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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
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.
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
-6
-3
Running -3
Leaping -3
Cost
3
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
Disadvantages
Susceptible: not being submerged D6/hour
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-
Animal
Notes
Lift 1600 kg: 6D6
OCV: 5 DCV: 2
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
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-
Disadvantages
Phys Lim: Animal Intelligence
Phys Lim: Limited Manipulatory Ability
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:
Running: 8/16
Leaping: 0
-4
Leaping -2
21
5
4
5
Cost
3
1
12
3
2
25
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
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.
Disadvantages
Physical Limitation: Mute
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Vulnerability: x1 1/2 effect from sight Flash attacks
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*
Disadvantages
Psychological Limitation: loyal to master C/S
ECV: 4
Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12
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.
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
ECV: 2
Notes
Lift 400kg: 4D6
OCV: 6 DCV: 6
Total: 9 (3 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12
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
1
-
2
2
Disadvantages
Physical Limitation: Animal Intelligence
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.
Total: 8 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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.
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
-3
Cannot Jump -3
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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
Disadvantages
ECV: 6
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
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.
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-
Animal
Notes
Lift 25kg: 0D6
OCV: 4 DCV: 6*
ECV: 1
Total: 2 (0 rPD)
Total: 1 (0 rED)
Phases: 4, 8, 12
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)
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-
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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
ECV: 2
Total: 10 (4 rPD)
Total: 8 (4 rED)
Phases: 4, 8, 12
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
2
1
5
5
-2
Swimming -2
Giant Insect
Roll
131212121010139-
Disadvantages
Physical Limitation: Animal Intelligence
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
Animal
Roll
912101010101110-
Notes
Lift 25kg: 0D6
OCV: 5 DCV: 9*
ECV: 1
Total: 3 (1 rPD)
Total: 6 (1 rED)
Phases: 3, 6, 9, 12
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
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Manipulatory Ability
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
ECV: 2
Notes
Lift 1600kg: 6D6
OCV: 6 DCV: 6
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.
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)
-
Disadvantages
Physical Limitation: Animal Intelligence
Berserk: In Combat 11-/11-
20
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
-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.
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
END
-
4
-
0
-
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
Animal
Roll
1112111110101111-
Notes
Lift kg: D6
OCV: 5 DCV: 5
Total: ( rPD)
Total: ( rED)
Phases: 3, 6, 9, 12
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)
END
1
1
Running -4
Skills and Talents
Combat Skill Level: Bite OCV +2
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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
ECV: 4
Running: 4/8
Leaping: 0
-4
-5
-5
Running -2
Leaping -5
DCV -1
5
7
90
60
10
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
Monster, Reptile
Roll
1311131110111310-
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Vulnerability: x1 1/2 duration poisons and diseases
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*
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.
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
(8)
0
Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire
24
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
-16
-2
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.
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 -
Animal
Notes
Lift 1,600 kg: 6D6
OCV: 5 DCV: 4*
(8)
Skills
Climbing 12-
Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S
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.
BEASTMEN
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-
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.
Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12
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
END
1
-
Disadvantages
27
BEASTMEN
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
ECV: 4
Total: 11 (3 rPD)
Total: 13 (5 rED)
Phases: 4, 8, 12
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
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
28
BEASTMEN
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
Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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
END
1
1
-
Disadvantages
Physical Limitation: Very Light
Physical Limitation: Limited Fine Manipulatory
Ability
Vulnerability: x1 1/2 Knockback from physical
attacks
29
BEASTMEN
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
Total: 5 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12
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
Cost
3
3
3
4
3
3
5
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
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
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
Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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
Cost
3
3
4
3
3
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.
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
31
BEASTMEN
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-
Humanoid
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5
Total: 8 (3 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12
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
END
1
-
Disadvantages
Rivalry with Merfolk
32
BEASTMEN
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-
Humanoid
Notes
Lift 160kg: 2 1/2D6
OCV: 6 DCV: 8*
Total: 4 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12
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
-
Disadvantages
33
BEASTMEN
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-
Humanoid
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 7*
Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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)
Disadvantages
34
BEASTMEN
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-
Humanoid
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5
Total: 6 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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
Disadvantages
35
BEASTMEN
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-
Humanoid
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5
Total: 7 (3 rPD)
Total: 7 (3 rED)
Phases: 4, 8, 12
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
END
2
-
Disadvantages
36
BEASTMEN
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-
Humanoid
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5
Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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.
Disadvantages
37
BEASTMEN
Notes
Lift 340kg: 3 1/2D6
OCV: 5 DCV: 5
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
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
Disadvantages
38
BEASTMEN
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*
Total: 4 (1 rPD)
Total: 5 (1 rED)
Phases: 3, 6, 9, 12
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
Disadvantages
39
BEASTMEN
PD
ED
SPD
REC
END
STN
5
4
6
0
0
0
Movement:
Cost
7
Roll
1512121211111211-
Running: 6/12
Leaping: 3 1/2/7
-4
Leaping -4
10
10
8
Cost
3
3
4
-7
12
6
4
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
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.
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
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
Monster
Roll
91312101010139-
Notes
Lift 25kg: 0D6
OCV: 6 DCV: 10*
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.
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
Disadvantages
Physical Limitation: Sub-Human Intelligence
Vulnerability: x1 1/2 effect from Light-based attacks
Vulnerability: x1 1/2 Stun from Holy attacks
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
Animal
Roll
1212121010101311-
Notes
Lift 200kg: 3D6
OCV: 5 DCV: 5
Total: 7 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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
-
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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-
Total: 9 (4 rPD)
Total: 16 +10 (8 rED +10)
Phases: 4, 8, 12
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
ECV: -
2
26
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
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
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
Animal
Roll
811109910911-
Notes
Lift 12kg: 0D6
OCV: 4 DCV: 8*
ECV: 2
Total: 1 (0 rPD)
Total: 1 (0 rED)
Phases: 4, 8, 12
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
END
0
2
0
Running -3
Skills and Talents
Area Knowledge: 14-
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
Psychological Limitation: Fears fire and loud noises
C/S
44
Notes
Lift:1200kg/4 1/2D6
OCV: 5 DCV: (5)
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
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
Skills
+2 OCV Grab
Concealment 11-
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
Notes
Lift 150 KG: 2 1/2 D6
OCV: 5 DCV: 5
Total: 8 PD (1 rPD)
Total: 5 ED (1 rED)
Phases: 3, 8, 12
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-
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
Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S
Berserk in combat 11-/8-
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
Giant Insect
Roll
121212111010129-
Notes
Lift 200kg: 3D6
OCV: 5 DCV: 7*
ECV: 2
Total: 5 (2 rPD)
Total: 4 (2 rED)
Phases: 3, 6, 9, 12
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
Disadvantages
Physical Limitation: Animal Intelligence
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*
ECV: 2
19
5
3
6
4
-2
Running -1
Cost
6
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
Animal
Roll
101211101010119-
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
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
15
-5
-10
-2
DCV -1
Running -5
Leaping -2
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-
Skills
Combat Skill Level: Clubs OCV +1
Disadvantages
Phys Lim: Blind, Deaf
Phys Lim: Cannot Leap
Phys Lim: instinctive intellect
Phys Lim: Limited Fine Manipulation
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
Monster
Roll
181214121010129-
Notes
Lift 12 tons: 9D6
OCV: 5 DCV: 2*
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
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
Running -2
Leaping -4
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Blind
50
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
Disadvantages
Physical Limitation: Blind, Deaf
Physical Limitation: Instinctive Intelligence
Physical Limitation: Cannot Leap
Physical Limitation: No Manipulatory Ability
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
-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
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
Giant Animal
Roll
1512141310101411-
Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 3*
Total: 13 (5 rPD)
Total: 9 (3 rED)
Phases: 4, 8, 12
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)
END
0
10
6
12
5
2
5
3
4
5
-2
Leaping -2
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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*
Disadvantages
Physical Limitation: Animal Intelligence
ECV: 2
Total: 12 (4 rPD)
Total: 8 (4 rED)
Phases: 3, 6, 9, 12
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
Notes
Lift 800kg: 5D6
OCV: 4 DCV: 3*
Total: 7 (2 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
CAMEL
Animal
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-
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
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
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
ECV: 3
Notes
Lift 280kg: 3D6
OCV: 6 DCV: 6
Total: 6 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12
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)
-
Disadvantages
Psychological Limitation: Flighty, skittish, spooks
easily C/S
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
Construct
Roll
131211101411-
Notes
Lift 400kg: 4D6
OCV: 6 DCV: 5
Total: 12 (8 rPD)
Total: 9 (3 rED)
Phases: 3, 6, 9, 12
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
-
Disadvantages
Physical Limitation: Mindless Automaton
Physical Limitation: blind, deaf, numb
Physical Limitation: Light weight
Vulnerability: x1 1/2 effect knockback
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*
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
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.
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Blind
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*
Total: 19 (9 rPD)
Total: 15 (7 rED)
Phases: 4, 8, 12
4
-4
-2
Leaping -4
Swimming -2
45
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
Monster
Roll
1512131210111311-
Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Animal Intelligence
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)
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.
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)
-
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
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
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)
-
Disadvantages
Psychological Limitation: heavy cultural bias C/S
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-
Humanoid
Notes
Lift 640kg: 4 1/2D6
OCV: 4 DCV: 4
ECV: 3
Total: 10 (2 rPD)
Total: 8 (2 rED)
Phases: 4, 8, 12
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) -
Disadvantages
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
ECV: 1
Notes
Lift 100kg: 2D6
OCV: 4 DCV: 8*
Total: 7 (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 (*)
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
Disadvantages
Physical Limitation: Animal Intelligence
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
ECV: 3
15
25
6
5
-4
-4
Running -2
Leaping: -4
3
13
18
16
7
10
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
Total: 12 (6 rPD)
Total: 10 (6 rED)
Phases: 4, 8, 12
Movement:
Cost
15
Plant
Roll
1512121011149-
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
COTTAGE TURTLE
Giant Insect
ECV: 2
Personality/Motivation: A Cottage Turtle has few motivations, only basic animal ones such as food and safety.
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
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.
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Clumsy
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
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
ECV: 2
Total: 6 PD (1 rPD)
Total: 4 ED (1 rED)
Phases: 4, 8, 12
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)
Disadvantages
Physical Limitation: Limited Manipulatory Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Fears Fire C/S
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*
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
3
6
23
-4
Leaping -4
25
10
4
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
Giant Insect
Roll
181214149101412-
Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Animal Intelligence
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*
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
7
2
9
6
15
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
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.
Disadvantages
Physical Limitation: Cannot Speak
Psychological Limitation: Curious C/S
Psychological Limitation: Obedient to masters C/M
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
Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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
Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
68
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
Total: 10 (4 rPD)
Total: 6 (2 rED)
Phases: 4, 8, 12
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)
-
Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
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
ECV: 3
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
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
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
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
Leaping -2
Skills and Talents
Combat Skill Levels: DCV in Flight +2
Acrobatics 12Resistance 5
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: Limited Fine Manipulatory
Ability
Psychological Limitation: Resists training C/S
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-
ECV: 2
Total: 12 (4 rPD)
Total: 12 (4 rED)
Phases: 4, 8, 12
10
-8
-5
Running -4
Leaping -5
Cost
7
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
Giant Insect
Notes
Lift 3200kg: 8D6
OCV: 4 DCV: 3*
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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*
Disadvantages
Physical Limitation: Sub Human Intelligence
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
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
3
2
-
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
Yrch
Roll
1012111111111111-
Notes
Lift 50kg: 1D6
OCV: 6 DCV: 8*
Total: 2 (0 rPD)
Total: 2 (0 rED)
Phases: 3, 6, 9, 12
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
-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-
Disadvantages
Psychological Limitation: Fears magic and holiness
Physical Limitation: Low Human Intelligence
Vulnerability: x1 1/2 effect Presence attacks by
holy men
74
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*
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.
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
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
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
Total: 6 (1 rPD)
Total: 7 (3 rED)
Phases: 4, 8, 12
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.
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
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.
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.
There are five different classes of Demons: Dukes, Hellbeasts, Possessors, Soldiers, and Devils.
77
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
Makes the nearest animal a Fell Animal, permanently or until dispelled for 100 points
10
11
12
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*
Total: 8 (4 rPD)
Total: 6 (2 rED)
Phases: 3, 6, 9, 12
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
Hellbeast
Roll
1012111099129-
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-
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
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.
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
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
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
ECV: 6
PTS
-10
-15
-10
-5
-5
-5
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
Movement:
Cost
22
40
45
20
60
5
10
2
40
45
56
20
7
7
24
8
Running: 6/12
Leaping: 2/4
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
3
1
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
-10
-10
-15
ECV: 6
Total: 10 (0 rPD)
Total: 10 (0 rED)
Phases: 3, 5, 8, 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
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.
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.
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*
-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
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.
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
0
1
0
0
0
0
0
0
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
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
-
0
1
0
0
1
1
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
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
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
ECV:5
Total: 10 PD (4 rPD)
Total: 8 ED (4 rED)
Phases: 3, 5, 8, 10, 12
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
2
-
2
0
1
2
2
2
Skills
Climbing 12Concealment 11Stealth 12Literacy
Language: Morianic (fluent conversation)
85
DEMONS
Notes
Lift .2kg: 0D6
OCV: 6 DCV: 8*
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
15
45
-2
-10
24
10
3
1
6
6
10
37
17
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
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
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
Total: 4 (1 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12
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
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
ECV: 5
20
18
5
10
4
3
2
5
5
2
5
10
PTS
-15
-10
-5
-5
-10
Hellbeast
Roll
1313131111121411-
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
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.
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
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
Running: 8/16
Leaping: 1 1/2/3
2
5
Skills
Familiarity with Demon Weapons
Combat Skill Level: Hand-to-Hand Combat +1
13
5
5
45
4
4
5
22
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
Soldier (grunt)
Roll
1312121111121310-
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
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-
Soldier (Sergeant)
Notes
Lift 3200kg: 7D6
OCV: 5 DCV: 3*
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
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
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
4
4
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
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-
Devil
Notes
Lift 6kg: 0D6
OCV: 4 DCV: 4
Total: 2 (1 rPD)
Total: 4 (1 rED)
Phases: 4, 8, 12
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
0
3
0
0
0
0
0
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
91
DEMONS
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*
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.
Personality/Motivation: Maggot Crawler Fiends are awful, disgusting things that delight in rot and horror, in destruction and putrification.
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.
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*
-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.
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
-
0
0
0
0
0
0
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-
Devil
Notes
Lift 1600kg: 6D6
OCV: 6 DCV: 6
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
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
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
Devil
Roll
121212111211139-
Notes
Lift 200kg: 3D6
OCV: 6 DCV: 12*
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
-
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
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-
Soldier (Grunt)
Notes
Lift 400kg: 4D6
OCV: 5 DCV: 5
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
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.
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
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
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: 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.
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.
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*
Personality/Motivation: Devourers are very simple creatures with only the most basic motivations.
ECV: 2
Total: 18 (8 rPD)
Total: 12 (6 rED)
Phases: 4, 8, 12
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
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
Disadvantages
Physical Limitation: Instinctive Intelligence
Physical Limitation: No Fine Manipulatory Ability
98
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-
Animal
Notes
Lift 80kg: 1 1/2D6
OCV: 5 DCV: 5
Total: 6 (1 rPD)
Total: 4 (1 rED)
Phases: 3, 6, 9, 12
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
1
0
0
0
0
0
2
-
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
Physical Limitation: Animal Intelligence
Psychological Limitation: Obedient C/M
Psychological Limitation: Loyal to pack C/S
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*
Total: 4 PD (1 rPD)
Total: 3 ED (1 rED)
Phases: 3, 8, 12
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
Animal
Roll
912111010101111-
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)
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-
Running: 2/4
Leaping: 2/4
Swimming: 7/28
-8
Running -4
Total: ( rPD)
Total: ( rED)
Phases:
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
Disadvantages
Physical Limitation: No Fine Manipulatory Ability
Physical Limitation: Sub Human Intelligence
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
ECV: 4
Notes
Lift 160kg: 2 1/2D6
OCV: 5 DCV: 5
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
Disadvantages
Hunted: All civilization 11-, to destroy, NCI
Psychological Limitation: Cruel, deceptive VC/S
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
Animal
Roll
151213131011139-
Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 5/6
Total: 13 (3 rPD)
Total: 11 (3 rED)
Phases: 4, 8, 12
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.
Disadvantages
Physical Limitation: Animal Intelligence
Physical Limitation: No Fine Manipulatory Ability
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.
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.
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*
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
-
0
0
0
-
0
0
0
-
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
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*
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
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)
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*
-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
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
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
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*
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
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)
DRUID
Val
10
14
13
10
18
14
13
10
4
4
3
5
30
22
PD
ED
SPD
REC
END
STN
Movement:
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
Total: 5 (1 rPD)
Total: 5 (1 rED)
Phases: 4, 8, 12
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
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.
Disadvantages
Psychological Limitation: Protective of local lands
C/S
Watched: Druidic Order 14-, Punish, NCI
109
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-
Fae
Notes
Lift 320kg: 3 1/2D6
OCV: 7 DCV: 7
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.
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
Disadvantages
Dependant: Personal Tree 1D6/6 hours
Psychological Limitation: Protective of tree VC/S
Psychological Limitation: Protective of area C/S
Notes
Lift 1600kg: 6D6
OCV: 5 DCV: 4*
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.
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)
-
Disadvantages
Dependant: Personal Tree 1D6/6 hours
Enraged: Combat 11-/11Psychological Limitation: Protective of tree VC/S
Psychological Limitation: Protective of area C/S
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
ECV: 4
Notes
Lift 25kg: 0D6
OCV: 6 DCV: 10*
Total: 1 (0 rPD)
Total: 1 (0 rED)
Phases: 3, 6, 9, 12
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
10
Skills
+5 OCV to target head/breathing area
15
15
35
0
0
0
0
2
0
Disadvantages
Physical Limitation: No Fine Manipulation (Always,
Greatly)
Physical Limitation: Minimal Intellect (Always,
Slightly)
Physical Limitation: No Senses except Spatial
Awareness (Always, Totally)
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
Monster
Roll
1412131110101111-
8
6
6
0
0
2
Notes
Lift 800kg: 5D6
OCV: 5 DCV: 4*
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.
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
Running -3
Leaping -5
Swimming -2
Skills and Talents
Concealment 12-
Disadvantages
Physical Limitation: Limited Fine Manipulatory
Ability
Physical Limitation: Animal Intelligence
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
ECV: 4
Total: 6 (1 rPD)
Total: 5 (1 rED)
Phases: 4, 8, 12
Powers
Dark Sight: Infrared Vision
Tough: Damage Resistance 1 PD, 1 ED
Tough: Life Support vs Disease, Poison
Tough: Power Defense 5
END
-
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-
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
ECV: 4
Total: 8 (1 rPD)
Total: 6 (3 rED)
Phases: 4, 8, 12
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
Cost
5
5
4
5
10
3
2
1
3
4
2
5
2
2
3
15
Disadvantages
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-
Humanoid
Notes
Lift 320kg: 3 1/2D6
OCV: 5 DCV: 5
ECV: 4
Total: 8 (1 rPD)
Total: 6 (3 rED)
Phases: 4, 8, 12
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
-
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-
Disadvantages