little intellect but great malice and malevolance. They
seem created to play on two deep fears: bees and skeletons.

Total Characteristics Cost: 88


Running: 6/12
Leaping: 4 1/2/9
Flying: 5/10

Powers/Tactics: Hellswarm are a single demon in the body


of hundreds of individual bees. This makes them difficult to
harm, and able to see all around them at once. The
Hellswarm is able to separate and send either an individual
bee to scout a remote distance, or a group to cover someone
and sting them over time. The Hellswarm can even fan out
into a huge cloud, obscuring sight and stinging everything in
the area. The bees can cause the skeletal remains they cluster around to swing at a target and rend them as well.
Hellswarms constantly replace the individual slain or lost
bees, healing rapidly over time. The entire mass can also
fall to the ground and be very convincingly dead to all appearances.

Powers
END
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Tough: Armor 4 PD, 4 ED
Tough: Damage Reduction 50% rPD, 25% rED Healing: Regenerate 1 Body/Turn
Healing: Heal 1D6 Body
1
Tough Mind: Mental Defense 5
Protected: Power Defense 5
Demonic: Life Support (all)
Heat Sight: Infrared Vision
Bees: Flight 5
1
Bees: 360-Degree Perception (sight)
Remote Bee: Clairsentience (sight, hearing)
4
800; IIF bee, Cannot pass through solids,
moves at 16 per phase
Swarm Energy: Endurance Reserve 30 END,
10 REC
Claw: HKA 1D6 (2D6 w/STR)
1
Sting: RKA 1D6; Penetrating, Continuous,
0
Uncontrolled, 4 Recoverable Turn-Long
Charges, Range based on Ego

Campaign Use: Hellswarms can be the result of a botched


summon or come along with another summon by accident,
they are rarely if ever summoned intentionally.
Appearance: A Hellswarm looks like a cluster of thousands
of red, inch-long angry looking bees around a twisted, evil
looking blackened skeleton. The bees constantly swarm
around the skeleton with an angry hum and move the bones
around as if they are animated.

Swarm: RKA 1D6; Penetrating, Explosion


6
Effect, Continuous, Uncontrolled, Personal
Immunity, No Range, cannot use Sting while in
effect, Cannot use at half body or lower
Swarm: Darkness (sight, hearing) 3 radius;
6
Personal Immunity, Does not stop speech,
Cannot use at half body or lower, No Range,
Linked to RKA Swarm
Skills and Talents
Simulate Death 14-

Total Powers & Skills Cost: 318


Total Cost: 406
88

DEMONS

HORDELING
Val Char Cost
20* STR 5
14 DEX 12
15 CON 10
11* BOD 0
10 INT
0
17 EGO 14
20 PRE 10
4 COM -3
6
7
3
6
30
30*

PD
ED
SPD
REC
END
STN

Movement:

Cost
7

3
4
6
0
0
3

Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

PER Roll: 11EGO Roll: 12PRE Attack: 4D6

Personality/Motivation: Hordelings are sentient but are so


conditioned as soldiers they have little individual personality
or motivation. Hordelings follow orders
ECV: 6

Running: 8/16
Leaping: 1 1/2/3

2
5

Skills
Familiarity with Demon Weapons
Combat Skill Level: Hand-to-Hand Combat +1

13

Campaign Use: Hordelings are good mid-level foes, and as


demons are always good enemies. These creatures can appear often as a side effect to a failed spell casting, and also
are summoned by more potent demons as minions.

Total Characteristics Cost: 64

5
5

45
4
4
5
22

Powers/Tactics: Hordelings attack with their odd, hellish


weapons in most cases, although the ones with stingers will
use this poisonous sting as well. Unlike most demons, Hordelings are well-ordered and military, and will attack with
strategy and formation if in a group.

Total: 9 (3 rPD)
Total: 12 (5 rED)
Phases: 4, 8, 12

Powers
END
Huge: Growth (1 level) -1 KB; Persistent, 0
0
END Cost, Inherent, Always On (*)
Tough: Armor 3 PD, 5 ED
0
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Demonic: Life Support (full)
0
Swift: Running +2
0
Tireless: Half END Cost Running
1
Tireless: Half END Cost Strength
1
Tail: HKA 1D6 (2D6 with Strength);
2
Armor Piercing
Venom: Drain 3D6 Stun; 6 Charges, Gradual
6
Effect One Turn, only if Tail does Body damage
Strong Will: Mental Defense 5
0
Demon: Power Defense 5
0

12
20

Ecology: Hordelings are the footsoldiers of hell, the grunts


and infantry. They number in the millions, marching in formation before the demon lords.

Soldier (grunt)
Roll
1312121111121310-

Appearance: Hordeling look like a monstrous skeletal


form, standing about eight feet tall, with slight variations in
shape. Usually tiny greenish worms crawl on the bone-like
body of the Hordeling, as if to devour its bony flesh.

Total Powers & Skills Cost: 139


Total Cost: 203
PTS
-10
-5
-5
-10

Disadvantages
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Holy Locations 1D6/Phase

Total Disadvantage Points: -30

89

DEMONS

LASHER DEMON
Val Char Cost
35* STR 0
14 DEX 12
20 CON 20
16* BOD 6
10 INT
0
14 EGO 8
25/45 PRE 15
0 COM -5

Roll
161213121112149-

Total Powers & Skills Cost: 292


Total Cost: 370

Soldier (Sergeant)
Notes
Lift 3200kg: 7D6
OCV: 5 DCV: 3*

PER Roll: 11EGO Roll: 12PRE Attack: 5D6

PTS
-10
-10
-5
-5
-5

ECV: 5

Disadvantages
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -35


12
10
3
6
40
35*

PD
ED
SPD
REC
END
STN

8
4
6
0
0
4

Movement:

Cost
23

15

20
12
45
10
10
5
5
45
13
15
40
4u
4u
2u

2u

-2
Cost
4
3
7
10
4

Total: 16 (4 rPD 50%, +10)


Total: 14 (4 rED 25%, +10)
Phases: 4, 8, 12

Ecology: Lasher Demons are the Sergeants of the infernal


hordes, keeping the troops in line and directing them according to the wishes of the Dukes. A Lasher Demon is charged
with a number of grunts made up primarily of Hordelings
and Venomcasters, and through force of personality and
strength, not to mention their ever present whip, they keep
these monsters in line, more or less.

Total Characteristics Cost: 78


Running: 6/12
Leaping: 0

Personality/Motivation: Although more disciplined than


the average Demon, Sergeants twist this into hate and domination, using every opportunity to humiliate and shame, to
control their soldiers. The more destruction, misery, rape,
and horror their troops cause, the more glee the Lasher Demon will feel.

Powers
END
Huge: Growth (3 levels) -3 KB, +1 PER to be 0
seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Burly: Density Increase (2 levels) -2 KB;
0
Inherent, Persistent, 0 END Cost, Always
On ()
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Tough: Armor 4 PD, 4 ED
Tough: Damage Reduction 50% rPD, 25% rED Healing: Regenerate 1 Body/Turn
Healing: Heal 1D6 Body
1
Tough Mind: Mental Defense 5
Protected: Power Defense 5
Demonic: Life Support (all)
Shout: Presence +20; Only for Offense or rally Whip: Stretching 3
1
Whip: Multipower (40 pts)
Whip: HKA D6+1 (2 1/2D6 w/STR); Area
Effect Line
Whip: HKA D6+1 (2 1/2D6 w/STR); Area
Effect Cone
Spur: Aid 2D6 STR, OCV, PD, ED; Four stats
at once, only affects demons, Extra Time Full
Phase
Crack: HTA 5D6 (10D6 w/STR); Explosion
Effect, Only to add to Strength Damage

Powers/Tactics: Lasher Demons are infamous for their


barbed, evil whip. They can use this whip in horrible ways,
primarily to cause agony and woe to their enemies. They
can even crack the whip in the air and cause painful damage
to everyone in the area. The most sinister use of the whip,
however, is on their own troops, creating increased fervor
and power in them to fight better. It increases Strength,
OCV, PD, and ED for a full turn, fading rapidly. The
Lasher Demon can also issue a mighty shout to daunt his
enemies or rally his troops (useful if a priest is around).
Note: the whip is actually part of the Lasher Demon and
cannot be removed while it is alive.
Campaign Use: A Lasher Demon should not be encountered alone, it is a squad creature. 5-10 less powerful demons would be appropriate, such as Hordelings. One might
show up with a pet Blender or swarm of Hellflies.

4
4

Appearance: Lasher Demons look like hulking, gigantic


horrors, vaguely humanoid with their ribs spread open and
guts hanging down between their legs in a sagging moist
sac. Horns and spikes jut from their body, and one hand
holds a long, barbed, evil-looking whip.

Leaping -2
Skills and Talents
Disarm (-1 OCV, +1 DCV, 45 STR)
Throw (+2 OCV, -1 DCV, Target Falls, 8D6
damage)
Tactics 13Combat Skill Levels: OCV +2
Weapon Familiarity: Common Weapons
90

DEMONS

LEMURE (Maggot Demon)


Val
-10
11
13
8
10
14
13
2
1
3
3
3
26
20

Char Cost
STR -20
DEX 3
CON 6
BOD -4
INT
0
EGO 8
PRE 3
COM -4
PD
ED
SPD
REC
END
STN

Movement:

Cost
7
a37
b7
c37
9
30
18
5
5
15
45
-10

3
0
9
0
0
5

Roll
711121111121210-

Ecology: Lemures, or maggot demons, are the least of the


demonic hosts. It is speculated that this is the fate of the
soul who through evil and a wicked life finds its eternity in
the infernal dimensions. Lemures, like other demons, are
not required to eat, breathe, or continue any other normal
human requirement to survive, and do not breed.

Devil

Notes
Lift 6kg: 0D6
OCV: 4 DCV: 4

PER Roll: 11EGO Roll: 12ECV: 5


PRE Attack: 2 1/2 D6

Personality/Motivation: Filled with evil, hate, and vicious


cruelty, lemures are horrid little things. Some believe that
the worst, most practiced sin in life is amplified a thousand
times in perdition and this defines each lemures personality.

Total: 2 (1 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12

Powers/Tactics: Unable to do much real physical harm,


each lemure can project its mind into a victim and cause
painful and disorienting cruelty and horror to wrack their
mind. Eventually, unconsciousness results, and the lemure
will often chew their way through the victims throat if they
are not otherwise engaged. As a demon, the lemure is very
resilient, especially to normal attacks, although it is also
hard to hurt with many magical attacks as well.

Total Characteristics Cost: 9


Running: 1/2
Leaping: 0

Campaign Use: Lemures sometimes will appear when


more potent demons are summoned or as an unfortunate side
effect of a poorly cast spell. Otherwise, while very common
in hell, the demons will rarely be seen in ordinary places.

Powers
END
Automaton Powers: Elemental Control (8 pts)
Undead: Cannot be Knocked Out (loses abilities) 0
Undead: Does not bleed
0
Undead: Life Support (full)
0
Tough: Armor 1PD, 1 ED
Mind Bend: Ego Attack 3D6
Demonic: Armor 6 PD; Only vs non magical
attacks
Tough Mind: Mental Defense 5
Protected: Power Defense 5
Immune to heat: Armor 10 ED; only vs fire
Demonic: Life Support (all)
Slow: Running 5

Appearance: Lemures appear to be enormous, glistening


bloated pale maggots, often crawling with red mites and
slug-like brownish creatures. They have no arms or legs, but
have a very human face on them that is twisted in hate, rage,
and bitterness.

0
3
0
0
0
0
0

Total Powers & Skills Cost: 215


Total Cost: 224
PTS
-15
-10
-5
-5
-10

Disadvantages
Psych Lim: very limited manipulatory ability
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks
Susceptible: Holy Locations 1D6/Phase

Total Disadvantage Points: -45

91

DEMONS

MAGGOT CRAWLER FIEND


Val Char Cost
30* STR 0
14 DEX 12
23 CON 26
20* BOD 8
18 INT
8
18 EGO 16
25 PRE 15
2 COM -4
8
10
4
7
46
35*

PD
6
ED
5
SPD 16
REC 0
END 0
STN 0

Movement:

Cost
30

40
20
12
10
10
5
5
15
45
22
15

8
10
36
30
64

Cost
9

Roll
151214131313149-

PTS
-20
-10
-10
-5
-5
-5

Devil

Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 3*

PER Roll: 13EGO Roll: 13PRE Attack: 5D6

Disadvantages
Physical Limitation: Blind, Deaf
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

ECV: 6
Total Disadvantage Points: -55
Ecology: Maggot Crawler Fiends are ghastly Demons that
live in the depths of hells sewers and ruins, dwelling where
even other Demons care not to visit. Lemure Demons feast
on its ever-healing flesh as it crawls through trash and ruin.

Total: 12 (4 rPD +10)


Total: 14 (4 rED +10)
Phases: 3, 6, 9, 12

Personality/Motivation: Maggot Crawler Fiends are awful, disgusting things that delight in rot and horror, in destruction and putrification.

Total Characteristics Cost: 108


Running: 10/20
Leaping: 2/4

Powers/Tactics: Reasonably capable spellcasters, the Maggot Crawler Fiend will learn Dark and Fire spells most often. They sometimes learn Demon spells but not very often,
as they are mostly beyond its limited magical range. Maggot Crawler Fiends crawl with Lemure Demons, and in
combat one of these things will be knocked loose or crawl
off to attack as well every phase. The Maggot Crawler Demon attacks with a clawing of one of its fingers, causing
painful wounds and often a horrid rotting disease. Just being near this demon is difficult, as they are constantly surrounded by a horrific stench, so overpowering it can make
even the strongest man weaker and less steady.

Powers
END
Giant: Growth (4 levels) -4 KB, +2 PER to
0
be seen, +1 Reach; Inherent, Persistent, 0
END Cost, Always On (*)
Maggot Spawn: Summon Lemure (224 pts) x8, 6
maximum 1 per phase
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Tough: Armor 4 PD, 4 ED
Healing: Regenerate 1 Body/Turn
Healing: Heal 1D6 Body
1
Tough Mind: Mental Defense 5
Protected: Power Defense 5
Immune to heat: Armor 10 ED; only vs fire
Demonic: Life Support (all)
Sense Motion: Spatial Awareness
Stench: Suppress 1D6 OCV, DCV, Dex Rolls,
and ECV; Four Stats at once, 0 END Cost,
Continuous, Uncontrolled, Explosion Effect,
Personal Immunity, Always On, Negated by
LS: Breathing of any kind
Scuttle: Running +4 (10 total)
2
Scuttle: Clinging (30 STR)
Magic: Spell Pool (30 pts)
-

Campaign Use: Maggot Crawler Fiends are often side effects to a failed very powerful summon or incredibly catastrophic evil event. Trying to summon a Demonic Duke and
failing will probably result in one or two of these showing
up instead, uncontrolled.
Appearance: The Maggot Crawler Fiend looks like a gigantic, rotting and partially skeletal hand with Lemure Demons
crawling on it and feasting on the ever-regenerating flesh.
The fingernails are painfully split and jagged, long and
crusted with blood and chunks of rotting matter. The Hand
is about 15 feet in length and crawls around on its fingers
like a horrid spider.

Claw: HKA D6+1 (2 1/2D6 w/STR);


3
Penetrating
Rotting Sickness: Drain 2D6 CON, BOD, STR, 6
and END; Four stats at once, 1/2 END Cost,
Recover per day, Gradual Effect one turn, Only
if Claw does Body Damage, Linked to HKA
Skills and Talents
Magic Skill 16-

Total Powers & Skills Cost: 431


Total Cost: 539

92

DEMONS

NIGHTMARE
Val Char Cost
30* STR 5
17 DEX 21
0 CON 19* BOD 10
8 INT -2
18 EGO 16
25 PRE 15
10 COM 0
8
8
4
3
0
0*

PD
15
ED
24
SPD 13
REC 0
END 0
STN -

Movement:

Cost
8
53a
37b
7c
30

10
13
15
3
14
3
18
22

27
60
15
10
5
10
Cost
5
3

PTS
-15
-20
-5

Demon, Hellbeast
Roll
15121311131411-

Notes
Lift 1600kg: 6D6
OCV: 6 DCV: 5*

PER Roll: 11EGO Roll: 13PRE Attack: 5D6

-10
-10

Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Susceptibility: 1D6/Phase in Holy Places
Vulnerability: x1 1/2 Effect Presence Attacks by
Holy Men
Vulnerability: x1 1/2 Body from Holy Attacks
Vulnerability: x1 1/2 Effect from Holy Attacks

ECV: 6
Total Disadvantage Points: -60
Ecology: Nightmares are demonic steeds, ridden over the
infernal planes by Demonic warlords and Felknights. They
are found in the mortal realms only by summoning or a terrible magical accident that rips the boundaries of magic.
Felknights can summon a Nightmare to ride at will, and at
times they will stay behind even after their master is gone.

Total: 11 (3 rPD 50%)


Total: 11 (3 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 91


Personality/Motivation: Evil to the core, these demons are
every bit as smart as a human and use every part of that intelligence to cause as much harm, sorrow, misery, and horror as it can. It will try to entice people to ride it, then lead
them on a murderous adventure. The Nightmare will pretend to be harmed to lure healers and sympathetic people
nearer. It will pretend to be possessed or enslaved to get
into places it can destroy and burn.

Running: 13/26
Leaping: 6/12

Powers
Undead: Elemental Control (8 points)
Cannot be Knocked Out (loses no powers)
Full Life Support
Does Not Bleed
Huge: Growth (4 levels) -4 KB, +2 PER to
be seen, +1 Reach; Inherent, Persistent, 0
END Cost (*)
No Hit Locations
Tireless: Running 0 END Cost
Tireless: Strength 0 END Cost
Tireless: Leaping 0 END Cost
Swift: Running +7 (13 total)
Jumper: Leaping +3 (6 total)
Bite: HKA 1D6 vs ED (2D6 w/STR); 0 END
Cost, Reduced Penetration
Kick: Hand-to-Hand Attack 3D6 vs ED (9D6
w/STR); 0 END Cost, Only to add to Strength
Damage
Tough Hide: Armor 3 PD, 3 ED
Demonic: Damage Reduction 50% rPD; Only
vs non magical attacks
Demonic: Power Defense 5
Soul Sight: N-Ray Vision (Only sees souls)
Heat Sight: Infrared Vision
Unholy Movement: Clinging (30 STR)

END
-

Powers/Tactics: As a mount, there are none better suited


for war. Intelligent and skilled in combat, the Nightmare
can react to its surroundings and fight without any need for
control by the rider. Nightmares are demons, and as such
need not breathe and eat like mortals do. Unaging, unaffected by attacks like poison, and highly resistant to non
magical attacks, the Nightmare is very dangerous to face.
As a demon, they are very vulnerable to holy attacks and
places.

0
0
0
0
0
0

Nightmares attack by kicking and biting, but the flames that


cover their hooves and boil from within cause these attacks
to be energy based, which usually is more lethal than physical to most targets. Nightmares can run very swifly, and
never tire. They can leap enormous distances, over 80 feet
with a running jump. Nightmares also see souls, which allows them to ignore disguises, invisibility, and other effects
that might fool other eyes. And worst of all, they can run up
sheer surfaces, even across ceilings.

Campaign Use: Nightmares are primarily steeds for


Felknights, although other greatly evil creatures could summon and ride one.

Skills and Talents


Combat Skill Level: OCV +1 Hand-to-Hand Combat
Tactics 11-

Appearance: A Nightmare looks like an utterly, totally


pitch black warhorse of huge stature, 6 at the shoulder. It is
so black it looks like a silhouette, almost draining light into
its form. The tail and mane are made of ever burning
flames, and the hooves burn with this same fire. Smoke and
flame jet from the nostrils and mouth of the Nightmare as
well, and its eyes burn like coals.

Total Powers & Skills Cost: 365


Total Cost: 456

93

DEMONS

RAZORWIRE FIEND
Val
30
17
18
10
10
11
25
10

Char Cost
STR 20
DEX 21
CON 16
BOD 0
INT
0
EGO 2
PRE 15
COM 0

10
8
4
10
36
35

PD
4
ED
4
SPD 13
REC 0
END 0
STN 1

Movement:

Cost
35

18
60
6
5
5
15
45
22
15
15
30
70

18

26

Roll
1512131111111411-

Ecology: Razorwire Fiends are ghastly creatures spawned


out of a nightmare that wander the infernal plains in search
of creatures to torment and mangle. These creatures are rare
even in hell and almost unheard of in the mortal realms.

Devil
Notes
Lift 1600kg: 6D6
OCV: 6 DCV: 6

PER Roll: 11EGO Roll: 11PRE Attack: 5D6

Personality/Motivation: For a Demon, Razorwire Fiends


are rather dull and stupid, but still full of malice and cruelty.
ECV: 4
Powers/Tactics: The Razorwire Fiend attacks the nearest
target until it is down, unleashing shards of razor sharp ribbons at groups if they are troublesome. It can reach out as
far as 20 feet in combat with a few strands of wire and use
them to slash or even wrap up a victim, causing constant
pain and tearing. The Razorwire Fiend has no eyes or ears,
but can sense movement around it very well and attack with
that sense. Attacks against the Fiend are reduced in effectiveness because of its springy nature and the many gaps in
its structure.

Total: 17 (7 rPD 50%)


Total: 13 (5 rED 50%)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 96


Running: 6/12
Leaping: 6/12

Campaign Use: This rarity might be a useful summon for a


more powerful Demon such as a Duke, or the result of a
horrible spell gone very wrong (or, depending on your perspective, right). Such a horror can keep an entire group at
bay for a surprising amount of time, although its damage
may be somewhat low for higher powered groups (except
the Lash attack, which will tend to affect nearly anyone).

Powers
END
Razor Edged: HKA 1D6; Armor Piercing, 0
0
END Cost, Damage Shield, Continuous,
Always On
Metallic Body: Armor 7 PD, 5 ED
Made of Strips: Damage Reduction 50% rPD, rED
Demonic: Armor 6 PD; Only vs non magical
0
attacks
Tough Mind: Mental Defense 5
0
Protected: Power Defense 5
0
Immune to heat: Armor 10 ED; only vs fire
0
Demonic: Life Support (all)
0
Sense Motion: Spatial Awareness
Uncoil: Stretching 3
1
Demonic Reach: Strength Affects Desolidified (4)
Lash: HKA D6+1 (2 1/2D6 w/STR); Armor
3
Piercing, Affects Desolid
Razor Spray: RKA D6+1; Autofire, Armor
0
Piercing, Area Effect Cone, 15 Charges

Razorwire Fiend wire can be used in various weaponmaking


pursuits, giving the edged or bladed weapon Armor Piercing
and +1 damage Class damage, but it takes a Spellsmithing
roll at 4 to succeed working the stuff into the weapon.
Appearance: A Razorwire Fiend looks much like an animate, somewhat humanoid shaped length of coiled, spiraled
and tangled razor wire. The flat, razor sharp, barbed ribbon
of steel begins at a ball of the stuff wrapped tight (the head
of the creature) and extend up to 12 meters at most.

Coil: Entangle 2D6, 3 DEF; Backlash, Attacks 0


can pass through, Affects Desolid, Cannot form
barriers, 1 reusable Charge, No Range, Attached
to Demon
Coil: HKA 1D6; Penetrating, Affects Desolid, 4
Continuous, Uncontrolled, Linked to Entangle,
Only as long as Entangle holds

Total Powers & Skills Cost: 385


Total Cost: 481
PTS
-10
-20
-10
-10
-5
-5

Disadvantages
Physical Limitation: Sub Human Intelligence
Physical Limitation: Blind, Deaf
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -60

94

DEMONS

SKULL DEMON
Val
15
17
15
8
14
11
20
0

Char Cost
STR 5
DEX 21
CON 10
BOD -4
INT
4
EGO 2
PRE 10
COM -5

5
8
4
6
30
30

PD
2
ED
5
SPD 13
REC 0
END 0
STN 6

Movement:

Cost
45

21
5
12
20
45
25
24
22
5

Ecology: Skull Demons are minor demons that can be found


outside the Abyssal cities and in trash heaps, tormenting
Maggot Demons.

Devil

Roll
121212111211139-

Notes
Lift 200kg: 3D6
OCV: 6 DCV: 12*

PER Roll: 12EGO Roll: 11PRE Attack: 4D6

Personality/Motivation: Skull Demons love to torment and


terrify, chase victims to their doom. Evil and hateful, these
monsters delight in causing misery.
ECV: 4
Powers/Tactics: A Skull Demon is very difficult to harm
with non-magical attacks, but is not particularly tough to
magical ones. They are small and difficult to hit, and can
move rapidly and comfortably in the air. Skull Demons can
bite for painful burning wounds, but prefer to breathe gouts
of flame at their foes. Skull Demons are also able to instill
terror in their target, sending them fleeing at top speed.

Total: 8 (3 rPD +10)


Total: 13 (5 rED +10)
Phases: 3, 6, 9, 12

Campaign Use: A Skull Demon is a common summon by


more powerful demons, and sometimes will arrive when one
is summoned. Great fear and especially powerful nightmares in children can sometimes summon these as well.

Total Characteristics Cost: 69


Running: 6/12
Leaping: 3/6
Flying: 7/14

Appearance: The Skull Demon looks like a floating skull


that is constantly aflame with deep red fires. The skull is a
human headbone, with the flames inside it and about it.

Powers
END
Small: Shrinking (3 levels) +6 KB, -6 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Hover: Flight 7; 0 END Cost
0
Tough: Power Defense 5
Tough: Armor 3 PD, 5 ED
Demonic: Armor 10 PD, 10 ED; Only vs non- magical attacks
Demonic: Life Support (full)
Terror: Mind Control 8D6 (flee in terror);
5
Telepathic, Single Effect, No Range
Breathe Fire: Energy Blast 6D6; Reduced by
3
Range
Bite: HKA 1D6 (1 1/2D6 w/STR); Penetrating 2
Heat Sight: Infrared Vision
-

Total Powers & Skills Cost: 224


Total Cost: 293
PTS
-20
-10
-10
-5
-5

Disadvantages
Physical Limitation: No Manipulatory Ability
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -50

95

DEMONS

VENOMCASTER
Val
15
14
15
10
10
17
20
4
6
7
3
6
30
26

Char Cost
STR 5
DEX 12
CON 10
BOD 0
INT
0
EGO 14
PRE 10
COM -3
PD
ED
SPD
REC
END
STN

Movement:

Cost
12
20
45
2
5
5
5
6
40
13

13

Cost
2
6

3
4
6
0
0
0

Roll
1312121111121310-

Ecology: Venomcasters are among the lowest ranks of the


infernal armies. They are the equivalent of archers, slinging
poisonous darts over their ranks to harrass and slay the enemy. These creatures live only to serve their Dukes and
Sergeants, but not willingly or well. They fight until they
die and come back either as a Lemure or perhaps a Lesser
Demon.

Soldier (Grunt)
Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5

PER Roll: 11EGO Roll: 12PRE Attack: 4D6

ECV: 6
Personality/Motivation: Venomcasters are the epitome of
the complaining, contrary, and troublemaking soldier. They
are cruel, hateful, and evil, delighting in the misery they can
cause.

Total: 9 (3 rPD)
Total: 12 (5 rED)
Phases: 4, 8, 12

Powers/Tactics: Venomcasters are capable with the various


evil looking demonic weapons, but tend not to wield them,
preferring instead to sling their natural darts at the enemy.
Venomcasters prefer to stay at range and will withdraw to
do so if attacked, relying on the Hordelings to keep enemies
off them. The darts are razor sharp, and carry a venom that
causes slowed reflexes and movement. Venomcasters are
very skilled at long range attacks using this at long range,
and have very keen eyesight at long range as well.

Total Characteristics Cost: 64


Running: 8/16
Leaping: 3/6

Powers
Tough: Armor 3 PD, 5 ED
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Demonic: Life Support (full)
Swift: Running +1
Strong Will: Mental Defense 5
Demon: Power Defense 5
Heat Sight: Infrared Vision
Long Sight: Telescopic Sense +4 (sight)

END
0
-

Campaign Use: Venomcasters are the archers of the infernal armies, and will be rarely encountered, especially not
alone. Most often they will be accompanied by a Lasher
and a few Hordelings as well as a small squad or platoon.

0
1
0
0
-

Appearance: A Venomcaster looks like a squat, bony looking creature like a turtle made of latticework and spikes. It
has a pair of tentacles instead of a head that are covered with
barbs, which it uses to fling at targets.

Dart Cast: RKA D6+1; Armor Piercing, 0 END 0


Cost
Venom: Drain 1D6 Running; Recover/minute, 0
Ranged, 0 END Cost, Only if RKA Dart does
Body Damage, Linked to RKA
Venom: Drain 1D6 DCV; Recover/minute,
0
Ranged, 0 END Cost, Only if RKA Dart does
Body Damage, Linked to RKA
Skills
Familiarity with Demon Weapons
Penalty Skill Level: Range +3 with Dart Cast

Total Powers & Skills Cost: 174


Total Cost: 238
PTS
-10
-10
-5
-5
-5

Disadvantages
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -35

96

DEMONS

WINGS OF WOE
Val
10
17
13
10
8
13
18
2

Char Cost
STR 0
DEX 21
CON 6
BOD 0
INT -2
EGO 6
PRE 8
COM -3

6
8
4
5
30
22

PD
4
ED
5
SPD 13
REC 0
END 2
STN 0

Movement:

Cost
15

20
45
5
5
5
10
2
12
40
30
18
13

45
4u
3u
2u

-4
-2

PTS
-10
-10
-10
-5
-5
-5

Hellbeast

Roll
111212111112139-

Notes
Lift 200kg: 2D6
OCV: 6 DCV: 8

PER Roll: 11EGO Roll: 12ECV: 4


PRE Attack: 3 1/2D6

Disadvantages
Physical Limitation: Sub Human Intelligence
Susceptible: Holy Locations 1D6/Phase
Vulnerable: x2 from Presence Attacks by Holy Men
Vulnerable: x1 1/2 Body from Holy Attacks
Vulnerable: x1 1/2 Stun from Holy Attacks
Vulnerable: x1 1/2 Effect from Holy Attacks

Total Disadvantage Points: -45


Ecology: From the cold side of Hell, these are shadowy
creatures that seem to suck the light out of a room. Wings
of Woe fly the abyssal plains in search of anything to torment and devour.

Total: 12 (6 rPD)
Total: 14 (6 rED)
Phases: 3, 6, 9, 12

Personality/Motivation: Wings of Woe are not very intelligent for Demons, but lack none of the malice and evil.
These creatures especially love to torment and slay children.

Total Characteristics Cost: 60


Running: 4/8
Leaping: 0
Flying: 9/18

Powers/Tactics: Wings of Woe are able to fly at great


speed and agility, but are less able when grounded. The
Wings have a sting that they can fire short distances, causing pain and chilling in targets without sufficient protection
to their soul - this sting ignores normal armor entirely. The
most lethal attack of the Wings of Woe is to fly through a
target, passing through and causing painful chilling and internal freezing unless the victim has Power Defense or Life
Support vs cold extremes. A Wings of Woe is also able to
hum with its wings in a screaming, shrieking sound that
causes nervous system damage to all in the immediate area.
Like all Demons, the Wings of Woe are very resistant to non
magical attacks, and since it is mostly shadow, the Demon is
difficult to harm significantly with any attack.

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Demonic: Armor 10 PD, ED; Only vs nonmagical attacks
Demonic: Life Support (full)
Strong Will: Mental Defense 5
Demon: Power Defense 5
Heat Sight: Infrared Vision
Cold Sight: N-Ray Vision (can only see heat)
Swift: Running +1 (7 total)
1
Wings: Flight 9; Restrainable
2
Shadow Form: Desolidification
4
Shadowy: Damage Reduction 25% rPD, rED
Shadowy: Armor 6 PD, 6 ED
Shadow Aura: Change Environment (shadowy) 0
1 radius, -1 PER sight; 0 END Cost, Persistent,
Always On, No Range

Campaign Use: Wings of Woe can be the result of an accident or miscast spell, some catastrophe or doomed experiment. Few summon these horrors, but they might accompany a more powerful creature or be given to a demonologist as a boon by their Duke.
Appearance: Wings of Woe look like the silhouette of a
huge wasp, with its worst characteristics emphasized. They
are about three to four feet long and have an echoing, almost
reversed sound to their hum that chills the heart.

Shadow Powers: Multipower (45 pts)


Shadow Bolt: Energy Blast 3D6; AVLD (Power 4
Defense), Reduced by Range
Pass Through: RKA 1D6; NND, Does Body
4
Damage, No Range
Shriek: Drain 2D6 (DCV); Explosion Effect,
3
Recover per minute, Once per Turn
Running -2
Leaping -2

Total Powers & Skills Cost: 268


Total Cost: 328

97

DEVOURER
Val Char Cost
25*/40 STR
0
14/21 DEX 12
15 CON 10
13* BOD 0
3 INT -7
5 EGO -10
25 PRE 15
2 COM -4
10
6
3
5
30
40*

PD
ED
SPD
REC
END
STN

8
3
6
0
0
4

Movement:

Cost
23

Notes
Lift 1600kg: 6D6
OCV: 5/7 DCV: 3*

PER Roll: 10-/12EGO Roll: 10PRE Attack: 5D6

Personality/Motivation: Devourers are very simple creatures with only the most basic motivations.

ECV: 2

Powers/Tactics: A Devourer hunts by stalking prey they


have spotted with keen eyesight while on the wing or waiting in a concealed area. They strike lightning fast with their
claws and pull victims in helplessly restrained for the Devourer to slowly chew them up raw. Devourers have tough
hides like plates of metal and have excellent vision, even at
night.

Total: 18 (8 rPD)
Total: 12 (6 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 37

Campaign Use: A Devourer is not a significant threat to a


group of characters, but can be a troublesome creature if it
manages to grab a victim and fly away. These things prey
on domestic animals and children, and an area might be
plagued by one or more.

Running: 4/8
Leaping: 0
Flying: 8/16

21
10
15
11
10
5
4
5
5

Powers
Giant: Growth (3 levels) -3 KB, +2 PER to
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Chitin: Armor 8 PD, 6 ED
Clutch: Strength +15; Grab moves only
Bite: HKA 1D6 (2D6 w/STR)
Wings: Flight 8; Restrainable
Compound Eyes: 360 Perception (sight)
Star Sight: Ultraviolet Vision
Keen Eyes: Enhanced Perception +2 (sight)
Six Legs: Extra Limbs (legs)
Reach: Stretching 1

-3
-4

Leaping -3
Running -2

Cost
7
6

Ecology: Devourers are found exclusively in wooded areas,


but never in snowy or frozen climates. They fly and hunt
for food over dozens of miles without any specific home or
territory, and meet up with their kind only to mate. The
mating habits of the mantis are infamous and dangerous for
the male.

Giant Insect
Roll
141212121010149-

END
0

Appearance: Devourers are gigantic Mantises, standing 1014 feet long and 7 or more feet tall. They are typically a
bright green in color, although some are darker and almost
gray, always a uniform color.

1
2
1

Skills and Talents


Lightning Reflexes (grab) +7 DEX
Combat Skill Level: Grab OCV +2

Total Powers & Skills Cost: 1127


Total Cost: 156
PTS
-20
-15

Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -35

98

DOG (Guard, War)


Val Char Cost
8/18 STR -2
15 DEX 15
13 CON 6
9 BOD -2
5 INT -5
5 EGO -10
18 PRE 8
10 COM 0
5
3
4
5
30
25

PD
3
ED
0
SPD 15
REC 2
END 2
STN 5

Movement:

Cost
30
5
4
5
5
6
3
4
3
Cost
5
3
1
2

Roll
1112121110101311-

Ecology: Mans best friend can be trained to do many


things, but killing comes naturally. Guard Dogs are selected
for their strength, courage, and aggressive, strong nature.
Not only will such a creature alert others to the presence of
an intruder, but is more than willing to kill it personally.
Guard Dogs are domesticated and trained by a wide variety
of creatures, and can be found nearly anywhere.

Animal
Notes
Lift 80kg: 1 1/2D6
OCV: 5 DCV: 5

PER Roll: 12-/14EGO Roll: 10ECV: 2


PRE Attack: 3 1/2D6

Personality/Motivation: Like all dogs, the Guard Dog is


deeply loyal and is specially trained to be obedient to its
master. Guard Dogs are very pack-minded and consider the
needs and approval of their pack to be paramount. For a
trained dog, this pack is their home; their master and others
associated with him.

Total: 6 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12

Powers/Tactics: Guard Dogs fight more cleverly than most


animals, using their terrain, flanking, and careful movement
on the battlefield if possible. Like all dogs, Guard Dogs
have incredibly keen senses, especially their nose, and can
run swiftly. Guard Dogs can bite very hard and will tend to
hang on to what theyve bitten to continue to deal damage.

Total Characteristics Cost: 31


Running: 8/16
Leaping: 1 1/2/3

Powers
Bite: HKA 1D6 (D6+1 w/STR);
Continuous
Strong Jaws: Strength +10; Only to hang on
with bite
Keen Nose: Enhanced Perception +2 (smell)
Keen Nose: Discriminatory Scent
Keen Nose: Tracking Scent
Keen Ears: Enhanced Perception +2 (all)
Keen Ears: Ultrasonic Hearing
Running +2 (8 total)
Tough Hide: Armor 1 PD, 1 ED

END
3

Guard or War Dogs especially are often given equipment.


Any armor will be limited to soft leather (2 defense), covering areas 3-4 and 9-14 at most. Some dogs will be equipped
with steel jaws around their muzzle to increase damage and
bite. This adds 1 DC to their attack (turning it into a D6+1
HKA, 1 1/2D6 w/STR). Most Dogs will have a collar fitted
with spikes, acting as 3 Defense armor on area 3 and giving
the creature a 1/2D6 KA damage shield for that area only.

1
0
0
0
0
0
2
-

Campaign Use: While Guard Dogs are trained servants of


someone, the given writeup will serve for an unusually
tough or smart Alpha leader or pack of killers. This also
functions for war dogs or trained fighting dogs.

Skills and Talents


Combat Skill Levels: Hand-to-Hand Combat +1
Lightsleep
Tactics 8AK: Area Guarded 11-

Appearance: Dogs vary a great deal in coloration, size, and


body type. All have a similar four-legged form with a long
snout and a tail, some are longer haired than others. Guard
Dogs are usually very large, bulky, and strong, with massive
jaws and powerful shoulders and neck.

Total Powers & Skills Cost: 76


Total Cost: 107
PTS
-10
-15
-10
-10

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Obedient C/M
Psychological Limitation: Loyal to pack C/S

Total Disadvantage Points: -45

99

DOG (Hunting)
Val Char
0/10 STR
14 DEX
10 CON
6 BOD
5 INT
5 EGO
10 PRE
10 COM
4
3
3
4
30
15

Cost
-10
12
0
-8
-5
-10
0
0

PD
ED
SPD
REC
END
STN

Movement:

Cost
23

2
1
6
0
5
0

Notes
Lift 50KG: 0D6
OCV: 5 DCV: 7*

PER Roll: 11-/13EGO Roll: 10PRE Attack: 2D6

Powers/Tactics: Dogs have a powerful bite and tend to


cling rapaciously to anything they bite. In combat, dogs will
try to attack from behind, avoiding attack as they are not
particularly durable. Packs of dogs chase a foe until it is too
tired to fight back, then tear into it, particularly the throat.

Total: 4 PD (1 rPD)
Total: 3 ED (1 rED)
Phases: 3, 8, 12

Total Characteristics Cost: 1


Campaign Use: Dogs make very useful companions, as
they train easily and are very loyal.

Running: 7/14
Leaping: 1 1/2

4
5
5
3
3
2

Skills
PS: Hunting 11-

Personality/Motivation: Dogs have typical animal motivation, but are also very loyal to any they consider part of the
family or pack. Dogs work well in groups, and can be
trained easily for various simple tasks. Dogs are also very
curious, sniffing out anything that catches their attention.

ECV: 2

Powers
END
Small: Shrinking (1 level) +2 KB, -2 PER to 0
be seen; Inherent, 0 END Cost, Persistent,
Always On (*)
Bite: HKA 1D6; Continuous, Reduced
1
Penetration
Strong Jaws: Strength +10; Only to hang on
1
with bite
Keen Nose: Enhanced Perception +2 (smell)
0
Keen Nose: Discriminatory Scent
0
Keen Nose: Tracking Scent
0
Keen Ears: Enhanced Perception +1 (all)
0
Keen Ears: Ultrasonic Hearing
0
Running +1
1

12

Ecology: Dogs can be found in nearly any climate or terrain,


adapting readily to the conditions and food available. Humans and other races have long domesticated dogs, and have
bred specific kinds for various tasks.

Animal
Roll
912111010101111-

Appearance: Dogs vary a great deal in coloration, size, and


body type. All have a similar four-legged form with a long
snout and a tail, some are longer haired than others. This
dog is a typical hunting dog, about half the size of a human.

Total Powers & Skills Cost: 65


Total Cost: 66
PTS
-15
-15
-10
-10

Disadvantages
Physical Limitation: Limited Manipulatory Ability
(Frequently, Greatly Impairing)
Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
Psychological Limitation: curious, common, normal
Psychological Limitation: Loyal to pack (Common,
Moderate)

Total Disadvantage Points: 50

100

DOLPHIN (Porpoise)
Val Char Cost
15* STR 0
15 DEX 15
18 CON 16
11* BOD 0
5 INT -5
6 EGO -8
15 PRE 5
12 COM 1
10
6
4
6
36
30*

PD
8
ED
2
SPD 15
REC 0
END 0
STN 5

Movement:

Cost
7

Roll
1212131110101211-

PER Roll: 10EGO Roll: 10PRE Attack: 3D6

Total Characteristics Cost: 54

Campaign Use: Dolphins can be a help for a wrecked


sailor, guiding to shore and even allowing someone a tow by
holding their dorsal fin. Dolphins also have been known to
attack predators to protect swimmers. They can be trained
well and many undersea races such as Merfolk have one as a
pet like surface dwellers do with dogs.

Running: 2/4
Leaping: 2/4
Swimming: 7/28

-8

Running -4

Powers/Tactics: Dolphins attack primarily by ramming


their foe, although they can bite as well. This attack can do
quite a bit of damage due to their hardened skull and snout,
up to 8D6 with a move through. Dolphins need to breathe
air, but can hold their breath an extraordinary length of time.
They have a form of sonar that lets the Dolphin navigate in
the inky depths and cluttered reefs of the ocean as well.

Total: ( rPD)
Total: ( rED)
Phases:

Personality/Motivation: Dolphins are not as intelligent as


humans, but for animals they are quite bright. They can
solve simple problems and learn well, but have basic animal
motivations for the most part. Dolphins are also quite playful and often affectionate.

ECV: 2

Powers
END
Big: Growth (1 level) -1 KB; Inherent, 0
0
END Cost, Persistent, Always On (*)
Sonar: Detect (objects)
Sonar: Targeting Sense (detect)
Sonar: 360 Degree Sense (detect)
Tough: Armor 1 PD, 1 ED
Swimmer: +5 (7 total) x2 NC
1
Ram: Hand-to-Hand Attack 3D6 (6D6 w/STR); 1
Only to add to Strength Damage
Ram: Physical Defense +10; Only for move
through and move by attacks
Keen Senses: Enhanced Perception +2 (hearing and sonar)
Life Support (Breathe once per 5 minutes)
-

5
10
5
3
12
10

Ecology: Unlike most ocean creatures, Dolphins are mammals and air breathers. They are less afraid of folc than
most animals, and can even be quite helpful at times.

Animal
Notes
Lift 200kg: 3D6
OCV: 5 DCV: 5

Appearance: Dolphins are long sleek creatures with a flat,


horizontal tail fluke. They have a long snout like a bottle
and a slight grin-like look to their mouth. Dolphins can
grow as long as 9 feet or more and are in a variety of light
pastel colors. Porpoises are similar in personality and abilities, but lack the bottle nose and are of more dull colors.

Total Powers & Skills Cost: 52


Total Cost: 106
PTS
-15
-10

Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Sub Human Intelligence

Total Disadvantage Points: -25

101

DOPPELGANGER
Val
13
14
18
10
13
11
10
10
10
5
3
7
36
30

Char Cost
STR 3
DEX 12
CON 2
BOD 0
INT
3
EGO 2
PRE 0
COM 0
PD
ED
SPD
REC
END
STN

Movement:

Cost
60
6
5
107

87

Cost
7
7
7
7
3
3
7
1
4

7
1
6
0
0
4

Roll
1212111112111111-

Monster

Ecology: Doppelgangers are predators from another world


that arrived on Jolrhos with the Illithid. These creatures
slowly have spread through the world, emerging to the surface and hunting in their special way. The Doppelganger
can be found in any clime, any location, any level of culture,
although they prefer heavily populated places.

ECV: 4

Personality/Motivation: Doppelgangers are wicked, cruel


creatures who love deception, trickery, lying, and theft.
They enjoy taking someones place and using the position to
gain power, cause disruption and sorrow, and confusion.

Notes
Lift 160kg: 2 1/2D6
OCV: 5 DCV: 5

PER Roll: 12EGO Roll: 11PRE Attack: 2D6

Total: 12 (2 rPD 50%)


Total: 7 (2 rED 50%)
Phases: 4, 8, 12

Powers/Tactics: Doppelgangers are magical creatures able


to take the form of anyone or anything. They gain some of
the abilities of whatever they duplicate, as closely as possible in appearance first then obvious abilities next. Doppelgangers are natural shapeshifters and can sustain significant
impact with little damage because of this nature, an elasticity that allows them to give even to attacks they are unaware
of.

Total Characteristics Cost: 40


Running: 7/14
Leaping: 2 1/2/5

Campaign Use: Generally speaking, Doppelgangers are


most useful in a story setting rather than a random encounter. Although capable in combat, these creatures make a
much more interesting encounter if they take the place of
someone useful, powerful, or troubling.

Powers
END
Elastic: Damage Reduction 50% rPD, 50%
rED
Elastic: Armor 2 PD, 2 ED
Elastic: Stretching 1
1
Duplicate: Power Pool (75 pts); No Roll, Only
to copy others abilities, requires contact within
a day
Shape Shift: Shapeshift (any form), sight,
18
touch, sound, smell; Costs END Only to Start

Appearance: In its original form, the Doppelganger is an


amorphous blob about three to four feet across.

Skills and Talents


Acting 13Disguise 13Persuasion 13Mimicry 13Stealth 12Shadowing 12Concealment 14Oratory 8Weapon Familiarity: Common weapons

Total Powers & Skills Cost: 311


Total Cost: 351
PTS
-20
-20

Disadvantages
Hunted: All civilization 11-, to destroy, NCI
Psychological Limitation: Cruel, deceptive VC/S

Total Disadvantage Points: -40

102

DRACASUS
Val Char Cost
30* STR 10
16 DEX 18
22 CON 24
18* BOD 12
5 INT -5
8 EGO -4
18/33 PRE 8
2 COM -3
10
8
3
8
44
38*

PD
ED
SPD
REC
END
STN

Movement:

Cost
15

10
20
15
8
7
3
4
12
9
Cost
3
3

6
4
4
0
0
0

Ecology: Dracasus are mountain dwellers, hardy creatures


that prefer desert and dry lands. They avoid snows but will
live in volcanic areas comfortably. Dracasus are rather rare
and although they form groups these rarely number more
than 8. Dracasus are carnivorous creatures which lay eggs
in a rocky nest, somewhere sunbaked or geothermal to keep
them above 100 degrees.

Animal
Roll
151213131011139-

Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 5/6

PER Roll: 11-/13EGO Roll: 11ECV: 3


PRE Attack: 3 1/2D6

Personality/Motivation: Dracasus are irritable creatures


with very strong wills, but they are very loyal and fierce in
combat when trained. Otherwise they have simple animal
motivations such as food.

Total: 13 (3 rPD)
Total: 11 (3 rED)
Phases: 4, 8, 12

Powers/Tactics: The Dracasus can fly, and are quite agile


on the wing. Dracasus are also scaled and can resist damage
fairly well, especially heat. In addition to claws and a potent
bite, the Dracasus can breathe a small gout of fire that burns
very hot. Dracasus can move rapidly on the ground as well,
but prefer to stay airborne. All Dracasus are highly resistant
to poison, immune to most kinds, and are extremely bold
and fearless.

Total Characteristics Cost: 74


Running: 10/20
Leaping: 10/20

Powers
END
Huge: Growth (2 levels) -2 KB, +1 PER to be 0
seen; Persistent, Inherent, 0 END Cost, Always
On (*)
Bite: HKA 1/2D6 (D6+1 w/STR)
1
Claws: HKA D6+1 (2 1/2D6 w/STR); Reduced 16
Penetration
Flame: RKA 2D6; No Range, x2 END
6
Swift: Running +4 (10 total)
2
Bold: Presence +15; Only for Defense
Keen Senses: Enhanced Perception +1 (all)
Keen Sight: Enhanced Perception +2 (sight)
Hardy: Life Support vs poison, heat extremes
Scales: Armor 3 PD, 3 ED
-

Campaign Use: Dracasus make interesting mounts for creatures such as orcs or Saurian, but also can be for a PC if
they have the time, money, and luck to obtain one. If the
eggs can be kept hot enough they can survive weeks and
will gather as much as a gold each in a clutch of D3 to various collectors.
Appearance: Dracasus look like a horse mixed with a
dragon. In place of a mane the Dracasus has a crest, in place
of hooves it has dragonlike claws. The body is scaled and
usually brick red in color, although black and silver ones are
also seen. The creature has huge bat wings from its shoulders and a mouth full of sharp teeth. Its tail is a long lizard
tail. Dracasus are about the size of a typical horse, around
4-5 feet at the shoulder.

Skills and Talents


Combat Skill Levels DCV Airborne +1
Resistance 3

Total Powers & Skills Cost: 112


Total Cost: 186
PTS
-15
-15

Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability

Total Disadvantage Points: -30

103

DRAGONS
Dragons are able to shrug off most attacks, each has a more
vulnerable area where their scales have not perfectly protected, an area that can be targeted as if it was head-sized.
Given the immensity of a Dragon, that can be easier than
with most creatures. Dragons are naturally very resistant to
the element type that they represent, and are similarly protected to most odd or variant attacks such as drains and flash
attacks. Dragons also have incredible senses, and are difficult to surprise or sneak up on. They can see invisible and
through nearly any sort of illusion, and can sense treasure
around them.

Ecology: It is an old joke that Dragons live wherever they


want to, but the truth is they cannot live too closely to civilization. Although a single dragon is more powerful than
many people, they are not more powerful than every person,
and eventually a Dragon slayer will be their end. Dragons
prefer somewhere near treasure and food but not so close as
to be easy to access. Dragons will lair in places very difficult to get to, especially without flight. These lairs are often
enchanted heavily and contain many traps and lesser creatures to guard and protect the Dragons treasure while they
are away. Dragons meet and breed rarely, the females laying a few eggs which are guarded jealously and the young
protected with the life of the mother until they are a hundred
or so years old and capable of life on their own. Dragon
Lairs are notoriously full of fabulous wealth and unbelievable treasure, so much so a Dragons hoard is the expression of ultimate wealth.

Campaign Use: Dragons are a very, very powerful creatures that can either be an incredibly dangerous foe or a
valuable ally. Dragons do not stoop to fight for or work for
anyone, but can help people in their own way for their own
reasons, especially for treasure or something they lack.
Elder Dragons are especially a font of information and
knowledge that stretches back over a thousand years. Others may have forgotten long ago some events or items, but
Dragons remember. Dragon skin, scales, and bones all can
be used for items of power, as can their teeth, blood, eyes,
etc.

Powers/Tactics: Dragons are immensely powerful, the most


powerful natural, living inhabitants of Jolrhos. Not only do
they have massive physical power due to their size, but they
are gifted with great intelligence and have magical power.
Dragons can claw and bite like a beast, for terrible damage,
and lash with their tails to strike several people in an area
with their incredible strength. By flapping their huge wings,
a Dragon can kick up so much dust and debris and generate
so much wind force that it blinds and distracts all in the area.
Their most feared attack is their breath, naturally, and although it varies by the elemental type, this is a devastating
assault. Air Dragons breathe a surge of crackling, forking
electricity in front of them, while Earth Dragons spew a gout
of acidic vapor. Fire Dragons breathe a gigantic gout of
flame, and Water Dragons cold. Aether Dragons breathe
poisonous gas that while not lethal is very dangerous to any
living creature.

Appearance: Although individual Dragons vary by their


type and in various parts of the world, they all have some
shared characteristics. All have huge wings, lizardlike or
snakelike bodies, four legs with powerful claws, and a long
sinuous tail. Each can have various spines, horns, and decorations that set them apart. Aether Dragons are shifting,
rainbow colors, silvery with various constantly changing
colors over their scales. Air Dragons tend to be blue or
white, while Earth Dragons are black, brown, and gray. Fire
Dragons are red, orange, yellow, and firey hues, while Water Dragons are green, blue, and purple.

104

DRAGON

BONE DRAGON
Val Char Cost
50* STR 5
14 DEX 12
0 CON 22* BOD 10
3 INT -7
0 EGO 40 PRE 30
0 COM -5
5
5
3
0
0
0

PD
6
ED
15
SPD 16
REC -6
END 0
STN 0

Movement:

Cost
8
7a
37b
52c
7d
53

8
10
25
54
12
45
10
30
22
22
5
22

Ecology: Unlike ordinary Dragons, Bone Dragons are constructs, animated creatures that do not occur naturally.
Thus, they can be encountered any place they are created or
sent by their creator. Living Dragons do at times use the
bones of a defeated foe to defend their lair when away or
sleeping, so they can be encountered in ordinary Dragon
lairs. Bone Dragons are unliving and have no ecology.

Undead

Roll
19121310179-

Notes
Lift 25 tons: 10D6
OCV: 5 DCV: 1*

PER Roll: 10EGO Roll: PRE Attack: 8D6

ECV: Personality/Motivation: Mindless and empty, the Bone


Dragon is simply an automaton that follows the orders it is
given. It is not particularly good at interpreting orders and
follows the most direct and literal translation of any order it
receives.

Total: 11 (6 rPD +6)


Total: 11 (6 rED)
Phases: 4, 8, 12

Powers/Tactics: Lacking the Breath weapon of a living


Dragon and unable to fly, the Bone Dragon is much weaker.
This does not make them particularly safe, however, as the
Bone Dragon is undead and thus never tires and feels no
pain. Although Bone Dragons have only shreds and tatters
of their former skin and scales, their bones are still quite
hard and durable, and worse still it can be difficult to get a
solid attack on the creature, especially with ranged attacks.
Attacks will tend to deflect off the skeletal structure or pass
completely between the bones. Bone Dragons have the uncanny ability to walk straight up walls and even hang from
the ceiling, and sometimes are ordered to wait victims from
such a location.

Total Characteristics Cost: 76


Running: 10/20
Leaping: 3/6

Powers
Undead: Elemental Control (8 pts)
Undead: No Hit Locations
Undead: Life Support (full)
Undead: Cannot be knocked out (lose no
powers)
Undead: Does Not Bleed
Gigantic: Growth (7 levels) -7 KB, +4 PER to
be seen, +2 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Swift: Running +4 (10 total)
Tireless: Running 0 END Cost
Tireless: Strength 0 END Cost
Tough Bones: Armor 6 PD, 6 ED
Gaps in Bones: Armor 6 PD; Activation 8Gaps in Bones: Damage Reduction 50% rPD;
Only vs ranged attacks
Clinging (50 STR)
Bite: HKA D6+1 (2 1/2D6 w/STR); 0 END
Claw: HKA 1D6 (2D6 w/STR); 0 END Cost
Claw: HKA 1D6 (2D6 w/STR); 0 END Cost
Hardy: Power Defense 5
Sense Motion: Spatial Awareness

END
-

Campaign Use: Bone Dragons are a good powerful ally for


a necromancer, something to make the players hesitant to
attack the foul spellcaster, or at least delay them before they
try. Bone Dragons, as noted above, are used by living Dragons to defend their lair as well.

0
0
0
-

Appearance: A Bone Dragon is the skeletal remnant of a


Dragon given animation by dark magics. Some shreds of
the skin and scales might cling to the massive skeleton, but
it is primarily bones. Due to this form, although the Bone
Dragon can be as long as 40 feet, it weighs only about 34000 pounds.

0
0
0
-

Total Powers & Skills Cost: 429


Total Cost: 505
PTS
-20
-15
-5
-15
-5
-10
-10

Disadvantages
Physical Limitation: Blind
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Very Light
Susceptibility: 1D6/Phase in Holy places
Vulnerability: x1 1/2 Effect Presence Attacks by
Holy Men
Vulnerability: x1 1/2 Body Holy Attacks
Vulnerability: x1 1/2 Effect Holy Attacks

Total Disadvantage Points: -80


105

DRAGON

ELDER DRAGON
Val Char Cost
65* STR 10
17 DEX 21
40 CON 60
35* BOD 32
25 INT 15
28 EGO 36
40/60 PRE 30
20 COM 5
20
30
4
20
80
80*

PD
ED
SPD
REC
END
STN

Movement:

Cost
67

24
20
20
26
5
37
11

80
20
40
7
13
96
40
10
6
5
5
10
10
5
5
20

22

26
22
13
16
0
15

Roll
2212171614151713-

Dragon
Notes
Lift 200 tons: 13D6
OCV: 6 DCV: 0*

PER Roll: 16EGO Roll: 15ECV: 9


PRE Attack: 6D6/10D6

Total: 28 (8 rPD +5) hardened


Total: 40 (10 rED)
Phases: 3, 6, 9, 12

Air, Fire, Water Dragons


Energy Blast 12D6; Area Effect Cone, No
Range (fire, cold, lightning)
Damage Reduction 50% rED vs one element
Aether Dragons
Energy Blast 6D6; Area Effect Cone, NND (no
breathing, immune to poison), No Range
Life Support vs poison,
Mental Defense +10
Earth Dragons
RKA 3D6; Area Effect Cone, No Range and
Drain 2D6 (Resistant Physical Defense); Area
Effect Cone, Recover/minute, No Range,
Linked to RKA
Power Defense +8; Only vs acid
Armor 5 PD; hardened, Only vs acid

Total Characteristics Cost: 301


Running: 8/16
Leaping: 4/8
Flying: 11/48

Powers
END
Gigantic: Growth (9 levels) -9 KB, +6 PER to 0
be seen, +3 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Wings: Flight 12, x2 NC; 1/2 END Cost,
2
Restrainable
Claws: HKA D6+1 (2 1/2D6 w/STR)
2
Claws: HKA D6+1 (2 1/2D6 w/STR)
2
Tail Lash: Strength Area Effect Cone, Damage 6
Only, Small Cone (3 long), Limited Arc
Nictating Lenses: Flash Defense 5
Bite: HKA 1 1/2D6 (3D6+1 w/STR); Area
2
Effect Hex
Wing Sweep: Flash 4D6; Explosion Effect,
3
No Range, OIF local debris and dust, Extra
Time Full Phase, Concentrate 1/2 DCV
Breath Weapon (varies by type, see below)
Elemental Protection (varies by type, see below) Scales: Armor 8 PD, 10 ED; Hardened Defenses Scales: Armor 5 PD; Hardened Defenses,
Activation 14Roar: Presence +20; Offensive Only
Magic: Spell Pool 80 points
Shapeshift: Multiform (200 pts) Human form
Dragon Senses: N-Ray Vision (blocked by
visible solid objects)
Dragon Senses: Enhanced Perception +2 (all)
Dragon Senses: Detect Treasure (sense)
Dragon Senses: Discriminatory Sense (detect) Hardy: Power Defense 10
Strong Will: Mental Defense 14
Tough: Lack of Weakness 5
Immortal: Life Support (does not age)
Acid Blood: Drain 4D6 rPD; Gradual Effect one 4
turn, Only if blood is drawn, only vs inanimate
objects
Hypnosis: Mind Control 9D6; 0 END Cost,
0
Concentrate 1/2 DCV, Requires Eye Contact,
1 Range
106
Swift: Running +2 (8 total)
2

Cost
10
24
3
14

1
21
3
5
3
3
3
3
3
3
5

Skills and Talents


Wealth (obscenely wealthy)
Dragon Senses: Danger Sense 14-, out of combat
Linguist
Languages (all Fluent with accent): Dwarven, Yrch,
Perelen, Elencal, Giantish, Arcanium, Ancient
Morianic
Literacy
Magic Skill 23Magic Research 14KS: Old and wise 14Culture 17Persuasion 17Conversation 17PS: Appraisal (INT based) 14KS: History (INT Based) 14KS: Local Area (INT Based) 14KS: Personal area of study (INT Based) 16-

Total Powers & Skills Cost: 688


Total Cost: 989
PTS
-15
-15
-10
-15

Disadvantages
Hunted: treasure hunters, monster hunters, NCI, Less
Powerful, to kill, 14Physical Limitation: No Fine Manipulatory Ability
Psychological Limitation: Arrogant, Condescending,
Monomaniacal, and Vain C/M
Repuation: ravenous monster 11- (extreme)

Total Disadvantage Points: -55


Notes: Elder Dragons are vastly powerful, gigantic creatures
of extreme age and wisdom. Older than the elves, a Dragon
this age is less concerned with wealth and status and more
with wisdom, learning, and purpose beyond simple existence. This long life span has given the Elder Dragon less of
an ego and a greater appreciation for the worth and capabilities of lesser creatures, but it still cannot help a natural sense
of superiority and strength. Elder Dragons have all the powers of Young ones, plus their blood corrodes weapons that
strike them and their vision is so compelling and fascinating
that they can take control of any who look in their eyes.
Elder Dragons are over 60 feet long and weigh more than 50
tons

DRAGON

LICH DRAGON
Val Char Cost
50* STR 5
14 DEX 12
0 CON 22* BOD 10
23 INT 13
20 EGO 20
40 PRE 30
0 COM -5

PTS
-20
-15
-5
-15
-5

Undead

Roll
1912131413179-

Notes
Lift 25 tons: 10D6
OCV: 5 DCV: 1*

PER Roll: 14EGO Roll: 13PRE Attack: 8D6

-10
-10

ECV: 7

Disadvantages
Physical Limitation: Blind
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Very Light
Susceptibility: 1D6/Phase in Holy places
Vulnerability: x1 1/2 Effect Presence Attacks by
Holy Men
Vulnerability: x1 1/2 Body Holy Attacks
Vulnerability: x1 1/2 Effect Holy Attacks

Total Disadvantage Points: -80


5
5
3
15
60
0

PD
ED
SPD
REC
END
STN

Movement:

Cost
8
7a
37b
52c
7d
53

8
54
12
45
10
30
22
22
5
10
22
72
53
40

Cost
21
3
3
5
3
12
1
15

6
15
16
24
30
0

Total: 11 (6 rPD +6)


Total: 11 (6 rED)
Phases: 4, 8, 12

Ecology: Some very rare Dragons are so fixated on power


and fear death that they begin to study dark magics, deep
evil that corrupts them. Instead of dying, they cast a horrible secret spell that allows them to rise again as a Lich
Dragon. Such a creature is incredibly rare and incredibly
feared, rarely leaving its horrible lair, but manipulating all
around them.

Total Characteristics Cost: 176


Running: 10/20
Leaping: 3/6

Personality/Motivation: Lich Dragons are evil, pure and


simple. They lust after power and control, and even the
most trivial treasure is useful to them.

Powers
END
Undead: Elemental Control (8 pts)
Undead: No Hit Locations
Undead: Life Support (full)
Undead: Cannot be knocked out (lose no
powers)
Undead: Does Not Bleed
Gigantic: Growth (7 levels) -7 KB, +4 PER to 0
be seen, +2 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Swift: Running +4 (10 total)
0
Tough Bones: Armor 6 PD, 6 ED
Gaps in Bones: Armor 6 PD; Activation 8Gaps in Bones: Damage Reduction 50% rPD;
Only vs ranged attacks
Clinging (50 STR)
Bite: HKA D6+1 (2 1/2D6 w/STR); 0 END
0
Claw: HKA 1D6 (2D6 w/STR); 0 END Cost
0
Claw: HKA 1D6 (2D6 w/STR); 0 END Cost
0
Hardy: Power Defense 5
Strong Will: Mental Defense 14
Sense Motion: Spatial Awareness
Magic: Spell Pool 60 points
Doom Breath: Energy Blast 4D6; NND, Does 8
Body, Area Effect Cone, No Range
Doom Breath: Drain 2D6 Constitution; Recover 6
per hour, Area Effect Cone, Linked to NND

Powers/Tactics: In addition to the claws and bite of the


Bone Dragon, Lich Dragons have powerful magic (always
including Dark magic) and worse yet a form of deadly
breath weapon. The Lich Dragon issue a Doom Breath that
looks like a greenish cloud of swirling, screaming skulls.
Doom Breath not only causes choking and skin lesions (life
support vs pressure or force field protects), it causes the victim to become more sickly, less hardy. Lich Dragons will
typically have many magic items that they wield against
their foes as well.
Campaign Use: Lich Dragons are a terrible force for evil
that can be manipulating actions of thousands of lesser creatures, even movements and organizations ignorant of the one
behind their orders. Lich Dragons can easily be the primary
enemy, the supervillain of a campaign.
Appearance: Like Bone Dragons, Lich Dragons are the
skeletal remains of a dragon, up to 40 feet in length. Tatters
of their flesh and scales might remain, but they are primarily
skeletal. Lich Dragons are distinct by the greenish glow
within their skulls that escapes out their eyes and jaws.

Talents and Skills


Magic Skill 23KS: Arcane Knowledge 14- (INT Based)
KS: Necromancy 14- (INT Based)
Magic Research 15Linguist
Languages (all Fluent with accent): Dwarven, Yrch,
Perelen, Elencal, Giantish, Arcanium
Literacy
Wealth: extremely rich

Total Powers & Skills Cost: 657


Total Cost: 833

107

DRAGON

YOUNG DRAGON
Val Char Cost
55* STR 10
18 DEX 24
30 CON 40
28* BOD 22
18 INT
8
20 EGO 20
30/50 PRE 20
20 COM 5
14
18
4
16
60
75*

PD
ED
SPD
REC
END
STN

Movement:

Cost
53

23
20
20
22

25
11

67
20
27
6
13
48
30
10
6
5
5
10
10
5
5
4
5
5
-

10
12
12
12
0
27

Roll
2013151513131513-

Dragon
Notes
Lift 50 tons: 11D6
OCV: 6 DCV: 2*

PER Roll: 15EGO Roll: 13ECV: 7


PRE Attack: 6D6/10D6

Total: 19 (5 rPD +4) hardened


Total: 23 (7 rED)
Phases: 3, 6, 9, 12

Air, Fire, Water Dragons


Energy Blast 10D6; Area Effect Cone, No
Range (fire, cold, lightning)
Damage Reduction 50% rED vs one element
Aether Dragons
Energy Blast 5D6; Area Effect Cone, NND (no
breathing, immune to poison), No Range
Life Support vs poison,
Mental Defense +10
Earth Dragons
RKA 2D6; Area Effect Cone, No Range and
Drain 2D6 (Resistant Physical Defense); Area
Effect Cone, Recover/minute, No Range,
Linked to RKA
Power Defense +8; Only vs acid
Armor 5 PD; hardened, Only vs acid

Total Characteristics Cost: 222


Running: 8/16
Leaping: 4/8
Flying: 11/44

Powers
END
Gigantic: Growth (7 levels) -7 KB, +4 PER to 0
be seen, +2 reach; Inherent, Persistent, 0 END
Cost, Always On (*)
Wings: Flight 11, x2 NC; 1/2 END Cost,
1
Restrainable
Claws: HKA D6+1 (2 1/2D6 w/STR)
2
Claws: HKA D6+1 (2 1/2D6 w/STR)
2
Tail Lash: Strength Area Effect Cone, Damage 5
Only, Small Cone (3 long), Limited Arc of
Attack
Bite: HKA 1 1/2D6 (3D6+1 w/STR)
2
Wing Sweep: Flash 4D6; Explosion Effect,
3
No Range, OIF local debris and dust, Extra
Time Full Phase, Concentrate 1/2 DCV
Breath Weapon (varies by type, see below)
Elemental Protection (varies by type, see below) Scales: Armor 5 PD, 7 ED; Hardened Defenses Scales: Armor 4 PD; Hardened Defenses,
Activation 14Roar: Presence +20; Offensive Only
Magic: Spell Pool 40 points
Shapeshift: Multiform (150 pts) Human form
Dragon Senses: N-Ray Vision (blocked by
visible solid objects)
Dragon Senses: Enhanced Perception +2 (all)
Dragon Senses: Detect Treasure (sense)
Dragon Senses: Discriminatory Sense (detect) Hardy: Power Defense 10
Strong Will: Mental Defense 14
Tough: Lack of Weakness 5
Immortal: Life Support (does not age)
Swift: Running +2 (8 total)
2
Nictating Lenses: Flash Defense 5
Special Ability (choose one)
Aether Dragon: Power Defense +5
Air Dragon: Life Support vs cold, +3 rED vs cold
Earth Dragon: Armor +3 rPD
Fire Dragon: Life Support vs heat, +3 rED vs heat
108
Water Dragon: Life Support Breathe Water

Cost
5
20
3
12
1
11
3
3
3
3
3
5

Skills and Talents


Wealth (Well Off)
Dragon Senses: Danger Sense 11-, out of combat
Linguist
Languages (all Fluent with accent): Dwarven, Yrch,
Perelen, Elencal, Giantish, Arcanium
Literacy
Magic Skill 17Magic Research 13KS: Old and wise 12Culture 15Persuasion 15Conversation 15PS: Appraisal 14-

Total Powers & Skills Cost: 511


Total Cost: 733
PTS
-10
-15
-20
-15

Disadvantages
Hunted: treasure hunters, monster hunters, NCI, Less
Powerful, to kill, 11Physical Limitation: No Fine Manipulatory Ability
Psychological Limitation: Arrogant, Condescending,
Monomaniacal, and Vain VC/S
Repuation: ravenous monster 11- (extreme)

Total Disadvantage Points: -60


Notes: This is a younger dragon, at most a few centuries
old. In human terms, this is the equivalent of a young adult,
a creature still learning its way around the world as Dragons see things. Young Dragons are very arrogant, aggressive, and patronizing. They are vastly powerful and see the
rest of the world as ants, insignificant, existing only to serve
them. They take what they desire, and kill whoever dares to
question their might and will. Young Dragons seek treasure
to enhance their status in the eyes of other Dragons and
lesser creatures as well as reknown in their activities. These
are the most destructive and troublesome Dragons, the ones
that give every other of their kind a bad reputation.
Young Dragons reach about 40 feet in length, including
their tail, and weigh around 13-15 tons.

DRUID
Val
10
14
13
10
18
14
13
10
4
4
3
5
30
22

PD
ED
SPD
REC
END
STN

Movement:

Ecology: Druids are found primarily in wilder areas and


wilderness not far from civilization. Their ideology and
intent is to train all to better work with their environment
and to honor the natural world more fully, and to this end
they must stay close to those they would train. Druids
gather in colonies, close-knit organizations that are selfsufficient, but many have become advisors and wise men for
villages and small communities, traveling between each and
to the local colony. Druids have slowly over the years become more influential and important, particularly in rural
areas.

Humanoid

Char Cost
STR 0
DEX 12
CON 6
BOD 0
INT
8
EGO 8
PRE 3
COM 0
2
1
6
0
2
0

Roll
1112121113121211-

Notes
Lift 200kg: 2D6
OCV: 5 DCV: 5

PER Roll: 13EGO Roll: 12ECV: 5


PRE Attack: 2 1/2D6

Total: 5 (1 rPD)
Total: 5 (1 rED)
Phases: 4, 8, 12

Personality/Motivation: Druids are primarily motivated by


their religion, a semi-animist belief that all living creatures
are interrelated and of equal value and importance. Druids
believe that each creature has its purpose and reason, and
that for proper balance each must fulfil that purpose. This
purpose can be set or it can change based on its circumstances and the interaction of the world around them, and
the Druids main task is to understand both their and others
purposes and how they act in the world. Druids are very
learned in their natural world, although much of the civilized world is utterly alien to them.

Total Characteristics Cost: 48


Running: 6/12
Leaping: 2/4

Cost
30
2

Powers
Magic: Spell Pool 25 pts
Robes: Armor 1 PD, 1 ED; Activation 14-

Cost
4
5
2
3
3
3
3
2
3
9
9
3

Skills and Talents


Weapon Familiarity: Common weapons
Herbalist 14PS: Druid 11KS: Local Plants 13- (INT Based)
KS: Local Animals 13- (INT Based)
KS: Local Paths and features 13- (INT Based)
Animal Handler 12PS: Farming 11Survival (local area type) 11Animal Friend +2D6
Magic Skill 16Paramedic 13-

END
-

Powers/Tactics: Druids are ordinary people with extraordinary training in their environment. All wield magic to varying degrees of power, and work well with local animals.
Most Druids will have one or more animals as companions,
and are experts at training and dealing with animals. Druids
learn elemental magic, nature magic, and faerie magic exclusively.
Campaign Use: Druids can be both a helpful force and a
foe for the characters, depending on how they act and what
is happening in the area at the time. A Druid or colony that
was once friendly might be hostile next time based on the
events and how they view the balance shifting.
Appearance: Druids are men and women dressed in simple
home-spun rough cloth robes, often carrying a staff and
decorated with leaves and berries. Most have at least one
animal companion.

Total Powers & Skills Cost: 81


Total Cost: 129
PTS
-15
-13

Disadvantages
Psychological Limitation: Protective of local lands
C/S
Watched: Druidic Order 14-, Punish, NCI

Total Disadvantage Points: -28


Add Black Bear Follower (126 pts): +25 pts
Add Grizzly Bear Follower (138 pts): +28 pts
Add Cougar Follower (98 pts): +20 pts
Add Wolf Follower (85 pts): +17 pts
Add Wolf Pack Followers (4 wolves, 85 pts): +27 pts
Add Felpurr Follower (201 pts): +40 pts
Add Noble Wolf Follower (202 pts): +40 pts
Add Canopy Spider Follower (238 pts): +48 pts

109

DRYAD (Nymph Form)


Val
18
20
13
7
11
18
15
30

Char Cost
STR 8
DEX 30
CON 6
BOD -6
INT
1
EGO 16
PRE 5
COM 10

2
5
5
10
40
25

PD
-2
ED
2
SPD 20
REC 6
END 7
STN 2

Movement:

Cost
6
20
10
5
6
13
30
40

9
30
57
Cost
3
13
5
5
9
2
2
6

Roll
1313121011131215-

Ecology: Dryads are found only in deep forests, in the most


sylvan and beautiful places. Dryads are a protector of the
lands they live within and are uncommon in their habitat.
Dryads can breed with humans, always resulting in another
dryad girl. Dryads spend most of their free time frolicking
in the wood with other faeries and fae creatures, although
they tend to be more serious than some and do spend at least
some time each day looking over their lands.

Fae

Notes
Lift 320kg: 3 1/2D6
OCV: 7 DCV: 7

PER Roll: 13EGO Roll: 13PRE Attack: 3D6

ECV: 6

Personality/Motivation: Aside from a love of beauty, music, dance, and other pleasures, Dryads love their land, and
especially their specific tree they consider home. Dryads
are also very protective of their forests and can become very
violent and angry if it is harmed.

Total: 2 ( rPD 25%)


Total: 5 ( rED 25%)
Phases: 3, 5, 8, 10, 12

Powers/Tactics: Dryads are not magically connected to any


specific tree, but they will select one to call their home and
will tend to pine and waste away if they cannot be there
regularly. In this form, Dryads are very pleasant and kindly,
willing to help and without much in the way of direct combat ability. Their spells will tend toward passive or informative magic, especially shape shifting. Dryads favor Faerie
and Nature magic, with some using a small amount of Earth
magic. Dryads are able to merge with their trees, slipping
inside and staying indefinitely, and can also use trees to
move between one another.

Total Characteristics Cost: 105


Running: 9/18
Leaping: 3 1/2/7
Teleporting: 5/20

Powers
END
Swift: Running +3 (9 total)
2
Cure: Healing 2D6 (as damage)
Tree Walk: Teleportation 5, x4 Noncombat;
1
OIF Local Tree
Night Vision: Ultravision
Keen Senses: Enhanced Perception +2 (all)
Fae: Life Support vs aging and disease
Magic Resistance: Damage Reduction 25% vs magic
Tree Dwelling: Desolidification; 0 END Cost, 0
Persistent, OIF Tree, Concentrate 1/2 DCV,
Must remain in a tree
Tree Dwelling: Life Support vs food, drink,
breathing; Linked to Desolidification
Magic: Spell Pool 25 points
Shapeshift: Multiform (284 pts) Tree Form
6

Campaign Use: Dryads are a helpful resource in a wooded


area, although they can also be a violent and dangerous enemy if angered. Dryads are skilled herbalists and will have
knowledge of their area few can match.
Appearance: A Dryad looks like an elfin girl standing no
taller than 4 feet, with leaves, flowers, and other living
plants winding around them and in their long hair. They can
have unusual coloration such as bluish or green, especially
their hair, and are always very young and doll-like in appearance

Skills and Talents


Light Tread
Magic Skill 16Concealment 12Stealth 14Herbalism 14Science: Horticulture 11PS: Forest management 11AK: Local Forest 15-

Total Powers & Skills Cost: 271


Total Cost: 376
PTS
-0
-20
-15

Disadvantages
Dependant: Personal Tree 1D6/6 hours
Psychological Limitation: Protective of tree VC/S
Psychological Limitation: Protective of area C/S

Total Disadvantage Points: -35


110

Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 4*

Ecology: This form of Dryad is what happens when you


annoy, frighten, or enrage a Dryad. They remain in this
form as long as they need to in combat or to right whatever
wrong they are enraged by.

PER Roll: 13EGO Roll: 13PRE Attack: 5D6

Personality/Motivation: While in Tree Form, the normally


placid, friendly, and amiable Dryad becomes a creature of
rage and fury, tending to lash out irrationally and become
uncontrollably violent.

DRYAD (Tree Form)


Val Char Cost
30* STR 5
14 DEX 12
25 CON 30
20* BOD 16
11 INT
1
18 EGO 16
25 PRE 15
10 COM 0
10
10
4
8
50
38*

PD
5
ED
4
SPD 16
REC 0
END 0
STN 0

Movement:

Cost
7

15

5
6
15
5
10
30
40

9
10
5
Cost
7

Roll
1512141311131411-

Fae

ECV: 6

Powers/Tactics: The Tree Form Dryad is huge and powerful, although they lack the magical abilities of ordinary Dryads. Able to form long vines to grasp targets and sustain
damage far greater than the ordinary Dryad, this form is well
suited to combat. The Dryad is able to root themselves in
this form to prevent being knocked around, and they retain
the ability to move through and hide in trees. In Tree Form,
the Dryad is very strong and they use this strength to bludgeon, throw, and crush their enemies, without using weapons.

Total: 15 (5 rPD 25%)


Total: 15 (5 rED 25%)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 120


Running: 6/12
Leaping: 0

Campaign Use: Dryads in Tree form are a sign something


has gone very wrong. They take this form only in danger or
when very upset, which might be taken out on the PCs, or
might be in their aid.

Powers
END
Dense: Density Increase (1 level) -1 KB;
0
Inherent, Persistent, 0 END Cost, Always
On ()
Huge: Growth (2 levels) -2 KB, +1 PER to be 0
seen; Inherent, Persistent, 0 END Cost, Always
On (*)
Star Vision: Ultraviolet Vision
Keen Senses: Enhanced Perception +2 (all)
Bark: Armor 5 PD, 5 ED
Vines: Stretching 1
1
Roots: Knockback Resistance -5
Magic Resistance: Damage Reduction 25% vs magic
Tree Dwelling: Desolidification; 0 END Cost, 0
Persistent, OIF Tree, Concentrate 1/2 DCV,
Must remain in a tree
Tree Dwelling: Life Support vs food, drink,
breathing; Linked to Desolidification
Tree Walk: Teleportation 5, x4 Noncombat;
1
OIF Local Tree
Vines: Extra Limbs (6-10 vines)
-

Appearance: A Dryad in Tree Form looks like an animate


wooden humanoid, standing around 10 feet tall, made of
branches, bark, leaves, vines and such.

Skills and Talents


Concealment 13-

Total Powers & Skills Cost: 164


Total Cost: 284
PTS
-0
-10
-20
-15

Disadvantages
Dependant: Personal Tree 1D6/6 hours
Enraged: Combat 11-/11Psychological Limitation: Protective of tree VC/S
Psychological Limitation: Protective of area C/S

Total Disadvantage Points: -45

111

DUST DEVIL
Val
0
18
0
5
5
11
10
0

Char Cost
STR -10
DEX 24
CON BOD 0
INT -5
EGO 2
PRE 0
COM -5

1
1
4
2
40
5

PD
3
ED
3
SPD 22
REC 4
END 20
STN 0

Movement:

Roll
9139101011119-

Elemental

Ecology: Dust Devils are fairly common minor elementals


in the elemental plane of air, but are rare elsewhere. Some
may form due to an extremely traumatic experience or concentration of magic. As Elementals, Dust Devils need not
eat or sleep and will remain in a small area unless compelled
to move or chasing prey.

ECV: 4

Personality/Motivation: Almost mindless, Dust Devils


simply exist to attack living creatures and drift about lazily.

Notes
Lift 25kg: 0D6
OCV: 6 DCV: 10*

PER Roll: 10/13EGO Roll: 11PRE Attack: 2D6

Powers/Tactics: Dust Devils are formed of a pocket of


swirling air, and as such are very difficult to harm. Magical
attacks can tear one to pieces rapidly, but without magic a
Dust Devil is virtually invulnerable. In combat these creatures will attempt to wrap the head of a target with their
forms and choke the life out of them rapidly.

Total: 1 (0 rPD)
Total: 1 (0 rED)
Phases: 3, 6, 9, 12

Total Characteristics Cost: 38


Campaign Use: These creatures can appear along with any
major summoning, especially an Air Elemental Lord. They
also are common predators in the Air Elemental Plane, but
in other lands these will only be found summoned to attack
or guard an area, or in rare circumstances form naturally.
These are very, very challenging to a group of PCs without
any magical attacks, but are otherwise trivial.

Running: 11/44
Leaping: 0

Cost
30

Powers
END
Air Elemental Powers: Elemental Control
(30 pts)
a30 Airy Body: Cannot be knocked out (does not
0
lose abilities)
b15 Air Body: Desolidification, 0 END Cost,
0
Not vs Magical Attacks, Always On
c14 Choke: HKA 1D6; NND (need not breathe,
3
self-contained breathing), Affects Solid, 1/2
END Cost, Must Target Head, Concentrate 1/2
DCV blackout
30

20
15
6

Small: Shrinking (2 levels; +4 KB, -4 PER


to be seen) 0 END Cost, Inherent, Persistent,
Always On (*)
Airy Body: Does not bleed
Airy Body: No Hit Locations
Air Body Life Support (All except selfcontained breathing)
Sense Air: Spatial Awareness
Swift: Running +5 x2 noncombat (total x4)
Keen Air Sense: +3 Spatial Awareness

10

Skills
+5 OCV to target head/breathing area

15
15
35

Appearance: Dust Devils look like their namesake, a swirl


of dust, debris and air. At rest they will look like a small,
lazy whorl of material, but when active, they form small
cones or balls of rapidly spinning dust.

0
0
0
0
2
0

Total Powers & Skills Cost: 235


Total Cost: 273
PTS
-15
-10
-20

Disadvantages
Physical Limitation: No Fine Manipulation (Always,
Greatly)
Physical Limitation: Minimal Intellect (Always,
Slightly)
Physical Limitation: No Senses except Spatial
Awareness (Always, Totally)

Total Disadvantage Points: -55


112

DUSTDIGGER
Val Char Cost
25* STR 0
14 DEX 12
18 CON 16
12* BOD 0
3 INT -7
5 EGO -10
10 PRE 0
10 COM 0
10
10
3
6
36
35*

PD
ED
SPD
REC
END
STN

Movement:

Cost
23

16
9
3
10
10
22
4
10

-6
-5
-2
Cost
7

Ecology: Dust Diggers are desert dwellers, preferring hot,


dry climates and places other creatures shun. These creatures are solitary, meeting only occasionally to breed and
giving live birth. The young are kept beneath the mother
until large enough to hunt for themselves, emerging only
when the mother moves and fed small chunks of meat by
her from kills she makes.

Monster
Roll
1412131110101111-

8
6
6
0
0
2

Notes
Lift 800kg: 5D6
OCV: 5 DCV: 4*

PER Roll: 10-/12EGO Roll: 10PRE Attack: 2D6

ECV: 2
Personality/Motivation: Dustdiggers are simple animals
with only basic animal motivations such as food and shelter.
They are bold in combat, however, and will never flee, not
that they have a lot of options in that area in any case.

Total: 13 (3 rPD +3)


Total: 13 (3 rED)
Phases: 4, 8, 12

Powers/Tactics: The Dustdigger is a curious creature that is


somewhat like a gigantic starfish. It digs into sand, loose
dirt, ash, and such to create a pit it hides in covers its self
up, and then the Dustdigger inflates its body. This fills up
the gap, leaving a smooth, even ground above the creature
and there it waits until something draws near. When prey
approaches, the creature deflates its body, creating a small
sinkhole that pulls the victim helplessly into its clutches
unless they are unusually agile. The victim is crushed and
bitten into submission and eaten at leisure, which means the
Dustdigger will rarely attack multiple targets that it cannot
recognize. Dustdiggers have unusually capable senses of
hearing and touch and can determine much from simple
footfalls, heartbeats, and other sounds and motions. Dustdiggers have very tough arms, but are otherwise not especially tough.

Total Characteristics Cost: 33


Running: 3/6
Leaping: 0
Swimming: 0

Powers
END
Huge: Growth (3 levels) -2 KB, +1 PER to
0
be seen; Inherent, Persistent, 0 END Cost,
Always On (*)
Digger: Tunneling 1 (4 DEF), Close Hole
2
Tough: Armor 3 PD, 3 ED
Chitin: Armor 3 PD; Only for arms
Crush: Hand-to-Hand Attack 3D6 (8D6 w/
1
STR); Only to add to Strength Damage
Bite: HKA 1D6 (2D6 w/STR); Must follow
1
grab
Sense Motion: Spatial Awareness
Keen Sense: Enhanced Perception +2 (spatial
awareness)
Sinkhole: Entangle 2D6, 2 DEF; Area Effect
3
Hex, Trigger, No Range, Extra Time Full Turn,
Concentrate 1/2 DCV, vs DEX not STR

Campaign Use: This is a useful encounter for otherwise


empty wastes, places few other creatures dwell. Dustdiggers might get so desperate and hungry that they will attack
more than one creature, relying on fear and surprise to keep
them safe.
Appearance: A Dustdigger looks much like an inverted
starfish. Their mouth is held upward, and with five radial
arms around the mouth. When inflated, the Dustdiggers
body is rounded and bulbous beneath its arms. Dustdiggers
are usually neutral in color, very similar to their surroundings, and have a spread of over 10 feet across from arm tip
to arm tip.

Running -3
Leaping -5
Swimming -2
Skills and Talents
Concealment 12-

Total Powers & Skills Cost: 101


Total Cost: 134
PTS
-10
-15

Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
Physical Limitation: Animal Intelligence

Total Disadvantage Points: -25

113

DVERGAR
Val
15
14
13
10
10
11
15
4
6
5
3
5
26
25

PD
ED
SPD
REC
END
STN

Movement:

Cost
5
1
20
5
5
(5)
(5)
(5)
(5)
(5)

(5)

-2
-2
-5
-2
Cost
2
4
3
3

PTS
-5
-10

Humanoid

Char Cost
STR 5
DEX 12
CON 6
BOD 0
INT
0
EGO 2
PRE 5
COM -3
3
2
6
0
0
0

Roll
1212121111111210-

Notes
Lift 200kg: 3D6
OCV: 5 DCV: 5

Disadvantages
Physical Limitation: Disoriented by bright light
Psychological Limitation: Cruel, heartless C/M

Total Disadvantage Points: -15


PER Roll: 11EGO Roll: 11PRE Attack: 3D6

Ecology: Dvergar are distant cousins of Dwarves that live


only underground. There are small communities that live
near the surface, but the bulk of these creatures live far beneath the surface in the vast caves of the Underdeeps. Dvergar form a community around a good mining area and defend it viciously, protecting their families with brutal disregard for life. Dvergar live only about as long as ordinary
humans, and are omnivorous, although they tend to prefer
meat.

ECV: 4

Total: 6 (1 rPD)
Total: 5 (1 rED)
Phases: 4, 8, 12

Personality/Motivation: After centuries of war against


Deep Elves, Deep Ones, Illithid, and other races of the Underdeeps for limited resources, Dvergar are a brutal, untrusting, martial race. They are hard, cruel, and angry, but very
loyal and protective of their families and people.

Total Characteristics Cost: 38


Running: 5/10
Leaping: 1/2

Powers
Dark Sight: Infrared Vision
Tough: Damage Resistance 1 PD, 1 ED
Tough: Life Support vs Disease, Poison
Tough: Power Defense 5

END
-

Powers/Tactics: Dvergar are very similar to surface


Dwarves save in a few ways. Dvergar are very resistant to
disease as well as poison, but are vulnerable to bright lights.
Dvergar each have one special ability that they can use, one
that defines their place in Dvergar society, although more
powerful and older members can have two or more powers.
Dvergar tend to use beasthide armor, often studded with
better metals such as Bloodiron and Adarcer, both of which
are more common in the Underdeeps than the surface.

Magical Ability (choose one):


Darkblight: Flash 2D6; No Range, Extra Time 1
Full Phase
Deepspeak: Aid 1/2D6 (Deeps Language);
1
Fade/Hour, Extra Time Full Phase, Costs END
Fog: Darkness 1; Extra Time Full Phase, Only 1
Underground
Healing: Healing 1D6 (as damage); Extra Time 1
Full Phase, Concentrate 1/2 DCV, Incantation
Stoneseize: Entangle 1D6, 3 DEF; Only under 1
ground, Cannot make barriers, Extra Time Full
Phase
Stoneshape: Minor Transformation 1D6 (stone
to stone in different shape); Cumulative, Extra
Time Full Phase, Gesture, Concentrate 1/2 DCV,
Incantation

Campaign Use: Dvergar are often used as slaves by the


Illithid and Deep Elves, worked to death in mines. They
hold pockets of the Underdeep as an independent force as
well, but are not doing well against the other races and are
almost without exception hostile to visitors.
Appearance: Dvergar are Dwarven humanoids, at most
four feet tall, though more lean than their surface cousins.
Their skin is gray or pale, and most have wispy beards and
thin hair on their heads. Dvergar all wear armor and are
ready for war at any point, as it tends to take them often and
suddenly.

Running -1
Leaping -2
OCV -1 in bright light
Sight Perception -2 in bright light
Skills and Talents
Language: Underdeeps trade
Weapon Familiarity: Common weapons
Concealment 11Stealth 12-

Total Powers & Skills Cost: 49


Total Cost: 87
Add Veth Hound Follower (227 pts): +45 pts
114

DWARF AXE MASTER


Val Char Cost
18 STR 8
17 DEX 21
16 CON 12
10 BOD 0
10 INT
0
13 EGO 6
15/20 PRE 5
6 COM -2
8
6
4
7
32
30

PD
4
ED
3
SPD 13
REC 0
END 0
STN 3

Movement:

Cost
5
6
10
2
2
2
2

10

11

10

-2
-2

Roll
1312121111121210-

Humanoid

Notes
Lift 320kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 11EGO Roll: 12PRE Attack: 3D6

ECV: 4

Total: 8 (1 rPD)
Total: 6 (3 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 83


Running: 5/10
Leaping: 2/4

Powers
END
Heat Sight: Infrared Vision
Hardy: Power Defense 6
Hardy: Life Support vs poison
Tough: Damage Resistance 1 PD, 3 ED
Bold: Presence +5; Only for Defense
Strong Will: Ego Defense 5
Age Slowly: Life Support age about 4 times as slow as humans
Arrows Bane: Force Field 10 PD, ED; END
Cost, Hardened, Invisible to sight and hearing,
Requires Ego Roll, Extra Time five minutes,
Only to harden existing defenses, Concentrate
DCV
Bloodstrike: RKA D6; Continuous, NND,
Does Full Damage, OAF Axe, No Range, Only
vs foes that can bleed, Extra Time delayed
phase, One Turn Duration Maximum
Great Cleave: Area Effect Megahex on up to
2D6 HKA; OAF Axe, Extra Time delayed
phase, Concentrate DCV, Only to hit targets
adjacent to character
Steely Wings: HKA 2D6; Range by STR; OAF
Axe, Axe takes phase to return, Needs 5" Space,
Extra Time delayed phase, Max damage of axe
used
Running -1
Leaping -2

Add Flinthoof Mount (149 pts): +30 pts


Add Griffon Mount (224 pts): +45 pts

Cost
5

5
4
5
10
3
2
1
3
4
2
5
2
2
3
15

Skills and Talents


Dwarven Charge: +2 OCV, +2 Damage Class attack,
+ V/5, Full Move, Unbalancing, Throw, You fall,
Full Segment, Take Half Damage
Fists of Stone: +1 OCV, +4D6 Damage, Unarmed
Steel Wind: +2 OCV, +2 DCV, Block, Abort
Stone Cleave: -1 OCV, +4 Damage Class strike
Defense Maneuver IV
Weaponsmith (hand to hand weapons) 11Use art with maces and hammers
Use art unarmed
Bump of Direction
Weapon Familiarity: Common Weapons
Weapon Familiarity: Dwarven Weapons
Combat Skill Level: Hand to Hand Combat +1
Knowledge Skill: Home 11PS: Miner 11Tactics 11Cleave Talent (from Fantasy Hero Sourcebook)

Total Powers & Skills Cost: 134


Total Cost: 217
PTS

Disadvantages

Total Disadvantage Points: -0


Ecology: Axe Masters (Khazgjarnr in Dwarven) are the elders and greatest warriors of Dwarven culture. Taking the
traditional weapon of the Dwarf to unbelievable levels of
skill and power, these lead the fight and earn the greatest
honor. Axe Masters are usually the most educated and wisest of a Dwarven community, especially the revered teachers
of this ancient art.
Personality/Motivation: Dwarven Axe Masters tend to be
more patient, understanding, and tolerant than other
Dwarves, who are very patient to start with. They have
learned a great deal of their cultures lore and errors and
seek to live a better life.

Powers/Tactics: In addition to the ordinary training and


abilities of a Dwarf, Axe Masters have trained their bodies
and minds to an extraordinary degree of keenness and
power. In addition to greater martial training, the Axe Master has learned to use his weapons and self in various extraordinary ways. A few suggested maneuvers and talents
from the Dwarven Axe Master section of the Players Handbook are given here as an example of this sort of training.
Axe Masters tend to have the best equipment the local
Dwarven Community has to offer, wearing Dwarven Steel,
Adarcer, or even Mithril armor and wielding weapons of
similar quality. Dwarven Axe Masters are comfortable
fighting in full metal armor and prefer the protection.
Campaign Use: This is a very dangerous foe, one that
should be taken very seriously by any group of adventurers.
Appearance: A Dwarven Axe Master looks little different
from his fellow Dwarves. The only things that set them
apart are their typically superior quality of equipment, an
115 attitude of calm confidence and wisdom, and most carry the
distinctive Disc Axe.

DWARF WARRIOR
Val Char Cost
18 STR 8
14 DEX 12
16 CON 12
10 BOD 0
10 INT
0
13 EGO 6
15/20 PRE 5
6 COM -2
8
6
3
7
32
30

PD
ED
SPD
REC
END
STN

4
3
6
0
0
3

Movement:

Cost
5
6
10
2
2
2
2

-2
-2
Cost
3
4
2
5
2
2
3

Roll
1312121111121210-

Dwarves form clans of families and friends and identify


very strongly with their clan. Clans will at times go to war
with each other over territory, slights, points of honor, and
other topics. Clans are usually identified by their specialty,
their origins, something they favor, or the name of a particularly significant ancestor or founder. For more on Dwarves,
consult the Players Handbook cultural writeup for Dwarven
characters.

Humanoid
Notes
Lift 320kg: 3 1/2D6
OCV: 5 DCV: 5

PER Roll: 11EGO Roll: 12PRE Attack: 3D6

ECV: 4

Personality/Motivation: Dwarven society is one of work,


with strong family and clan ties. Honor and truth are paramount, as is hard work and sacrifice a very strong work
ethic; it is a common and reliable saying that the only happy
Dwarf is a Dwarf at work. The latter, of course, is to be
rewarded with riches, and Dwarves see material gain as a
natural reward for a life well lived, although they are not
greedy as such.

Total: 8 (1 rPD)
Total: 6 (3 rED)
Phases: 4, 8, 12

Total Characteristics Cost: 67

Powers/Tactics: Dwarves are hardy, strong people for their


height, and are very resistant to things that are painful or
lethal to other races. Although slower afoot than other
races, Dwarves are hard to stop once they get moving.
Dwarven Warriors tend to use axes or maces, as well as a
variety of weapon specific to their race. Dwarves wear
heavy armor, usually chain or plate or beasthide with metal
scales and studs. Dwarves in combat are very difficult to
demoralize and very determined, if a bit slow. They rarely
use ranged weapons other than thrown axes, although the
crossbow is a Dwarven invention.

Running: 5/10
Leaping: 2/4

Powers
Heat Sight: Infrared Vision
Hardy: Power Defense 6
Hardy: Life Support vs poison
Tough: Damage Resistance 1 PD, 3 ED
Bold: Presence +5; Only for Defense
Strong Will: Ego Defense 5
Age Slowly: Life Support age about 4 times
slower than humans

END
-

Campaign Use: Dwarves are a useful resource to travelers


in addition to being a PC race. A Dwarven community will
always have a forge and someone to work it, so repairs and
new equipment are not difficult to obtain. Dwarves make
very implacable, dangerous enemies, but unshakable
friends.

Running -1
Leaping -2
Skills and Talents
Bump of Direction
Weapon Familiarity: Common Weapons
Weapon Familiarity: Dwarven Weapons
Combat Skill Level: Hand to Hand Combat +1
Knowledge Skill: Home 11PS: Miner 11Tactics 11-

Appearance: Dwarves are shorter than humans, 4 1/2 feet


tall on the outside. But they are very broadly built, often
200 pounds or more in weight. Dwarves are notoriously
proud of their beards and all will sport a full, impressive
beard, except most of the women. Dwarves have grayish or

Total Powers & Skills Cost: 46


Total Cost: 115
PTS

Disadvantages

Total Disadvantage Points: -0


Add Flinthoof Mount (149 pts): +30 pts
Add Griffon Mount (224 pts): +45 pts
Add Vastwing Mount (109 pts): +22 pts
Add Eaglehound Follower (100 pts): +20 pts
Ecology: Dwarves are a solid, strong people who tend to
live in mountainous areas or underground, close to the surface. There are some Dwarves who live in forests, but always near the rocks and mines and rough terrain they love.
Dwarves are able to eat food that would kill other races, and
prefer the subtle seasoning of such toxins in their cooking.
116

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