Adversary Compendium

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ADVERSARY

COMPENDIUM I
A Collection of Monsters suitable for
characters level 1 through 10
FOR USE WITH
GREEN RONIN GAMES’
Adversary Compendium I
Core Rules Supplement

Design: Byron D. Molix

System Design and Development: Chris Pramas, et al

Original Monster Concepts: E. Gary Gygax and the early contributors of TSR.

Mystara Logo designed by Thorfinn Tiat

Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the
ownership of said names and concepts. The unique text of this document is copyrighted (C)2011 and this document is
produced for fans’ personal use and may not be bought or sold.
Table of Contents
Introduction 1 Elder Ghoul
New Statistics Block Hill Giant 31
Giant Beast 32
Aerial Servant 4 Draco Lizard
Aranea 5 Giant Bass
Archer Bush 6 Giant Bat
Basillisk Giant Boar
Beholder 7 Giant Chameleon
Big Cat 8 Giant Gecko
Jaguar Giant Spiny Rockfish
Leopard Giant Sturgeon
Lion Giant Toad
Tiger Giant Tuatara Lizard
Boar 10 Rockhome Lizard
Bulette Gnoll 36
Carrion Crawler 11 Gnoll Brute
Chameleon Man Flind
Centaur 12 Gnoll Blackheart
Choker 13 Gnoll Shaman
Crocodile 14 Goblin 38
Decapus 15 Goblin Skirmisher
Dire Wolf 16 Goblin Chief
Displacer Beast Goblin Skulker
Doppleganger 17 Goblin Fanatic
Dragons Golem 40
Young Dragons 18 Bone
White Rock
Black Wood
Blue Gorilla 41
Green Great Eagle 42
Red Griffon
Gold Hag 43
Young Adult Dragons 21 Black Hag
White Sea Hag
Black Harpy 44
Blue Hellhound
Green Hobgoblin 45
Red Hobgoblin Soldier
Gold Hobgoblin Sergeant
Dragonne 23 Kobold 46
Dryad 24 Kobold Ambusher
Elementals, Lesser 25 Kobold Witch
Air Lizardfolk 47
Earth Lycanthropes 48
Fire Werebear
Water Weretiger
Faun 27 Werewolf
Gargoyle Merman 52
Genie 28 Merrow
Djinn, Lesser Merrow Elite
Efreeti, Lesser Triton Mage
Ghoul 30 Triton Cleric

i
Mummy 54
Ogre 55
Oozes 56
Black Pudding
Gelatinous Cube
White Pudding
Orc 58
Orc Warrior
Orc Elite
Orc Shaman
Owl Bear 60
Phanaton
Rakasta 61
Rhagodessa 62
Stirge
Tortle 63
Troll 64
Vermin 65
Giant Ant
Giant Ant Drone Guard
Giant Bee
Giant Centipede
Giant Fire Beetle
Giant Locust
Giant Oil Beetle
Giant Tiger Beetle
Wight 68
Wolf 69
Wyvern 70

Acknowledgements 71

ii
immune to Mental and Poison damage, and Charm
Adversary and Sleep effects.
Humanoid: The creature is a sentient being akin to a
Compendium human. It can process language, and often is a social
creature. All humanoids need the basics of life:
sustenance, breathe and sleep. Only the most
Introduction magical of humanoids can ignore these requirements.
Heroes are only capable of being measured by the Monster: The creature is some other form of living or
opponents they overcome. In a classic fantasy world, spiritual creature, and is separated from beasts by its
those opponents are often creatures and monsters, utter alien strangeness, or its capacity for language.
demons and other fiends. While the most memorable Rarely can a monster be tamed and trained, and
villains can be human, the most noteworthy are often Animal Handling is not enough to break one.
dragons, giants, or undead monstrosities. In order to Plant: The creature is a supernatural or monstrous
accurately represent the breadth of the Known World plant. Plants are usually immune to Mental and
setting, I needed to produce statistics for the monsters Poison damage and Charm effects. Plants subject to
common to such a game. Here is the fruit of that Sleep affects go dormant, a state similar to paralysis,
labor, the Adversary Compendium. and while they do not need to breathe, they are still
subject to suffocation effects.
Statistic Block
I devised a new statistic block, and have notes Subtype Descriptors
provided below for the descriptors and shorthand that Aberrant: The creature is an alien creature that can
go into it. The only reason for this was an attempt to only have originated on some other plane, through
keep monster entries, at least the game statistics raw magic, or immortal influence. This category
information on a single page. Something that was includes things without organs, or organs that don't
impossible to do with my Beholder writeup and make sense to scholars present in the world. Aberrant
would likely have been just as difficult with can also refer to a creature that was natural and has
Vampires, and Dragons. One of the few changes I since been mutated by magical means.
pulled from later versions of D&D is the use of Aquatic: The creature is at home in water and can
Keywords as tags. So characters with common traits either breathe in water, or hold its breathe for
have the trait defined here in the beginning, and extremely long periods of time. It never has to worry
abilities that conform to a specific damage type or about drowning during encounters. Aquatic beasts
energy source are listed as well, for ease of rarely can breathe air or move about on land, and
adjudication. usually take severe penalties when encountered on
land. Aquatic creatures often, but not always, have a
Origin Swim rating that is higher than their base speed. An
Adversaries have an origin which is meant to give the aquatic creature is different from a creature that
GM hints about the type of creature and it’s basic breathes water, and such creatures still face penalties
existence without denoting everything in powers. It when fighting underwater because it is not their
also serves as information regarding spell or ritual native environment.
susceptibility. Draconic: The creature is a dragon or is related
Beast: The creature is a living animal. Whether it has closely to them. These are reptilian creatures with a
magical origins or supernatural powers it's still an magical nature, and often with a breath weapon or
animal. It has no concept of language, and can be supernatural attack. Thinking creatures of this type
trained via Animal Handling. All beasts need the always speak Draconic as their common language,
basics of life: sustenance, breathe and sleep. Only but can learn others, even if they cannot vocalize
the most magical of beasts can ignore these them.
requirements. Elemental: The creature is an outsider native to one of
Construct: The creature is a created being. Usually the districts of the Elemental Plane. It is inherently
created by a spell or higher power, these creatures strong versus its native element and weak to its polar
are tireless, do not require sustenance or need to opposite. Thinking creatures of this type always speak
breathe and generally loyal to their creators. They Elemental Common as their language, but can learn
sometimes understand language but usually do not others, even if they cannot vocalize them.
have the ability to speak. Constructs are usually Fey: The creature is an outsider native to the
Dreamlands or a Prime Plane descendent of such

1
creatures, and is considered a fairy being. Many fey type. Thus a single Grade A threat may overwhelm a
have supernatural powers or immunities, but not all, party of 15th level characters.
particularly the prime plane natives. All Fey creatures
that are considered an outsider speak Sylvan. The threat class of opponents is not meant to be a
Giant: The creature has abnormal size for its type. system in and of itself. GMs still need to judge their
True Giants, speak Giantish, but have dialects as own encounters, and mixing enemies from different
well. Most true giants favor throwing objects and threat classes may or may not make the entire
weapons at targets, although some have magical encounter much more difficult. As with everything in
prowess and prefer throwing magical missiles a role-playing game this is just a suggestion.
instead.
Planar: The creature is an outsider native to one or Stat Block Format
more outer planes. These creatures are usually The stat block includes some shorthand keywords
encountered because they were summoned, or designed to move especially common sentences out
because they were sent by higher powers. All Planar of the powers sections.
beings have supernatural capabilities. All Planar
beings speak a native tongue unique to their plane of Defense Keywords
origin, but most thinking Planar beings possess the Enchanted: All non-magical physical damage deals
ability to comprehend tongues or cast the Common only half-damage to an enchanted creature. The only
Tongue spell upon themselves. Few planar creatures exceptions are damage sources the creature is
need to eat, drink or sleep, and many have vulnerable to. It's own physical attacks are
immunities and perfect Dark Vision. considered magical. Note, all Enchanted creatures
Undead: The creature was once living, and is now a take full damage from energy attacks they are not
monster of undeath. Unthinking undead understand immune to.
language but do not speak meaningfully. Thinking Immunities: All the damage types and effects the
undead resemble the living, but most undead are creature can ignore are listed on a single line below
consumed with hatred, or obsession. Undead have the Defense line. Damage listed as Half, such as Fire
no need for traditional food, water, air or other (Half) means the creature can ignore half the listed
sustenance. Their animus also allows them to see in damage but not all of it, thus a partial immunity
the dark. Some undead need rest, and others wander listing. These are listed alphabetically by Damage
in search of the living at all times. Immune to Mental first, effects second. Individual powers can be listed
and Poison damage, Charm and Sleep effects. here as well.
Spell Resistance +X: The creature gains a bonus
Threat Class equal to the noted rank versus all harmful spells,
Threat Class is an indicator used to determine a arcane or divine. If listed with (Arcane) or (Divine) it
rough party level danger. A group of 4 characters of is only resistant to that type of magic.
the appropriate level should have little trouble facing Vulnerabilities: All damage that bypasses special
down one or two threats in the corresponding class. defenses, or gives the creature extra damage is listed
An equal group number increases the class by one, on a line below the Immunities line, or the Defense
being outnumbered 2 to 1 increases the threat by 2 line if absent. Extra damage is listed as Damage x2 or
grades. Thus, four class E threats are a class D threat Damage +Xd6
for a group of 4 low level adventurers while eight are
a class C threat. Movement Keywords
Burrow: The creature can tunnel through soil such as
Threat class is rated with ascending letter grades that dirt, sand or silt, and rock if the description says so.
correspond to character levels thusly. Creatures that are burrowing may not use a Run or
E = Levels 1-2 Charge action unless their description specifically
D = Levels 3-5 says otherwise.
C = Levels 6-9 Hover: The creature can hover in air without
B = Levels 10-14 expending actions.
A = Levels 15+ Wall Crawler: The creature can move at full Speed up
walls and across ceilings, making modifications for
Class A is somewhat of an exception as it terrain as necessary.
encompasses the widest grouping of levels and play

2
Power Keywords illusion. They aren’t as dangerous physically as a
Damage Keywords: Keywords listed in [ ] for any Force effect, but they don’t go away if the target
power that does damage, deal the listed type of resists the effect either. An example of a figment is a
damage. This is not whether the attack deals manifest nightmare, or a phantom steed.
penetrating damage or not, it simply keys defenses,
immunities and vulnerabilities. Examples include: There are also conventions for spellcasters and
Alteration, Cold, Corrosive, Electricity, Fire, Force, creatures with unique stunts. Stunts are listed with
Illusion, Mental, Necrotic, Poison, Radiant, and the number of Stunt Points immediately preceding
Sonic. Force is implied if no other damage type is the game text. Usually but not always a unique stunt
given. will be among the creature’s favorite stunts.
Effect Keywords: Keywords listed in [ ] for powers
that do not deal damage define the type of effect it is. The Spells power lists a number in parentheses. This
This is again to key defenses, immunities and is the caster level. This can help GMs figure out how
vulnerabilities. Examples include: Alteration, Charm, many spells a creature should have if it is more
Illusion, Paralysis, Petrify, Figment, and Sleep. advanced than the presented adversary, as well as
Limitation Keywords: Keywords listed in ( ) limit the help with mana calculations. I calculate all mana at a
power to affecting those listed items or types only. An base of 7 plus Magic, and a bonus of 2 plus Magic
example being Charming Gaze (Humanoids). This per caster level beyond the first. This is to simulate
power would not affect beasts, monsters etc. the amount they have left when the encounter starts,
not what a typical caster of that level would have first
Sense Keywords thing in the morning.
Dark Vision ∞: The creature can see perfectly in total
darkness. This is also known as Perfect Dark Vision. Descriptions
Dark Vision ∞ (-1 in light): The creature can see In most cases, thinking individuals will have their
perfectly in total darkness but suffers a -1 penalty to ethos worded in their description. If such is the case,
most actions in bright light. the word will be italicized. Text that applies to
Dark Vision (X yards): The creature can see perfectly choices such as spells and post combat effects are
out to a certain distance in total darkness. Their listed here as well. I have attempted to keep the
vision dims within 10 yards beyond the listed entries combat and effect specific, and left
distance. capabilities that exist purely outside these context as
Night Vision: The creature lowers penalties by 1 in text in the description. So if a creature has the ability
low light and night conditions. to resurrect itself, it will be present in its description,
360 Degree Sense: Usually Sight or Touch. The not it’s statistic block.
creature has the ability to sense, using the designated
sense in all directions at once. It gains a +2 bonus to As much as possible, each creature’s natural habitat
resist surprise and backstab attempts based on and motivations will be included in the description.
Stealth. If a limitation is present, it indicates a However, I can’t pretend to include geography hooks
maximum distance. for the entire Known World. If you look at a map of
the setting you will see how impossible that is. In all
Clarifications cases, please refer to your gazetteer or old edition
Power Keywords require some further explanation. A monster booklets for typical placement in specific
power may be listed as Touch Attack [Alteration] countries and environs of the Known World.
(Humanoids) in which case it is a power that
transforms or alters the target’s body, or a portion of
the target’s body and only affects humanoids. The fact
that it’s listed as Touch Attack instead of Blood
Boiling Grasp just gives a GM a subtle reminder how
the power is used without requiring a lot of
additional text.

Also, the difference between an illusion and a


figment is that Illusions only exist in the heads of the
affected targets. Figments have some reality and are
composed of a bit of force that is covered with an

3
Aerial Servant Grade D
Elemental Monster The reason these creatures turn on the caster if
Defense 16, AR 2, Enchanted, Invisible unable to fulfill their mission is because they are
Immunities Paralysis, Poison, Sleep fiercely independent, and somewhat cruel to humans
Vulnerabilities Earth x2 and they have no desire to serve to begin with. The
Health 100, Speed Fly 18, Hover spell forcibly brings them, and binds them to the task.
Senses Dark Vision (20 yards) They can only take out their malicious anger on the
+0 Communication summoner if their mission ends in failure.
+4 Constitution
+0 Cunning These creatures, which call themselves Haoou, speak
+5 Dexterity (Brawling) the Elemental tongue with the air dialect, although
+3 Magic (Divination) they can comprehend all speech by mortals. They
+0 Perception have their own empires based on the slavery of lesser
+4 Strength elemental creatures in their home plane. Typically, if
+1 Willpower the Aerial Servant bests its summoner in combat for
Melee Fist +7 (1d6+4) enough time to expend 2 Major Actions creating a
Favored Stunts: Knock Prone and Mighty Blow. gate, it will drag the offender away to its home plane.
Weapon Groups: Brawling
Powers
Find Target [Divination]: As Spirit Tracking ritual
[Willpower (Self-Discipline) : TN 15]
Wind Blast [Air]: Corridor of Wind 20 yards long 2
yards wide must be resisted by Strength (Might) : TN
13 or the target is knocked prone and takes 2d6+3
damage. Those who succeed take 1d6 damage
instead. Once used roll 1d6, on a 1 the power is
unusable for the rest of the day.

Aerial Servants are elemental creatures from the


Elemental Plane of Air. They are most often
encountered on Mystara after being
summoned using a ritual. Aerial
Servants can be given the task to
retrieve a specific person or object
and they will fulfill that duty
unerringly within a certain period of
time. Usually a caster can impose
a limit of twice his level in days
upon the Aerial Servant. If the
servant is stymied in retrieving
its target before the time limit is
up, it will drop the target and
return to the caster in order to
attack him. If given an
approximate location with
enough detail to find the
target, it will still venture
forth even if its Find Target
ability is stymied by Spirit
magics. Otherwise, it
considers its service done
and will return
immediately to its home
plane.

4
Aranea Grade D fight to the death to protect their homes, and often try
Monster to prevent outsiders from reaching them in the first
Defense 13, AR 0 place.
Health 30, Mana 20, Speed 14, Wall Crawler
Senses Dark Vision ∞ (-1 in light) Aranea can speak common human languages as well
+3 Communication (Deception) as any nearby sylvan tongues, such as elven, so their
+3 Constitution disguises are often impeccable. Aranea are
+1 Cunning (Arcane Lore) carnivores, but often find it too much trouble to catch
+2 Dexterity (Bite) sentient prey. They claim that they do not eat thinking
+3 Magic (Entropy) creatures as part of their conceit of civilization, but in
+2 Perception (Seeing) actuality aranea crave the blood of thinking beings,
+1 Strength (Jumping) especially phanatons which they consider to be a
+2 Willpower delicacy..
Melee Bite +4 (1d6+1)
Ranged Arcane Lance +3 (1d6+-3, 16 yards) As they consider themselves consummate mages,
Favored Stunts: Poison Bite and Skillful Casting. Aranea will have a separate web in which they weave
Weapon Groups: Brawling and Light Blades their magic references directly into the webs. Aranea
Talents: Entropy Magic (J) often learn the Haste, Illusion, Paralysis, Phantasm,
Powers and Sleep spells, and if a caster is patient enough and
Poison Bite: 2 SP, Aranea can inject poison as a the webs are still intact they can be studied.
combat stunt. Aranea Poison -2 Dexterity, ends after
encounter.
Shape Change [Illusion]: Aranea can assume a
unique small or normal sized humanoid form. To
change forms requires an Activate action. It is
possible to dispel or see through the illusion, but it is
otherwise flawless.
Spells (3): Arcane, Spellpower 13, 4
spells + 1 Entropy.
Web: Aranea can spin a web thread for
movement and to bind incapacitated
targets. Strength (Might) test: TN 13 to
break free.

Aranea are intelligent, giant spiders that


often live in webs suspended in the trees
of shaded, thick forests. They look like
typical giant spiders with a few
exceptions, the top of their heads appear
to have a large lump on them, and their
foremost legs end in tiny chitinous arms
instead of spider legs.The typical
aranea has a hunger for knowledge and
power but tend towards a mercenary
outlook.

People will often stumble into the


nesting places of an Aranea colony, and
usually will be tricked into leaving. Only
if they believe themselves to have the
advantage will they attack on sight,
dropping down unexpectedly and
beginning combat with a disorienting or
immobilizing spell. Aranea will only

5
Archer Bush Grade E Basilisk Grade D
Plant Elemental Monster
Defense 11, AR 2 Defense 13, AR 4
Immunities Gaze attacks, Mental, Poison; Charm Health 50, Speed 12
Vulnerabilities Fire +1d6 Senses Dark Vision (20 yards)
Health 18 Speed 3 +0 Communication
Senses 360 Degree Touch (20 yards) +4 Constitution
-3 Communication -2 Cunning
+3 Constitution +2 Dexterity (Bite)
-3 Cunning +2 Magic
+0 Dexterity (Stealth, Thrown) -1 Perception (Smelling)
+0 Magic +3 Strength
+0 Perception +2 Willpower (Morale)
+0 Strength Melee Bite +2 (1d6+3*)
+0 Willpower Favored Stunts: Knock Prone and Lightning Attack.
Ranged Thorns +3 (1d6*, 3/6 yards) Powers
Favored Stunts: Dual Strike and Lightning Attack. Gaze Attack [Petrify]: As Petrify spell [Constitution
Powers (Stamina) test : TN 12].
Thorns: If a character takes damage from the thorns Vorpal Bite: Basilisks can bite through mineral as if it
they suffer a -1 penalty to all actions from irritation were not present, its bite deals penetrating damage to
until they are removed. those protected by stone or metal.

Archer bushes are predatory plants that appear to be Basilisks are 10’ long lizards with snakelike heads,
sickly looking and have stunted trunks and thorny necks and tails. They are solitary creatures that are
brown brambles. These carnivorous plants grow in lazy at heart, but fear nothing because of their
woodland areas as well as scrub and mountainsides. amazing gaze powers. Creatures that meet the gaze
The generally unhealthy appearance of the bush of the basilisk invariably are turned into stone statues.
belies the general health of the plant life around it, While this magical effect can be dispelled to remove
and is one of the few cues to those unfamiliar with the onset of the effect (one token per point on the
these plants that they are not normal. The trunks are Dragon Die on one target) it can only be reversed
covered in thick leaves, but concealed beneath the with a ritual. Tokens disappear at a rate of one per 10
foliage is a large mouth full of thorns to tear apart the minutes once combat ends.
flesh of victims.
Particularly old basilisks also exude petrification on
touch. Characters who are bitten or slammed by the
basilisk must test Constitution (Stamina) or gain a
token, just as if they had met its gaze.

Anyone attempting an indirect attack on a basilisk, or


simply using a mirror to avoid looking at it should
accept a -3 modifier as the combatant seeks to avoid
its gaze. Killing the Basilisk does not return petrified
victims. Even basilisks are not immune to
petrification effects, and it can be turned to stone by
its own reflection. However, on its native plane, the
Elemental Plane of Earth, a basilisk can be slowed by
a petrification effect, but never turns to stone.

6
Beholder Grade C on the dragon die. A beholder that has lost 40 Health
Aberrant Monster or more loses its central eye. A beholder can regrow
Defense 13, AR 7 its central eye after 3 months or it can choose to
Health 70, Speed (Fly 5), Hover leave it blinded.
Senses Dark Vision (40 yards), 360 Degree Sight
+2 Communication (Deception) Individual eye stalks can be severed with a Disarm
+1 Constitution stunt, or specifically targeted (eye stalks have Defense
+1 Cunning (Historical Lore) 14, and 15 health). Roll 2d6-1, ignoring results
+3 Dexterity higher than 10 to determine which stalk was attacked
+4 Magic (Arcane Lance) when the attacker cannot identify a specific eye stalk.
+2 Perception (Seeing, Searching) If a character succeeds at a Perception (Seeing) check
+4 Strength versus TN 14, they can identify a particular eye stalk
+4 Willpower after they have seen it in action. Severed eye stalks
Melee Bite +2 (1d6+4) regrow within 15 days, no matter how many were
Ranged Ray +4 (Varies, 16 yards) lost.
Favored Stunts: Defensive Stance, Lightning Attack
and Dual Strike. Beholders always take deliberate actions, and do not
Powers fire their eye stalk beams randomly. Lastly, when a
Anti-Magic Central Eye: All magical effects directly beholder uses Lightning Attack on a Ray attack, it
in front of the beholder cease. The beholder may may fire a second ray at the same or separate target,
target one target per round with this ability. but it can never fire the same ray at the same target
Hover: Beholder hovering cannot be dispelled by any during the same round.
means.
Ray Attacks: Beholders can fire two rays at two
separate targets with a Ranged Attack action. The
Spellpower TN to resist a spell effect is TN 14.
01. Petrification Ray[Petrify]: Petrify spell effect.
02. Confusion Ray: Daze spell effect.
03. Sleep Ray[Sleep]: Sleep spell effect.
04. Fear Ray[Fear]: Horror spell effect.
05. Telekinesis Ray: Levitate spell effect.
06. Searing Ray[Fire]: 2d6+3 damage.
07. Destruction Ray: 2d6 penetrating damage versus
non-living targets.
08. Slowness Ray[Paralyze]: Paralyze spell
effect.
09. Withering Ray: Weakness spell effect.
10. Death Ray: 2d6+3 penetrating damage
versus living targets.

Beholders are horrific monsters. While


intelligent and academically gifted,
they are also cruel, and covetous. Your
average beholder speaks and reads
several languages, and has a passion for
treasure (finery, rare wine, art pieces, magic
items, etc.) as well as a passion for the domination
of lesser beings.

Their eye stalks can perform spell-like effects, but


they are not mages. The central eye of a beholder, if
functional, prevents it from becoming a traditional
mage. A beholder that closes its central eye and
attempts to cast spells ruins its own spell If it roll a 1

7
Big Cat
Jaguar Grade D
Beast
Defense 14, AR 0
Health 35, Speed 13
Senses Night Vision
-2 Communication
+3 Constitution
-2 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+1 Perception (Tracking)
+4 Strength
+2 Willpower
Melee Bite +5 (1d6+7), Claws +4 (2d6+4) Leopard Grade D
Favored Stunts: Knock Prone and Pounce. Beast
Powers Defense 15, AR 0
Pounce: 2 SP, After charging, the lion can make an Health 27, Speed 14
attack with its other mode of attack as a free action Senses Night Vision
on the same target. -2 Communication
+2 Constitution
Jaguars are rain forest and jungle predators with a -1 Cunning
desire to live near water, being uncommon in most +4 Dexterity (Stealth)
other environments. They range between five and six +0 Magic
feet in length, but tend to weigh up to 300 lbs. +1 Perception (Tracking)
Jaguars stalk and then ambush prey from cover, and +3 Strength (Climbing, Jumping)
usually leap onto prey’s backs from blindspots. They +1 Willpower
live solitary lives. Jaguars with variant black fur exist Melee Bite +4 (1d6+6), Claws +3 (2d6+3)
although they are somewhat rare. These statistics, Favored Stunts: Lethal Blow and Pounce.
including favored stunts can also be used to reflect Powers
pumas (cougars/mountain lions). Pounce: 2 SP, After charging, the leopard can make
an attack with its other mode of attack as a free
action on the same target.

Leopards are predators found in grasslands,


woodlands and in riverside forests, savannas and rain
forests. They have a knack for adaptation, and can be
found in other environments as well but are not
common. They tend to be between four and six feet
in length. Leopards are opportunistic hunters which
spring upon prey from stealth. They are solitary, and
have a tendency to drag the carcasses of their prey up
into trees. Leopards with a variant black fur are often
called black panthers. They are more common than
jaguars with a black coloration.

8
Lion Grade D Tiger Grade D
Beast Beast
Defense 12, AR 0 Defense 13, AR 0
Health 50, Speed 13 Health 55, Speed 14
Senses Night Vision Senses Night Vision
-2 Communication -2 Communication
+3 Constitution (Running) +4 Constitution (Swimming)
-2 Cunning -2 Cunning
+2 Dexterity (Bite) +3 Dexterity (Stealth)
+0 Magic +0 Magic
+1 Perception (Smelling, Tracking) +2 Perception (Tracking)
+5 Strength +5 Strength (Claws, Jumping)
+2 Willpower +2 Willpower (Courage)
Melee Bite +4 (1d6+8), Claws +5 (2d6+5) Melee Bite +3 (1d6+8), Claws +7 (2d6+5)
Favored Stunts: Lightning Attack and Pounce. Favored Stunts: Lightning Attack and Pounce.
Powers Powers
Pounce: 2 SP, After charging, the lion can make an Camouflage: Others suffer a -2 penalty to notice
attack with its other mode of attack as a free action tigers in tall grass and heavy undergrowth.
on the same target. Pounce: 2 SP, After charging, the tiger can make an
attack with its other mode of attack as a free action
Lions are plains and savannah predators, uncommon on the same target.
in most other environments. They are typically
between five and eight feet in length, and although Tigers are some of the largest and most fierce big cats
somewhat lethargic, are naturally curious about known. They stand 3 feet tall at the shoulder, and are
oddities and are not easily cowed. Lions are sprinters, typically 9 feet long and several hundred pounds in
not endurance runners and prefer to sneak up on weight. Their natural markings make them excellent
prey before running it down. Lions live in large predators in the wild, hiding their movements with
groups, called prides, and typically the females do ease in tall grass. They are also strong swimmers and
the hunting. The statistics above are for an adult are unafraid of most everything. If a tiger gains a taste
male, a female uses similar statistics but has a speed for eating humanoids, even the tools, weapons and
of 14. armor of such prey are not daunting to the beasts.

9
Bulette Grade C
Aberrant Monster
Defense 11, AR 8
Health 73, Speed 14, Burrow 5
Senses Night Vision, 360 Degree Touch (20 yards)
-2 Communication
+5 Constitution
-3 Cunning
+2 Dexterity (Bite, Initiative)
+0 Magic
+2 Perception (Smelling, Tracking)
+7 Strength (Jumping)
+1 Willpower (Self-Discipline)
Melee Bite +4 (2d6+10), Claws +7 (2d6+7)
Favored Stunts: Dual Strike and Lightning Attack.
Powers
Boar Grade E Silent Tunneler: Bulettes gain a +4 bonus to Dexterity
Beast (Stealth) while burrowing. This does not apply to 360
Defense 11, AR 3 Degree Touch senses.
Health 30 Speed 12
Senses Night Vision Bulettes, or landsharks, are powerful, brutish
-2 Communication leviathans that prefer to burrow through the earth,
+3 Constitution (Running) and burst out above to attack. They crave the meat of
-2 Cunning horses, mules, donkeys and other such herbivores,
+0 Dexterity and can seemingly smell them from beneath the
+0 Magic ground. They are 8 to 11 feet tall at the shoulder, with
+1 Perception (Smelling, Tasting) an arched back, and an 18 foot length, ending in a
+3 Strength thick stunted tail. All of this is encased in dense,
+2 Willpower boney plates including the pointed nose, and the
Melee Gore +2 (2d6+2) sharp tooth filled maw. While they crave horses, they
Favored Stunts: Dual Strike and Ferocious Charge. will eat just about anything except Dwarves
Powers (apparently having to do with Dwarven armor alloys)
Ferocious Charge: 2 SP, After charging an opponent, and Elves, which are somehow repellant to the
the Boar deals an additional 1d6 damage to the creatures.
target, and knocks the target prone.

A boar is a feral hog, but as they are stubborn,


practically fearless of humanoids, and territorial it
adds up to a tusked beast that is as large as a medium
sized dog with a bad temper. Boars often leap to
attack anything they encounter while rooting for
grubs and will ignore weapons, and armor until they
are horribly wounded. This tenacity is the reason
that boor spears have large cross beams. Some
boars grow even larger and may be nearly pony
sized easily the equal of a man in mass.

10
Carrion Crawler Grade D Chameleon Man Grade D
Aberrant Monster Draconic Humanoid
Defense 13, AR 3 Defense 14, AR 3 (-0 Penalty)
Health 35, Speed 6, Wall Crawler Health 20, Speed 14
+0 Communication +2 Communication
+3 Constitution +0 Constitution (Running)
-3 Cunning +0 Cunning (Navigation)
+3 Dexterity (Tentacles) +3 Dexterity
+1 Magic +2 Magic
+3 Perception +2 Perception
+3 Strength +0 Strength (Spears)
+1 Willpower (Morale) +1 Willpower (Morale)
Melee Bite +3 (2d6+3), Tentacle +5 (3*) Melee Spear +2 (1d6+3), Club +0 (1d6), Dagger +1
Favored Stunts: Lightning Attack and Skirmish. (1d6+1/2)
Powers Favored Stunts: Seize the Initiative and Vanish.
Touch Attack [Paralyze]: Those hit by the tentacle Weapon Groups: Brawling, Spears, Staves.
must test [Constitution(Stamina) : TN 12] or be Powers
paralyzed for 1d3+1 rounds. Blending: Chameleon Men that do not move gain +3
to Dexterity (Stealth) tests.
Carrion Crawlers are aberrations reportedly created Dimension Shift: Chameleon Men can use a Major
by rampant magical experimentation in the distant action to transport themselves and their carried non-
past. They are unintelligent creatures that scour living gear into a nearby dimension or back again.
deserted ruins for food. When they happen upon Vanish: 1 SP, Chameleon Men can instantly
living creatures, they often attempt to paralyze them disappear and reappear up to 5 yards away.
and kill them once immobile. They not only consume Equipment: Club, Dagger, Spear
most any type of organic matter to live, but will turn
large amounts of corpses and other waste into nests Chameleon Men are a magical race of humanoids
for their eggs. that are 7 feet tall and universally wiry in build. From
a distance, if spotted they appear to be primitive
natives wearing loin cloths, and carrying spears and
other tools. Up close it is possible to discern that
their skin is covered in a fine coat of scales, usually
presented in a variance of iridescent colors.

The tribes of the chameleon men are most often


found in the Wallara region of the Savage Coast, but
chameleon men on Journey can be encountered
anywhere. As a rule they are isolationists who prefer
to be left alone and ignore other humanoids. They
speak Draconic.

In their settlements, Chameleon Men make magical


shrines native to the environment called tookoo. In
caves, it may be a beautiful grotto, in a forest a
wondrous tree. Whatever its form, it radiates strong
arcane magic. If the discarded skin of a chameleon
man, which is shed once a year, is placed in the
tookoo there is a good chance (4 out of 6) that a
young adult sized chameleon man will be born.
These young ones grow to adulthood after 2 months.
As these grottos are so important, Chameleon Men
are extremely reticent to give them up to invaders.

11
Centaur Grade E and while some are peaceful, others can be very
Fey Humanoid aggressive to perceived threats on their homelands.
Defense 13, AR 0 Centaurs speak their own dialect of Sylvan and
Health 35, Speed 15 usually also speak a local human tongue.
+1 Communication
+3 Constitution (Stamina)
+0 Cunning (Natural Lore)
+3 Dexterity (Bows)
-1 Magic
+3 Perception (Seeing)
+5 Strength
+2 Willpower
Melee Battle Axe +5 (2d6+5), Kick +5 (1d6+5)
Ranged Long Bow +5 (1d6+6, 26/52 yards)
Favored Stunts: Defensive Stance and Skirmish.
Weapon Groups: Axes, Bows, and Brawling
Talents: Archery Style (N), Armor Training (N)
Equipment: Battle Axe, Long Bow, Quiver, Pack

A centaur is a sylvan creature that looks like


the torso and upper body of a human bonded
to the body of a horse, replacing the
head. Centaurs possess slightly
pointed ears, much like elves, and
while dark hair and eyes are
common, they are not exclusive
to this race. Furthermore the
color of a centaur’s hair is not
tied to the color of the fur that
covers its equine portion, nor
the color of its tail.

Centaurs live primarily in forests


and plains, and prefer ranged
combat with strike and fade
tactics, taking advantage of their
excellent speed as well as their
propensity to be master archers.
Most centaurs are unafraid to
engage in physical combat as
well however, and are often
regarded as the chief
protectors of their woodland
homes by the other intelligent
creatures that live there.

They are isolationist, and


fiercely protective of their
tribal communities. Centaurs
have little use for the written
word and maintain an oral
tradition of ancestral history
and knowledge. Above all
else centaurs are independent

12
Choker Grade E information. While they are tenacious enough to
Aberrant Humanoid ambush lone attackers carrying weapons, they are
Defense 14, AR 2 not particularly brave, and most would be victims
Health 22 Speed 9, Wall Walker make enough noise and trouble for the chokers to
Senses Dark Vision ∞ (-1 in light) crawl away.
-1 Communication
+1 Constitution
-2 Cunning
+3 Dexterity (Initiative)
+0 Magic
+1 Perception
+2 Strength (Might)
+0 Willpower
Melee Tentacle +3 (1d3+2)
Favored Stunts: Disarm and Quick Grapple.
Weapon Groups: Brawling
Powers
Hide in Wait: When hiding along the wall of a cavern
or other gray rocky area, others suffer a -2 penalty to
notice a Choker.
Quick Grapple: 2 SP, When making an attack on a
target, the Choker can automatically obtain a
grapple. The target must succeed at a Strength
(Might) test versus the Choker’s Strength (Might) to
break free.
Strangulation: A Choker which is grappling a foe may
spend a Major action to do 2d6 damage to it. This is
considered penetrating damage against those wearing
armor, rather than having their own Armor Rating.
While being strangled the target is at -1 to all actions.

Chokers are unusual humanoids that live


underground and have plagued dwarven settlements
for centuries. They are found in cave systems and
throughout the Shadowdeep. Chokers resemble
humanoids with long sinuous necks and arms and
legs that are extremely long and flexible. Their limbs
are like tentacles, and have no bones in them. They
have gray skin that resembles rock, and their limbs
end in webbed digits that sport sharp barbs on their
undersides. In terms of their main bodies they are no
larger than halflings, but their limb lengths more than
make up for this. In total bulk a choker is roughly the
same size as a human, with the majority of that being
its limbs.

These creatures are not very intelligent but possess a


primitive language, and may know a smattering of
phrases in other languages such as Dwarven. They
tend to skulk about, clinging to walls and cavern
roofs waiting for lone prey to pass by. They then drop
onto them, grapple them, strangle them to death and
drag off the bodies. Legends tell that chokers can be
bribed with food to either go away or provide

13
Crocodile Grade E
Beast
Defense 11, AR 2
Immunities Drowning
Health 35, Speed 9, Swim 11
Senses Night Vision
-2 Communication
+3 Constitution (Swimming)
-2 Cunning
+1 Dexterity (Brawling, Stealth)
+0 Magic
+1 Perception
+4 Strength
+0 Willpower
Melee Bite +1 (1d6+7), Tail +3 (1d6+7)
Favored Stunts: Death Roll and Knock Prone.
Powers
Death Roll: 3 SP, A Crocodile can roll with a victim
it has grappled with its bite while in water. The
victim takes 1d6+7 damage and suffers a -2 penalty
to all actions until the end of the Crocodile’s next
turn, especially contested Strength (Might) to
escape the grapple.
Stillness: Crocodiles in water can be perfectly still,
with only their nostrils and eyes visible. They gain a
+3 bonus to Dexterity (Stealth) checks in such
circumstances.

Crocodiles are quadrupedal, reptilian predators that


are found in tropics near fresh water areas, and
wetlands. They can even be found near desert areas
as long as there is a river or other large source of
water. Crocodiles have great jaw strength which
accounts for vicious biting power, but their mouths
can be wrestled closed removing their greatest
combat asset. This is usually not an issue because
most crocodiles attack prey from stealth, springing to
action after being discounted as a floating log in the
water. That said, while they will leave the water and
travel on land, and have been known to run after
prey, crocodiles are still opportunistic creatures and
prefer their prey come to them. The average crocodile
is approximately six feet long, but they can easily
grow to 15 feet in length if they are very old, and
well fed.

14
Decapus Grade E A decapus is an intelligent, hideous creature with ten
Aberrant Monster tentacles, a bulbous body and a gaping maw. They
Defense 12, AR 2 live in foersts, ruins, and caves. In warmer climes
Health 32 Speed 3, Climb 10, Wall Walker they have little hair on their bodies, and in cold
Senses Dark Vision (20 yards) climes, much more.
+0 Communication
+2 Constitution The creatures swing from handhold to handhold with
+0 Cunning great speed and agility, but must always maintain a
+1 Dexterity (Brawling, Stealth) grip with a at least one tentacle in order to effectively
+0 Magic move. While they are intelligent creatures, they do
+2 Perception not possess the ability to speak humanoid languages.
+2 Strength Their intelligence has been confirmed in their
+1 Willpower outright cunning which is higher than animal
Melee Bite +1 (1d6+2), Tentacle +3 (1d3+2) intelligence, and their cruel natures.
Favored Stunts: Quick Grapple and Lightning Attack.
Powers Decupuses are solitary creatures meeting rarely and
Constriction: A decapus can deal 1d3+2 damage to a mostly to mate. After the female bears a litter of a
target it is grappling with a Minor action. This dozen babies, she abandons them in a secluded area
damage is penetrating if the target is wearing armor. to fight amongst themselves to survive. It is theorized
Quick Grapple: 2 SP, After successfully making a that the clacking noises they make are a form of
tentacle attack on a target, the Decapus can language, but so far only magical communication has
automatically obtain a grapple. The target must proven useful in conversing with the monsters.
succeed at a Strength (Might) test versus the
Decapus’ Strength (Might) to break free. There are marine varieties of the creatures, but they
Tentacle Onslaught: Decapuses can attack with two share the same combat statistics, but have no need to
tentacles per Attack Action, although they cannot support their weight.
attack the same target with both tentacles.

15
Dire Wolf Grade D through extreme fear in the latter case. No dire wolf
Beast would be afraid of a goblin, but few orcs can spare
Defense 12, AR 0 the compassion to properly train a wolf pup to
Health 49, Speed 17 adulthood and instill a sense of loyalty in it.
Senses Night Vision
+0 Communication Displacer Beast Grade D
+3 Constitution (Running) Aberrant Monster
-1 Cunning Defense 13, AR 2
+2 Dexterity (Bite, Stealth) Health 40, Speed 12
+0 Magic Senses Dark Vision ∞ (-1 in light)
+2 Perception (Smelling, Tracking) +0 Communication (Deception)
+5 Strength +4 Constitution
+2 Willpower +0 Cunning
Melee Bite +4 (1d6+5) +3 Dexterity (Acrobatics, Stealth)
Favored Stunts: Knock Prone and Skirmish. +2 Magic
+1 Perception (Hearing, Seeing)
Dire Wolves are larger and more ferocious creatures +5 Strength (Tentacle)
than normal wolves. They are semi-intelligent, and +2 Willpower
because of this intelligence, they tend to be Melee Bite +3 (1d6+7), Tentacle +7 (1d6+5)
competitive, selfish, and cunning. Dire Wolves hunt Favored Stunts: Defensive Stance and Lightning
big game in extremely small packs, or alone, or they Attack.
hunt in fairly large packs but go after entire herds of Powers
animals. Once they have corralled their prey and Displacement: The creature generates a magical
brought it down, it is not uncommon for these illusion that obscures its true location. This provides it
creatures to fight over which of them eats first, given a +3 Defense against ranged fire, and a 50% chance
that the first one to eat from a carcass keeps all the that a melee attack will miss. (Decide each round
meat for themselves until they are done with that before attacks are rolled whether Even Number, Odd
carcass. Numbers, 4 or better or 3 or less will hit, and
examine the attacker's dragon die)
Goblins and orcs sometimes train dire wolves as war
mounts. This usually works best in the former case A displacer beast is an ugly looking creature that
when they bond with the animal from birth and resembles a black panther with a long torso, four
forelegs, two back legs, and tentacles that sprout from
the upper back and end in wide pads that sport blunt
spines on the underside. Their oddest trait is that they
are never actually where they appear to be,
presenting an illusion that they are displaced by a
matter of feet in some random direction. This illusion
changes all the time, and thus they are hard to hit
with melee or ranged attacks.

Displacer beasts are lethargic, which accounts for


their low land speed considering their size and six-
legged anatomy. In personality they are
predominately cruel, but have tendencies to let
persistent or powerful prey get away. While they view
humanoids as food sources, displacer beasts are still
intelligent creatures. They are fully capable of
understanding and speaking humanoid languages,
although they often hide this fact until necessary or
advantageous to reveal it as it causes most
humanoids to underestimate them.

16
Doppleganger Grade E Dragon
Fey Humanoid
Defense 12, AR 0 Dragons are reptilian creatures of legend that hold
Immunities Charm, Sleep the most inherent magical power of any natural
Health 40, Speed 11 creatures throughout the world. They start out with
+3 Communication (Deception, Disguise) various immunities, and the ability to project an
+1 Constitution elemental breath weapon. Slowly they mature over
+2 Cunning centuries to gain size and the abilities of imposing
+1 Dexterity (Brawling, Legerdermain) stature backed by magically projected fear, and the
+2 Magic (Spirit) ability to use spells. Furthermore, their capabilities
+2 Perception (Empathy) and long life mean they tend to gather together vast
+2 Strength hoards of magical items and knowledge. After all,
+2 Willpower (Self-Discipline) there is no reason a dragon cannot cast a ritual once
Melee Fist +3 (1d3+2) it can cast a spell, so many dragons have impressive
Favored Stunts: varies. libraries as well.
Weapon Groups: All
Powers The only reason that dragons do not rule every corner
ESP: As Hear Thoughts spell [Willpower (Self- of Mystara is because their culture, and personalities
Discipline) test : TN 14. won’t allow them to work together in true unity. That
Shape Change [Alteration]: Doppelgangers can use a and their varying ethos tend to stifle such
Minor action to change into a physical duplicate of camaraderie. Most dragons are solitary creatures that
any humanoid they can see, including nonmagical if they did seek companionship would not seek it
versions of their equipment. They raise their from an equal, but rather from lesser beings. For a
Constitution, Dexterity and Strength to the target's treatise on Mystaran dragon society and culture,
rating if it is better. This change may not be dispelled, including the Ceremony of Sublimation, you should
but will unravel when the creature dies. look into History of Dragons or other texts available
Equipment: Varies from the Vaults of Pandius (http://pandius.com).
Doppelgangers are cruel creatures with a deep
obsession to fit in. They have the supernatural ability
to assume the physical appearance of any humanoid
of roughly human size. They are driven to replace
individuals and live out portions of their lives, only
moving on when they have become sufficiently
bored with playing a mundane role, a greater
opportunity for deception presents itself, or they are
found out. This replacement is most often
accomplished by killing the individual to be
replaced.

Doppelgangers are capable of learning any skill


available to other humanoids in a traditional sense,
including divine or arcane magic. However, they do
not have the patience to master crafts, thus they
usually have no noteworthy or magical skills of their
own. They are capable of cheap mimicry of most
skills, but true dedication for years is beyond their
attention span.

17
developed by this stage and they are no longer
Draconic Combat innocent or naive.
Besides all of their immunities, stunt choices and
At age 100 they become Young Adults, and at age
powers, dragons have a unique physiology including
300 they become Adult Dragons, a stage they will
tails, strong limbs, a sinuous neck, and wings. This
stay at for centuries. Finally they become Elder
allows them to perform any of the following unique
Dragons at Age 1000 and older. Elder Dragons can
stunts at the age categories listed. These are
live for up to 3000 years, with many centuries spent
considered to be special stunts, but are more
sleeping thrown in they can even reach 5000 or more
dependent upon the size of the dragon than anything
years of age.
else.

Any Age Young Dragons Grade D


Swoop: 3, The Dragon flies down onto its ground- Draconic Monster
based opponents and deals damage with its claws. If Defense 13, AR 5
it has the necessary strength it also carrying aloft an Immunities Paralysis, Sleep
adjacent creature in its claws. Adult sized dragons Health 50, Mana 15, Speed 14, Fly 35
can pick up two normal humanoids or one horse- Senses Dark Vision (40 yards)
sized creature. +0 Communication
+3 Constitution (Stamina)
+0 Cunning
Young Adult and Older
+2 Dexterity (Bite, Initiative)
Crush: 3, The Dragon literally lands on its targets,
+2 Magic
dealing its Bite damage to every eligible target as per
+2 Perception (Smelling)
a Dual Strike. A Young Adult dragon can assault two
+2 Strength (Claws, Jumping)
adjacent targets. An Adult dragon can assault all
+1 Willpower
targets within a 3 yard radius. Older dragons assault
Melee Bite +4 (1d6+5), Claws +4 (2d6+2), Tail +2
all targets within a 6 yard radius.
(1d6+2)
Kick: 2, The Dragon lashes out and knocks prone a
Favored Stunts: varies
single victim. The target must succeed at Constitution
Powers
(Stamina) vs 7+Dragon’s Strength or suffer a -1
Breath Weapon: Dragons can breathe deadly
penalty to all actions the following round.
energies or substances on targets. They have to
Tail: 3+, The dragon sweeps its tail and knocks an
charge their breath weapon using Minor actions, and
opponent down with such force that they lose grip on
may then use it with a Major action. A Young Dragon
their weapons. Effectively is a combined Knock Prone
can only charge its breath weapon once. The dragon
an Disarm stunt. For every stunt point expended
can hold a charged breath weapon for a number of
beyond the base 3, the Dragon can target another
rounds equal to its Constitution, and must use it or
adjacent enemy. Resolve this as per Dual Strike with
lose it after that. All targets in the affected area are
the original attack compared to the Defense of all
damaged, but those who succeed at a Dexterity
targets.
(Acrobatics) test versus a TN equal to 10 + the
dragon’s Magic take only half damage.
Age Categories and Age
Dragons live for exceedingly long times, and I have A young dragon is about the size of a man in terms of
classified them into four life stages for ease of use as total bulk, and space, measuring some 8 feet in total
adversaries. All dragons start out as wyrmlings once length, although Reds and Golds can be larger still.
they hatch. These are relatively harmless creatures. Dragons of this age category are larger than
However, once they grow to become dangerous they wyrmlings and are just starting to establish their
are Young Dragons, from age 16 or so. hunting grounds and territories away from their
parent. All dragons speak Draconic, but may also
An altercation with wyrmlings is often a slaughter, or know a human language. Dragons are voracious
a chase, depending on whether the dragons are learners and may hunt for knowledge as well as
initiating the conflict or not, as well as if they power when seeking magic items or tomes at this
perceive the enemy as a threat. Once they are the age, which is roughly 16 years to 100.
size of men however, dragons are a tangible threat to
the well-being of any creature. Their cunning has also

18
Note: Spellcasting dragons have 2 undecided spells most envoys as food at best, as entertainment or
which should fit the particular wyrm’s personality interlopers at worst.
and goals.

Black Dragon
• -1 Cunning
• +10 Health
• Focuses: Constitution (Swimming) and Dexterity
(Stealth).
• Favored Stunts: Dual Strike and Knock Prone.
• Breath Weapon [Corrosive]: Acid spray in a line 20
yards long. 3d6+3 damage.
• Immunities: Corrosive, Drowning
• Spells(1): Arcane, Spellpower 12. Black Dragons
often know the Obscuring Darkness spell.

Black Dragons, also known as Swamp Dragons, are


fond of marsh lands and lake areas for their homes.
Most black dragons are selfish, and fiercely
independent. They are not particularly curious, and
are considered boorish by other dragons. They also
tend to desire power, but seem lethargic in attaining
it. Only the most ambitious blacks venture far from
their territories or involve themselves in dragon or
humanoid politics. Allying with a black dragon is a
feat not because the dragon is likely to refuse, but
because they are unpredictable, and will often call it
off at a moment’s notice.

White Dragon
• -1 Constitution, -1 Cunning, +1 Dexterity Blue Dragon
• Defense 14, Bite +5, Tail +3 • +1 Cunning, +1 Strength
• Focuses: Constitution (Swimming) and Perception • Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
(Searching). • +15 Health
• Favored Stunts: Mighty Blow and Skirmish. • Focuses: Communication (Bargaining) and Cunning
(Arcane Lore).
• Breath Weapon [Cold]: Cone of cold 10 yards long
by 5 yards wide at the end. 2d6+2 penetrating • Favored Stunts: Disarm and Lightning Attack.
damage. • Breath Weapon [Electricity]: Bolt of Lightning 20
yards long. 2d6+3 penetrating damage.
• Ice Walking: Can crawl along surfaces rimed in or
made of ice without failure. • Immunities: Electricity
• Immunities: Cold • Spells(1): Arcane, Spellpower 12. Blue Dragons
often know the Gust of Wind spell.
• Vulnerabilities: Fire +1d6

White Dragons, also called Ice Dragons or Glacial Blue Dragons, also known as Sky Dragons or Storm
Dragons, are found only in the coldest of climes. Dragons, tend to prefer warm climates and either
They prefer mountain caves and peaks to make their mountainous cave lairs, hills or badlands regions,
lairs. White dragons are pragmatic and take a very usually near deserts. Blues are curious and thirst for
neutral stance on life’s decisions. They are the most knowledge with a passion. Many attacks by blues
bestial of true dragons, hunting for food in their cold have been averted thanks to an offer of a rare tome as
landscape, and not concerning themselves much a gift for the dragon’s trove. Blue dragons are rarely
with higher thought. Motivating a white dragon to cruel, but never altruistic either. One may show up to
provide gifts of knowledge, assuming it knows observe some event playing out in history, and be
anything, or ally with a cause is difficult. If the threat content to merely watch, or it may engage in
has left the dragon alone, as it should, the white sees experiments and cause havoc with its presence and

19
actions. Still, it is easiest to reason with a blue dragon keep a young red in captivity is the greatest insult and
of all the chromatic dragon types. the dragon will do anything to escape. Once free it
will escape or exact revenge on its captor with no
Green Dragon regard for anything nearby or in the way.
• +1 Communication, +1 Strength
• Bite (1d6+6), Claws (2d6+3), Tail (1d6+3) Gold Dragon
• +20 Health • +1 Cunning, +1 Magic, +1 Strength
• Focuses: Communication (Deception) and • Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
Perception (Empathy). • +30 Health
• Favored Stunts: Defensive Stance and Seize the • Focuses: Communication (Disguise), Cunning
Initiative. (Healing) and Constitution (Swimming).
• Breath Weapon [Corrosive / Poison]: Cloud of Gas • Favored Stunts: Pierce Armor and Skillful Casting.
5 yards radius. 2d6+3 penetrating damage. • Breath Weapon [Fire or Corrosive / Poison]: Cone
• Immunities: Drowning, Poison of Fire 10 yards long by 5 yards wide at the end or
• Spells(1): Arcane, Spellpower 12. Green Dragons Cloud of Gas 5 yards radius. 3d6+3 (fire) damage
often know the Charm Being spell. or 2d6+3 (gas) penetrating damage respectively.
• Immunities: Drowning, Fire
Green Dragons, also known as Forest Dragons, prefer • Shape Change [Alteration]: Gold Dragons can
to live in wooded areas. They are equally at home in transform themselves into any mundane form,
cave structures within woods, sleeping on the forest humanoid or beast. This is a physical
floor, or at the bottom of a river. Green dragons are transformation, so the dragon’s physical Abilities
cruel and controlling. They enjoy manipulation, and lower to acceptable levels for the form assumed.
if they can seize control of one life and ruin countless • Spells(2): Arcane, Spellpower 13. Gold Dragons
others without lifting a wing, so much the better. In often know the Heroic Aura and Light spells.
some cases they take action simply to foment chaos, • Vulnerabilities: Cold +1d6
which is highly entertaining to them. If a strong
enough threat is present, a green will ally with lesser Gold Dragons are considered by other dragons to be
creatures, but such an alliance is dangerous because curiosities at best and inferior dragons at worst. This
the self-centered greens will rarely sacrifice their own latter assessment could not be more wrong, as they
health for the cause. are the strongest of dragons. Gold dragons like to live
in interesting places, usually a cave system with a
Red Dragon large central cavern, but can be found anywhere,
• +1 Magic, +2 Strength including in a castle with a very large treasure trove
• Bite (1d6+7), Claws (2d6+4), Tail (1d6+4) room, surrounded by servants of all kinds. Golds tend
• +25 Health to have a wide variance in personality, but in general
• Focuses: Strength (Intimidation). they are honorable. Some may be altruistic, others
• Favored Stunts: Dual Strike and Mighty Blow. may be harmonious or even mercenary, but their
• Breath Weapon [Fire]: Cone of Fire 10 yards long word will always be their bond.
by 5 yards wide at the end. 3d6+3 damage.
• Immunities: Fire
• Spells(1): Arcane, Spellpower 13. Red Dragons
often know the Arcane Eye spell.
• Vulnerabilities: Cold +1d6

Red Dragons, called Fire Drakes or Mountain


Dragons, prefer to live in hills or mountainous areas,
usually inside caves. Red Dragons are cruel and
avaricious, forever craving money, power and
notoriety. They are the most likely to mercilessly raid
an area and the least likely to reason with lesser
creatures. Reds are egomaniacal, and do not credit
threats other than older dragons. The only sort of
relationship a red will foster with other thinking
creatures is a master / slave relationship. Thus, to

20
Young Adult Dragon Grade C
Draconic Monster
Defense 13, AR 6
Immunities Paralysis, Sleep, Dragon Frightful
Presence
Health 90, Mana 24, Speed 16, Fly 45
Senses Dark Vision (40 yards)
+2 Communication
+4 Constitution (Stamina)
+2 Cunning
+3 Dexterity (Bite, Initiative)
+4 Magic
+2 Perception (Smelling)
+5 Strength (Claws, Jumping)
+2 Willpower
Melee Bite +5 (2d6+8), Claws +7 (2d6+5), Tail +3
(1d6+5)
Favored Stunts: varies
Powers
Breath Weapon: Dragons can breathe deadly
energies or substances on targets. They have to
charge their breath weapon using Minor actions, and
may then use it with a Major action. The number of
charges is a multiplier to the damage dealt, although
a Young Adult can only charge his breath weapon
twice. The dragon can hold a charge for a number of
rounds equal to its Constitution, and must use it or Black Dragon
discharge after that as a forced Minor action. All • -1 Cunning
targets in the affected area are damaged, but the • +10 Health
target(s) which succeed at a Dexterity (Acrobatics) • Focuses: Communication (Deception), Constitution
test versus a TN equal to the dragon’s Spellpower take (Swimming) and Dexterity (Stealth).
only half damage. • Favored Stunts: Dual Strike and Knock Prone.
Frightful Presence: Dragons on the attack, initiating • Breath Weapon [Corrosive]: Acid spray in a line 20
surprise or flying overhead generate fear. Those who yards long. 3d6+7 damage.
experience this presence must succeed at Willpower • Immunities: Corrosive, Drowning
(Courage) tests versus TN 15 or cower and run. Those • Spells(1): Arcane, Spellpower 14. Black Dragons
who fail by 5 or more are paralyzed with fear for a often know the Obscuring Darkness and Sleep
number of rounds equal to 8 minus their Dragon Die. spells.
Those who succeed are unaffected by that dragon’s
fear for the rest of the encounter.
White Dragon
• -1 Constitution, -1 Cunning, +1 Dexterity
Dragons in the Young Adult category range in ages
• Defense 14, Bite +6, Tail +4
from 100 to 300 years of age. By this time the
• Focuses: Constitution (Swimming) and Perception
creature has grown to the size of an elephant or
(Searching).
larger, easily measuring 18 or more feet in length.
• Favored Stunts: Mighty Blow and Skirmish.
Their personalities are the same, although they have
• Breath Weapon [Cold]: Cone of cold 10 yards long
every right to be more confident than young dragons.
by 5 yards wide at the end. 2d6+6 penetrating
Even the weakest young adult can lay waste to an
damage.
entire settlement by itself, and possibly escape
• Ice Walking: Can crawl along surfaces rimed in or
unscathed.
made of ice without failure.
• Immunities: Cold
• Vulnerabilities: Fire +1d6

21
Blue Dragon • Favored Stunts: Pierce Armor and Skillful Casting.
• +1 Cunning, +1 Strength • Breath Weapon [Fire or Corrosive / Poison]: Cone
• Bite (2d6+9), Claws (2d6+6), Tail (1d6+6) of Fire 10 yards long by 5 yards wide at the end or
• +15 Health Cloud of Gas 5 yards radius. 3d6+7 (fire) damage
• Focuses: Communication (Bargaining), Cunning or 2d6+7 (gas) penetrating damage respectively.
(Arcane Lore) and Strength (Intimidation). • Immunities: Drowning, Fire
• Favored Stunts: Disarm and Lightning Attack. • Shape Change [Alteration]: Gold Dragons can
• Breath Weapon [Electricity]: Bolt of Lightning 20 transform themselves into any mundane form,
yards long. 2d6+7 penetrating damage. humanoid or beast. This is a physical
• Immunities: Electricity transformation, so the dragon’s physical Abilities
• Sound Imitation: Blue Dragons can mimic any lower to acceptable levels for the form assumed.
voice they have heard, fooling listeners with a • Spells(4): Arcane, Spellpower 15. Gold Dragons
Communication (Deception) check to which they often know the Heroic Aura, Light and Shards
gain a +3 bonus. spells.
• Spells(2): Arcane, Spellpower 14. Blue Dragons • Vulnerabilities: Cold +1d6
often know the Gust of Wind and Shock spells.

Green Dragon
• +1 Communication, +1 Strength
• Bite (2d6+9), Claws (2d6+6), Tail (1d6+6)
• +20 Health
• Focuses: Communication (Deception), Perception
(Empathy) and Strength (Intimidation).
• Favored Stunts: Defensive Stance and Seize the
Initiative.
• Breath Weapon [Corrosive / Poison]: Cloud of Gas
5 yards radius. 2d6+7 penetrating damage.
• Immunities: Drowning, Poison
• Spells(2): Arcane, Spellpower 14. Green Dragons
often know the Charm Being and Spell Shield
spells.

Red Dragon
• +1 Constitution, +1 Magic, +2 Strength
• Bite (2d6+10), Claws (2d6+7), Tail (1d6+7)
• +25 Health
• Focuses: Perception (Empathy) and Strength
(Intimidation).
• Favored Stunts: Dual Strike and Mighty Blow.
• Breath Weapon [Fire]: Cone of Fire 10 yards long
by 5 yards wide at the end. 3d6+8 damage.
• Immunities: Fire
• Spells(2): Arcane, Spellpower 15. Red Dragons
often know the Arcane Eye and Reveal spells.
• Vulnerabilities: Cold +1d6

Gold Dragon
• +1 Cunning, +1 Magic, +2 Strength
• Bite (2d6+10), Claws (2d6+7), Tail (1d6+7)
• +30 Health
• Focuses: Communication (Disguise), Cunning
(Healing), Constitution (Swimming), and Strength
(Intimidation).

22
Dragonne Grade D
Draconic Beast
Defense 13, AR 3
Health 55, Speed 15, Fly 12
Senses Night Vision
+1 Communication
+3 Constitution
-1 Cunning
+3 Dexterity (Initiative)
+1 Magic
+1 Perception (Smelling, Tracking)
+4 Strength
+0 Willpower
Melee Bite +3 (1d6+4), Claws +4 (2d6+4)
Favored Stunts: Lightning Attack and Pounce.
Powers
Pounce: 2 SP, After charging, the dragonne can make
an attack with its other mode of attack as a free
action on the same target.
Roar [Sonic]: Dragonnes can roar as a Major action.
Non-dragonnes who hear the roar, all within 40
yards, who do not succeed on a Constitution
(Stamina) test must flee as if they failed a morale
check. Those within 10 yards are deafened as well for
1d6 rounds. A Dragonne cannot roar the round
following a use of this power.

A dragonne is a creature that appears to be a small


gold dragon at a distance, including the wings and
tapered tail, but upon closer inspection it is found to
have the head of a lion, albeit one covered in scales,
including a mane of scaly fronds for the males of the
species. They are wild beasts, and their roar makes
them difficult to attempt to train.

23
Dryad Grade D Charm enemies into leaving and going on deadly
Fey Humanoid adventures, such as entering nearby bear caves alone,
Defense 14, AR 0, Enchanted or attacking small dragons. They will also use their
Vulnerabilities Cold Iron spells to protect their trees, or attack directly.
Health 20, Mana 16, Speed 13
+4 Communication (Animal Handling) The only other time a dryad is likely to use her
+0 Constitution Enchantment power is if she has taken a liking to an
+2 Cunning (Natural Lore) attractive humanoid, and her advances have been
+3 Dexterity (Stealth) rebuffed. Usually she will tire of the character within
+3 Magic (Creation) a decade or less and eject the character who will
+1 Perception (Searching) have no memory of his years of absence.
+0 Strength
+2 Willpower Dryads know druidic magic and usually have
Melee Staff +3 (1d6+1) mastered the Find the Path, Plant Growth, and
Ranged Long Bow +3 (1d6+4, 26/52 yards) Summon Swarm spells (usually wasps, bees, ants or
Favored Stunts: Disarm and Skillful Casting. some other insect that doesn’t harm trees). Advanced
Weapon Groups: Bows, Brawling, Staves Dryads also tend to know the Summon Creature,
Talents: Creation Magic (N) Plantform Curse (as Beastform Curse), and Plantform
Powers (as Beastform) spells.
Enchantment [Charm]: As Charm Being spell
[Willpower (Self-Discipline) test : TN 13]. Characters transformed into plants can sense what
Spells (2): Divine, Spellpower 13, 3 spells. occurs around them in 360 degrees, but cannot move
Tree Meld: Dryads can enter or leave their tree as a or speak humanoid languages. Characters who spend
free action. They can take any number of people with an entire lifetime in the form of a plant will
them as they do. experience death, limbo, and then be reborn from
Equipment: Long Bow, Quarterstaff one of the plant’s seeds, usually in a much different
place. If the dryad meant to teach the character a
Dryads are nymphs that live in the wilds and meld lesson, he will be reborn under her care and she will
themselves to trees. The dryad’s tree is unremarkable transform him back after
from the outside, and does not radiate a supernatural no more than half the
aura of any kind. It will however be in good health if new life cycle.
the dryad is in good health, or look diseased if she is
afflicted. Their life forces are tied together. As a dryad
may only separate her life force from her tree with a
lengthy ritual, she is loath to leave it. Dryads speak
Sylvan, and often know local human tongues as well.

The dryad’s tree is like a good friend, a home, and a


constant companion. A dryad that travels more than
300 yards away from her tree immediately takes 1d6
damage. She takes this damage again every hour
until she returns or she and the tree die.

The interior of the tree appears to be a house made


entirely of living wood, more so than even the most
rustic Elven dwelling. It is always large enough to
accommodate the Dryad and all visitors, and
provides warmth, food and drink. Few ever see the
interior of a Dryad’s home unless they have entered
into a relationship, whether willing or not.

Dryads are fanatically protective of their trees and the


wilderness they inhabit in general, but are often non-
violent by nature. This means that they will often

24
Whirlwind: 3 SP, All creatures adjacent to the
Elemental Elemental must succeed at a Dexterity (Acrobatics)
test vs 15 or be swept up in a whirlwind as its body
Elementals are the most common denizens of the
expands and the high speed winds buffet everything.
elemental plane. They vie for dominance with
Targets will be thrown a number of yards equal to
Genies, Aerial Servants, Invisible Stalkers, and other
half the Dragon Die and be knocked prone.
intelligent members of their home plane. As they are
Windy Touch: Anything the elemental touches is
also opposed to one element and dominant over
buffeted by winds, so liquids disperse and torches
another, they are often viewed as in constant conflict
will blow out. Larger fires, such as bonfires will flare
with creatures from outside their district as well.
in intensity however.
The statistics below only apply to summoned
Air Elementals are swirling
Elementals. Elementals on their own planes have
masses of wind that
different Abilities, Focuses, Health totals, and may
stay about a
have Spell casting abilities.
central locus,
taking a
The vast majority of elemental citizens have lives and
whirlwind
experience as full as those of prime material plane
shape. They
peoples, but when summoned their knowledge is
may also
bottled up along with the bulk of their will. Advanced
form more
summoners may occasionally get an elemental with
complex and
Focuses in Brawling, or specific knowledge. All
menacing shapes when in
Elementals speak Elemental Common, and have
motion, or angry. Air
dialects based on their origin district.
elementals can move about
anywhere except through
Elementals can generate multiple arms to carry, hold
large bodies of water. To
or manipulate things, but they do not gain any extra
move through earth they
attacks per round by doing so. Elementals do not
must dig, and create a tunnel
usually have any knowledge of humanoid
tall enough to contain their
constructions or culture, so if ordered to retrieve a
mass. If an air elemental is
valuable painting it will undoubtedly destroy the
trapped underground with no
artwork in the process. This also means that they do
tunnel out, it immediately
not necessarily understand traps, or humanoid
returns to its home plane.
frailties.
Earth Elemental, Lesser Grade C
Air Elemental, Lesser Grade C
Elemental Monster
Elemental Monster
Defense 10, AR 6, Enchanted
Defense 12, AR 5, Enchanted
Immunities Earth
Immunities Electricity, Water, Grapple Attacks
Vulnerabilities Fire x2, Water
Vulnerabilities Earth x2
Health 63, Speed 7, Burrow 10
Health 49, Speed Fly 30, Hover
Senses Dark Vision ∞
Senses Dark Vision ∞
-1 Communication
-1 Communication
+1 Constitution
+0 Constitution
-1 Cunning
-1 Cunning
+0 Dexterity
+2 Dexterity
+5 Magic
+5 Magic
-1 Perception
+2 Perception
+9 Strength
+7 Strength
+2 Willpower
+2 Willpower
Melee Slam +0 (2d6+9)
Melee Slam +2 (2d6+7)
Favored Stunts: Dual Strike, Lethal Blow, Quake
Favored Stunts: Lightning Attack, Mighty Blow,
Quake: 3 SP, All creatures within 3 yards of the
Whirlwind
Elemental must succeed at a Dexterity (Acrobatics)
Powers
test vs 15 or fall prone.

25
+2 Dexterity
Earth Elementals appear to be large rock or dirt +5 Magic
formations, sometimes in humanoid form, and +0 Perception
sometimes just lumped together shapes. They can +8 Strength
move through the earth without disturbing its +2 Willpower
composition or structure, but can dig a tunnel behind Melee Slam +2 (2d6+8)
them if they so choose without expending extra time. Favored Stunts: Disarm, Mighty Blow, Vortex
They cannot move across a body of water they Powers
cannot step across, but can move below the surface. Quenching Touch: Anything the elemental touches
will be coated with water, which will create issues
Fire Elemental, Lesser Grade C due to slipperiness and quench open flames.
Planar Monster Vortex: 3 SP, All creatures adjacent to the Elemental
Defense 13, AR 5, Enchanted must succeed at a Dexterity (Acrobatics) test vs 15 or
Immunities Fire, Earth, Grapple Attacks be drawn in as the elemental becomes a vortex by
Vulnerabilities Water x2 spinning its body rapidly. Targets will be drawn in,
Health 49, Speed 10 become disoriented and then thrown out and
Senses Dark Vision ∞ knocked prone. Anyone affected loses the ability to
-1 Communication take actions the next round.
+0 Constitution
-1 Cunning Water Elementals can adopt any shape between a
+3 Dexterity large column of water, a wave held suspended at its
+5 Magic apex or a watery humanoid form or anything in-
+0 Perception between. To move through earth a Water Elemental
+6 Strength must dig a tunnel, but it need not be a large one. A
+3 Willpower water elemental trapped in stone, not dirt, will
Melee Slam +3 (1d6+9) become agitated, and one that cannot move will
Favored Stunts: Explosion, Lightning Attack return to its home plane.
Explosion: 3 SP, All creatures adjacent to the
Elemental must succeed at a Dexterity (Acrobatics)
test vs 15 or be hit with a wave of heat as it expands
its body momentarily. This deals an additional +1d6
damage to those who are hit by the initial attack.
Fiery Aura [Fire]: The elemental deals an additional
+1d6 Fire damage to anything that it touches or is
touched by it. This can start fires everywhere but at its
base.

Fire Elementals appear to be bonfires that have no


need for fuel. They can generate limbs and eery faces
out of flame if they so choose. Fire Elementals cannot
move through earth or water and must always have a
channel large enough to contain their size or
immediately return to their home plane.

Water Elemental, Lesser Grade C


Planar Monster
Defense 12, AR 6, Enchanted
Immunities Water, Fire, Grapple Attacks
Vulnerabilities Electricity x2
Health 49, Speed 5, Swim 20
Senses Dark Vision ∞
-1 Communication
+0 Constitution
+0 Cunning

26
Faun Grade D Gargoyle Grade D
Fey Humanoid Construct
Defense 13, AR 0, Enchanted Defense 11, AR 4, Enchanted
Vulnerabilities Cold Iron Immunities Poison, Sleep
Health 32, Speed 12 Vulnerabilities Bludgeoning Damage
Senses Night Vision Health 40, Speed 12, Fly 20
+2 Communication (Performance) Senses Dark Vision (40 yards)
+3 Constitution (Drinking) -2 Communication
+0 Cunning +4 Constitution (Stamina)
+2 Dexterity (Stealth) -1 Cunning
+2 Magic +2 Dexterity (Stealth)
+3 Perception (Hearing) +2 Magic
+0 Strength +1 Perception (Seeing)
+0 Willpower +3 Strength (Climbing)
Melee Club +2 (1d6) +0 Willpower
Favored Stunts: Defensive Stance and Disarm. Melee Claws +3 (2d6+3)
Weapon Groups: Brawling, Staves Favored Stunts: Lightning Attack and Knock Prone.
Talents: Music (J) Stillness: Gargoyles can stand perfectly still, and are
Powers often mistaken for statues. Those who observe a
Pipe Song [Mental/Sonic]: Those who hear the song gargoyle that is remaining motionless under
become consumed by their foremost impulse (anger, observation, suffer a -3 penalty to notice them.
fear, love, anxiety, confusion, hunger, thirst, lust, etc.)
for 1d6 minutes unless they succeed at Willpower Gargoyles are animate statues, constructed to guard
(Self-Discipline) : TN 12. wizard towers and workshops in ages past, or temple
Equipment: Club, Pipes grounds, kingly treasures etc. Each was created to
guard a location, and usually through abandonment
Fauns are smallish humanoids that have the they exist far beyond the lifespan of their creators.
appearance of lithe bodies, pointed ears, and the legs Because they were specifically created to be creative
of a goat. They often have an independent outlook on in pursuing their task, they slowly gain sentience over
life, but they can be mischievous, almost cruel as hundreds of years. However, this same quirk is what
well. As fey creatures, fauns have inherently makes them vulnerable to mental effects and charm
supernatural powers, but they are not supernatural powers, as they can think, they can be controlled via
enough to fear rebuke effects. magic.

Universally, all fauns are wonderful musicians with Gargoyles can be found in
the pipes, and can be persuaded to play for any abandoned locale.
enjoyment. Their pipe song is one of the ways in They inhabit their
which they can cause the most trouble original guard site, or
for others however. more often slip away
centuries after the
death of their
creators. There are
even cases of
gargoyles working
hand in
hand with
the living
who
populate the location
they guard. Gargoyles
usually speak the
language of their creator, but
often keep their own counsel.

27
Whirlwind Form: The genie can transform itself into a
Genie 3 yard diameter whirlwind which does 2d6 damage
to everything it passes over. The genie must return to
Genies are elemental beings that hail from the plane
solid form after 10 minutes.
of Air or Fire respectively. There may be genies of the
water and earth varieties as well, but they are
Djinni appear to be large, eight foot or taller
unknown to most scholars on Mystara. They are
humanoids with pointed ears, and lower bodies
potent beings, with highly magical abilities allowing
made of mist. They can form legs if desired, but the
them to carry out miraculous tasks seemingly at will.
majority of them prefer to hover and have no need of
In actuality, certain singular elementals can deal
such. They are highly competitive with efreeti, as well
more damage than a genie, and invisible stalkers are
as other denizens of the Plane of Air, excepting the
far more stealthy by nature. However, no race
Air Elementals. Djini speak Elemental Common with
matches the genies for their versatile might.
the Air dialect, and often have a great command of
many mortal tongues. Djinni are fiercely
Djinni, Lesser Grade C
independent, but also somewhat altruistic.
Elemental Monster
Defense 14, AR 0, Enchanted
Despite legends, most genies that may be summoned,
Immunities Corrosive
or found trapped within magical prisons are
Health 55, Speed 8 Fly 18, Hover
incapable of granting a wish directly. They can
Senses Night Vision
however be very creative in the use of their powers to
+3 Communication
achieve the goals of the other party, which they
+2 Constitution
usually have no choice but to do. Djinni are
+1 Cunning (Historical Lore)
suspicious of most mages however because of the
+4 Dexterity
likelihood of bound servitude being the result of any
+4 Magic
such dealings with potent mortals.
+2 Perception
+5 Strength
If encountered on the Plane of Air, they gain
+3 Willpower
Immunity to Water attacks, and Spell Resistance +2.
Melee Fist +4 (1d6+5)
They can also see Invisible creatures at will.
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Brawling.
Powers
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a Major
action, but after each magical feat roll 1d6. If the
result is a 1, that wonder cannot be performed again
until the following day.
Create Feast: The genie can conjure enough food and
drink to satisfy a dozen people once per day. The
food spoils after 24 hours.
Create Temporary Goods: The genie can conjure 100
lbs. worth of metallic or stone goods, which dissipate
after an hour.
Create Permanent Goods: The genie can conjure up
to 100 lbs. of wood, paper or cloth goods.
Gaseous Form: Genies can become odorless, pale
mist or gas and move through most barriers. They
must return to solid form after an hour.
Trickery [Illusion]: The genie can conjure an illusion
affecting sight and sound and lasts indefinitely, but
immediately dissipates upon being touched by a
creature with will.

28
Efreeti, Lesser Grade C can choose to dismiss this clooud as well as to
Elemental Monster appear to be human if needed. Normally however,
Defense 13, AR 0, Enchanted they sport deep red skin, glowing eyes and an
Immunities Fire unbridled arrogance. They are honorable, but cruel
Vulnerabilities Cold creatures and if given free reign will wreak havoc on
Health 65, Speed 8, Fly 12, Hover innocents and their summoner if they can get away
Senses Night Vision with it. Even when controlled, efreeti seek to pervert
+2 Communication (Deception) the intent of every command given to them.
+2 Constitution
+1 Cunning Efreeti speak Elemental Common with the Fire dialect
+3 Dexterity (Stealth) and are constantly at war for dominance against all
+4 Magic comers with the exception of the fire elementals, and
+2 Perception (Empathy) bear a special hatred for the djinni.
+6 Strength (Intimidation)
+2 Willpower If encountered on the Plane of Fire, they gain
Melee Fist +3 (1d6+6*) Immunity to Earth attacks, and Spell Resistance +2.
Favored Stunts: Dual Strike and Mighty Blow. They can also see Invisible creatures at will.
Weapon Groups: Brawling
Powers
Heat Aura [Fire]: The Efreeti deals +2 damage to all it
touches, punches or grapples.
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a
Major action, but after each magical feat roll 1d6.
If the result is a 1, that wonder cannot be
performed again until the following day.
Create Feast: The genie can conjure enough food
and drink to satisfy a dozen people once per day.
The food spoils after 24 hours.
Create Temporary Goods: The genie can conjure
100 lbs. worth of metallic or stone goods, which
dissipate after an hour.
Create Permanent Goods: The genie can conjure
up to 100 lbs. of wood, paper or cloth goods.
Pillar of Flame Form: Efreeti can turn into a
column of fire which lights flammable objects
on fire and deals 2d6 fire damage to anyone
the Efreeti touches. It can maintain this form for
1 minute, and may not return to Pillar turn
within the same hour.
Trickery [Illusion]: The genie can conjure an
illusion affecting sight and sound and lasts
indefinitely, but immediately dissipates upon being
touched by a creature with will.
Wall of Fire [Fire]: Efreeti may summon up a wall of
roaring flames up to 40 yards in length and 3 yards
high which stays put where placed and lasts for up to
10 minutes. Anything that enters the perimeter takes
1d6 + Magic (4) damage.

An efreet is a large humanoid with pointed ears,


surrounded at all times by a cloud of smoke. They

29
Ghoul Grade D Elder Ghoul Grade C
Undead Humanoid Undead Humanoid
Defense 13, AR 0 Defense 13, AR 0
Immunities Charm, Mental, Poison, Sleep Immunities Charm, Mental, Poison, Sleep
Health 30, Speed 10 Health 48, Speed 10
Senses Dark Vision ∞ (-1 in light) Senses Dark Vision ∞ (-1 in light)
-2 Communication -2 Communication
+4 Constitution (Stamina) +4 Constitution (Stamina)
+1 Cunning +1 Cunning
+2 Dexterity +2 Dexterity
+2 Magic +3 Magic
+0 Perception (Smelling) +0 Perception (Smelling)
+3 Strength (Claws, Intimidation) +3 Strength (Claws, Intimidation)
+2 Willpower +3 Willpower
Melee Bite +2 (1d3+3), Claws +5 (1d6+5) Melee Bite +2 (1d3+3), Claws +5 (1d6+5)
Favored Stunts: Knock Prone and Mighty Blow. Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling Weapon Groups: Brawling
Powers Powers
Flesh Knitting: Ghouls gain Health equal to damage Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse. dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy. This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests. Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (Self- (includes Elves) must test Willpower (Self-
Discipline) : TN 12 or be paralyzed for 1d3 rounds. Discipline) : TN 13 or be paralyzed for 1d3 rounds.
Unholy Aura [Necrotic]: Once attacked the ghoul’s
Ghouls are horrible undead monstrosities, that head emits a green light which fills a 2 yard radius.
appear to be slightly desiccated corpses that view Those caught within the glow must test Willpower
everything around them with an ardent hunger. The (Self-Discipline) : TN 13 or suffer a -1 on all attacks
hint of animal cunning in their eyes shows all that and generate one less stunt point than normal while
they are far from mindless, which makes them scarier within the aura. The aura expands by 2 yards in
still. radius each round until reaching 8 yards maximum.

Those with advanced knowledge of ghouls have good Elder ghouls look exactly like normal ghouls on first
reason to be afraid. The merest touch of a ghoul can inspection. However, when attacked they generate a
cause the subject to be paralyzed, frozen in place for sickly green nimbus which causes a chilling sickness
a nearly a minute. A pack of ghouls will often in most who touch or are
descend on a party of adventurers or normal people touched by it.
and paralyze all of them.

Once every target is incapacitated


they will each choose a target and
begin to feed. When they
are far from living prey,
ghouls will dig up corpses
and indulge in the dead flesh.
The only flesh they will avoid is
plant matter and undead flesh.

30
in the area, but occasionally you will find giants
Giant living peaceful but isolated lives. Giantish has its own
runic alphabet, but few hill giants can read.
Hill Giant Grade C
Giant Humanoid
Defense 11, AR 6 (-0 Penalty)
Health 70, Speed 12
Senses Night Vision
+0 Communication
+5 Constitution (Stamina)
-1 Cunning
+1 Dexterity (Thrown)
+0 Magic
+2 Perception (Smelling)
+8 Strength (Intimidation, Might)
+3 Willpower
Melee Club +8 (3d6+8)
Ranged Rock +3 (2d6+8, 30/60
yards)
Favored Stunts: Dual Strike and
Mighty Blow.
Weapon Groups: Brawling,
Bludgeons and Thrown
Talents: Armor Training (N)
Equipment: Light Leather, Massive
Club

Hill Giants are the least


threatening of the true giants, but
that does not make them easy
opponents. Rather they are the
dangerous creatures that are the
tip of the iceberg of giant strength
and power. Hill giants look like
stocky primitive humans that stand
twelve feet tall and have shoulders
seven feet wide. Their limbs are
thick and they cover their bodies
with the furs of bears and other
large animals.

Although they have a reputation


for being dense, hill giants are
very perceptive and have long
memories. If left alive they
remember how they were tricked
before. In terms of personalty,
most hill giants are cruel, and adopt the mentality of
bullies. Few hill giants are industrious enough to farm
for themselves or conduct true animal husbandry.
They might raise a lone bear cub or wolf as a pet, but
they won’t raise livestock. All hill giants speak
Giantish, but many also master a pidgin or full
command of the prevailing human language. This is
primarily so that they can make demands of humans

31
Giant Beast Giant Bat Grade E
Giant Beast
Draco Lizard Grade E
Defense 14, AR 0
Giant Beast
Health 35 Speed 7, Fly 16
Defense 11, AR 3
Senses 360 Hearing (24 yards), Night Vision
Health 28 Speed 10 Glide 13
-2 Communication
-3 Communication
+2 Constitution (Stamina)
+1 Constitution
-3 Cunning
-3 Cunning
+4 Dexterity (Stealth)
+3 Dexterity
+0 Magic
+0 Magic
+3 Perception (Hearing)
+1 Perception
+2 Strength
+1 Strength
+2 Willpower
+2 Willpower
Melee Bite +4 (1d6+2)
Melee Bite +3 (2d6+1)
Favored Stunts: Seize the Initiative and Skirmish.
Favored Stunts: Dual Strike and Skirmish.
Gliding: Draco lizards can glide through the air up to
Giant Bats are omnivorous versions of the common
13 yards in a single round as long as they descend 20
flying mammal, the only difference being that they
yards or land on something in the same time period.
are roughly the size of a small child. Giant Bats will
often attack creatures much larger than them, in an
Draco Lizards are six foot long reptiles with large
attempt to scare them away from their homes. Giant
flaps of skin between their legs on each side. These
Bats can be encountered singly or in groups of 4 or
membranes allow them to glide like a flying squirrel.
more. If a group manages to stumble across an entire
They are most often found above ground, and are
colony of them, there may be 15 or more. Just like
carnivorous predators that have been known to attack
normal bats, giant bats can carry diseases, so some
adventurers. They are more rarely found in caves
people feel justified in killing them off on first sight.
during periods of extremely hot and extremely cold
weather.
Giant Boar Grade D
Giant Beast
Giant Bass Grade E
Defense 10, AR 4
Giant Beast
Health 60 Speed 13
Defense 10, AR 3
Senses Night Vision
Immunity Drowning
-2 Communication
Health 25 Speed -, Swim 10
+5 Constitution (Running)
-3 Communication
-2 Cunning
+2 Constitution
+0 Dexterity
-3 Cunning
+0 Magic
+0 Dexterity (Bite)
+1 Perception (Smelling, Tracking)
+0 Magic
+4 Strength (Gore)
+0 Perception
+2 Willpower
+2 Strength
Melee Gore +6 (2d6+4)
+0 Willpower (Morale)
Favored Stunts: Dual Strike and Ferocious Charge.
Melee Bite +2 (1d6+2)
Powers
Favored Stunts: Mighty Blow and Skirmish.
Ferocious Charge: 2 SP, After charging an opponent,
the Boar deals an additional 1d6 damage to the
Giant versions of normal fish are just as skittish as the
target, and knocks the target prone.
normal varieties, with the exception that they view
much larger creatures, such a halflings, as potential
A giant boar is a hog the size of a horse, or a bear.
food. They may be more than seven feet in length,
They are extremely ferocious, and fearless beyond
but will still flee anything larger than themselves and
measure. They are also omnivorous and do not
will only put up a good fight against something
hesitate to eat meat when their chosen foods are
problematic if coaxed by an outside influence or
unavailable. Giant boars are just as territorial as their
backed into a corner, figuratively. Fey such as nixies
smaller brethren, and just as tenacious. When news
often choose to summon giant fish such as the Bass.

32
of a wild boar reaches most communities they take Giant Gecko Grade E
the matter up with those in charge immediately. A Giant Beast
boar in the woods can be dangerous for livestock and Defense 12, AR 2
lone citizens as well. Health 26 Speed 11, Wall Crawler
Senses Night Vision
Giant Chameleon Grade D -3 Communication
Giant Beast +1 Constitution
Defense 12, AR 3 -3 Cunning
Health 45 Speed 10 +1 Dexterity (Bite, Stealth)
-3 Communication +0 Magic
+3 Constitution +1 Perception (Smelling)
-3 Cunning +1 Strength
+2 Dexterity (Bite) +1 Willpower
+0 Magic Melee Bite +3 (1d6+1)
+2 Perception Favored Stunts: Knock Prone and Mighty Blow.
+3 Strength
+1 Willpower Giant Geckos are lizards five feet in length, the
Melee Bite +4 (1d6+3) majority of that being their head, neck and bodies, in
Ranged Tongue +2 (*, 2 yards) a blue coloration with orangish spots everywhere.
Favored Stunts: Disarm and Knock Prone. They are nocturnal carnivorous creatures that climb
Powers trees with their specially adapted feet and drop on
Blending: A Chameleon that does not move gains +3 unsuspecting prey from above.
to Dexterity (Stealth) tests.
Tongue Yank: The Chameleon can grab targets at up Giant Spiny Rockfish Grade D
to 2 yards away with its tongue. Targets who are hit Giant Beast
must roll Strength (Might) versus the lizard’s Strength Defense 11, AR 2
or be grappled and yanked to the creature’s mouth Immunity Drowning
where it deals its bite damage to the target and Health 35 Speed -, Swim 15
grapples them. If the target bests the lizard in a -3 Communication
Strength (Might) contest which it initiates with a +1 Constitution
Major action, it frees itself. The lizard may let go as a -3 Cunning
free action, or use a Minor action to maintain the bite +1 Dexterity
and deal damage again that round. +0 Magic
+0 Perception
A giant chameleon lizard is about four feet long, not +3 Strength
counting its tail. They are hard to spot in the wild +0 Willpower
because of their ability to change coloration and their Melee Bite +1 (1d6+3), Spines * (1d6*)
affinity for unmoving stillness. Favored Stunts: Defensive Stance and Skirmish.
Powers
Spines: Anything the rockfish rams into or which hits
it in combat without a weapon is affected by its
poisonous spines. The creature takes Damage equal
to the Dragon Die of the attack that connected.
Spine Poison: A target that receives even a single
point of damage from the fish’s spines must also
succeed at a Constitution (Stamina) Test: TN 13 or
suffer an additional 1d6 of penetrating damage. Each
round until the target succeeds, they must test versus
the same TN or suffer the same damage.

The giant spiny rockfish is found in shallow salt


water, where it appears to most onlookers as a large
rock or lump of coal. If disturbed, the fish will leap to
attack the intruders and drive them off.

33
Giant Toad Grade E
Giant Sturgeon Grade C Giant Beast
Giant Beast Defense 12, AR 0
Defense 10, AR 6 Health 40 Speed 15
Immunity Drowning, Half Cold -3 Communication
Health 68 Speed -, Swim 15 +2 Constitution (Swimming)
-3 Communication -3 Cunning
+4 Constitution +2 Dexterity (Stealth)
-3 Cunning +0 Magic
+2 Dexterity (Bite) +2 Perception
+0 Magic +2 Strength (Jumping)
+0 Perception +2 Willpower
+5 Strength Melee Bite +2 (1d6+2)
+2 Willpower Ranged Tongue +2 (*, 3 yards)
Melee Bite +4 (2d6+8) Favored Stunts: Knock Prone and Skirmish.
Favored Stunts: Skirmish and Swallow Hole. Powers
Powers Swallow Whole: Any target of small size (dwarf or
Swallow Hole: 3 SP, the target if man-sized or smaller size) that is affected by the tongue lash is
smaller, is swallowed in one gulp. Once swallowed actually swallowed whole by the toad. Instead of
the target is held trapped inside the gullet of the taking bite damage they suffer -3 penalties to every
sturgeon, and is trapped in a dark, water filled space. action and take 1d6 penetrating damage each round
Any creature swallowed must contend with 2d6 from stomach acid.
Damage [Corrosive] each round after the first, and Tongue Lash: The toad can attack targets at up to 3
deals only half damage from weapons, but only has yards away with its tongue. Targets who are hit must
to contend with an Armor Rating of 3. roll Strength (Might) versus the toad's Strength or be
grappled and pulled 1 yard towards the toad's mouth.
The giant sturgeon is a monstrous 30 foot long If they are within 1 yard to begin with, they are
creature, covered with thick armor like scales. They yanked into its mouth and suffer bite damage every
are found in both deep rivers and oceans, and are round as a minor action. After this grapple is
dangerous to lone travelers as they often swallow initiated, the toad must either expend a Minor action
prey hole and kill them with their internal stomach to continue grappling the target closer or let the
acid. Those inside the fish face drowning as well as target go as a free action.
being consumed, and those without companions
have only a bleak shot at survival. A monumental amphibian the size of a pony. They
are dangerous to all but the strongest predators in
their environments because with their size, they are
some of the largest and dumbest carnivorous beasts
around deserts, wastelands, forests, lakesides and
swamps. Still, they pose more of a threat to small folk
and peasant than fully outfitted adventuring
companies. While toads are usually not found in
great numbers, they reproduce in somewhat large
numbers with the young fighting each other for food,
and attempting to avoid cannibalization by their
parents.

34
Giant Tuatara Lizard Grade D Rockhome Lizard Grade E
Giant Beast Beast
Defense 11, AR 3 Defense 12, AR 2
Health 40 Speed 8, Burrow 3 Health 38 Speed 15
-3 Communication Vulnerabilities Sunlight 1d6 per half hour
+5 Constitution (Swimming) Senses Night Vision
-3 Cunning -2 Communication
+1 Dexterity (Bite) +5 Constitution (Running)
+0 Magic -2 Cunning
+3 Perception (Smelling) +2 Dexterity
+5 Strength (Intimidation) +0 Magic
+2 Willpower +1 Perception (Hearing)
Melee Bite +3 (1d6+5) +5 Strength
Favored Stunts: Lightning Attack and Pierce Armor. +1 Willpower
Powers Melee Bite +2 (1d6+5)
Temperature Vision: The tuatara can lower a Favored Stunts: Defensive Stance and Skirmish.
membrane over its eyes which allows it to see heat
differences out to 30 yards, and distinguish living Rockhome Lizards are bipedal reptiles with pale skin
creatures from the environment even in total coloration based in white, blue or green hues. They
darkness. are bred as beasts of burden and pets by Rockhome
Dwarves. They take direction and training well, and
Giant Tuatara lizards are roughly ten feet in length are more accustomed to hunting down rats and going
and weigh in excess of 300 lbs. They have sharp after other creatures much smaller than themselves.
beaks and claws on their feet which help them climb Unfortunately they do not get along well with horses,
large trees and rock surfaces. With gray, olive or clay so their owners often need to plan caravans with
red coloration, they possess crests down their necks greater care. Lastly, they die if exposed to sunlight for
and backs. While they are quite majestic, long periods of time.
unfortunately they are threats to civilized people
everywhere. Tuatara are omnivorous and will attack
anything smaller than themselves. They are nocturnal
and will raid farms, homesteads and attack
humanoids. When threatened, they will inflate their
bodies, flare their crests and darken the scales
between its shoulders and neck in an intimidation
attempt.

35
Gnolls are monstrous humanoids that are furry
Gnoll hyena-headed men. They like to set ambushes and
are generally cruel bullies to all other thinking people
Gnoll Brute Grade E
around. While characterized as cowardly, gnolls will
Humanoid
put up a fierce fight if equal numbers are present.
Defense 14, AR 4 (-1 Penalty)
Also, if they can be communicated with, gnolls tend
Health 27, Speed 10
to be honorable enough to make deals and stick with
Senses Dark Vision (20 yards)
them. Unfortunately, the majority of people wishing
+0 Communication
to strike deals with gnolls are nefarious and are only
+2 Constitution
looking for muscle. Gnolls only speak Gnollish by
+0 Cunning
default, but they can learn other languages, even
+1 Dexterity
languages as distant from Gnollish as Elven.
+0 Magic
+1 Perception (Hearing)
Flind Grade D
+3 Strength
Humanoid
+1 Willpower
Defense 15, AR 4 (-1 Penalty)
Melee Battle Axe +3 (2d6+3)
Health 35, Speed 11
Ranged Short Bow +1 (1d6+2, 16/32 yards)
Senses Dark Vision (20 yards)
Favored Stunts: Defensive Stance and Dual Strike.
+1 Communication (Leadership)
Weapon Groups: Axes, Bows, and Brawling
+3 Constitution
Talents: Armor Training (N), Weapon and Shield Style
+1 Cunning
(N)
+2 Dexterity
Powers
+0 Magic
Cold Resistance: Gnolls gain +2 to resist Cold effects
+1 Perception (Hearing)
and hazards.
+4 Strength (Bludgeons)
Equipment: Battle Axe, Heavy Leather, Medium
+1 Willpower (Morale)
Shield, Short Bow
Melee Flail +6* (1d6+8), Dagger +2 (1d6+4)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Defensive Stance, Disarm and Seize
the Initiative.
Weapon Groups: Bows, Bludgeons, Brawling and
Short Blades
Talents: Armor Training (N), Command (N), Weapon
and Shield Style (J)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
* Heavy Flails ignore 2 pts of shield bonus
Equipment: Dagger, Heavy Flail, Heavy Leather,
Medium Shield, Short Bow

Some gnolls are by nature smarter, faster and stronger


than others. These gnolls are called Flinds and often
find themselves the leaders of gnoll bands, and the
chiefs of gnoll tribes. Almost all Flinds take up flails
as a weapon because they understand the inherent
benefits, even though they sacrifice immediate
physical damage.

36
Gnoll assassins are also known as Blackhearts
because of the type of poison they use. They are often
somewhat self-sufficient and like to work with others
besides other blackhearts, serving as scouts, and
support troops in larger combat groups. A leader can
force blackhearts to work together as a team, and
when they overcome their natural competitiveness
with one another they form a dangerous fighting
force.

Gnoll Shaman Grade D


Humanoid
Defense 13, AR 4 (-1 Penalty)
Health 37, Mana 20, Speed 9
Senses Dark Vision (20 yards)
+0 Communication
+2 Constitution
+0 Cunning (Religious Lore)
+0 Dexterity
+1 Magic (Miracle)
+0 Perception
Gnoll Blackheart Grade D +3 Strength (Intimidation)
Humanoid +2 Willpower (Faith)
Defense 14, AR 3 (-0 Penalty) Melee Battle Axe +3 (2d6+3)
Health 21, Speed 12 Favored Stunts: Defensive Stance and Mana Shield.
Senses Dark Vision (20 yards) Weapon Groups: Axes, and Brawling
+0 Communication Talents: Armor Training (N), Weapon and Shield Style
+1 Constitution (N)
+0 Cunning (Poison Lore) Powers
+2 Dexterity (Stealth) Cold Resistance: Gnolls gain +2 to resist Cold effects
+0 Magic and hazards.
+2 Perception (Hearing) Spells (5): Divine, Spellpower 14, 4 spells
+2 Strength Equipment: Battle Axe, Heavy Leather, Medium
-1 Willpower Shield
Melee Short Sword +2 (1d6+4*)
Ranged Short Bow +2 (1d6+3*, 16/32 yards) Flinds may be the war leaders of the gnolls, but
Favored Stunts: Pierce Armor and Skirmish. shamans are the overall leaders. They impart the
Weapon Groups: Bows, Brawling and Light Blades words of Ranivorus to his people, and hold the whips
Talents: Archery Style (N) that drive them forward, always forward. This isn’t to
Powers say that all shamans favor the Shadow school entirely.
Backstab: If the Blackheart wins a Dexterity (Stealth) They recognize the need for miracles and even
test versus an opponent’s Perception (Seeing) he blessings, but these are almost always reserved for
gains +2 to hit and +1d6 damage. the loyal followers, and rarely prisoners with more
Cold Resistance: Gnolls gain +2 to resist Cold effects worth alive than dead. They are notoriously stingy
and hazards. with aid to non-gnolls in fully neutral situations.
Blackheart Poison: All weapons are coated in a
poison that targets must resist with a Constitution Gnoll Shamans usually know the Fervor, Heal, and
(Stamina) test : TN 12, or take 1d3 damage and a -1 Vulnerability Hex spells.
penalty to Strength until the end of the encounter. The
penalty is not cumulative, but the damage occurs
every time.
Equipment: Light Leather, Light Shield, Short Bow,
Short Sword, Vial of Poison

37
They are also somewhat cowardly and will run if the
Goblin tide turns against them. Goblins speak Goblin, but
may also know Orcish, or any human tongue.
Goblin Skirmisher Grade E
Humanoid
Goblin Chief Grade D
Defense 12, AR 3
Humanoid
Health 17, Speed 9
Defense 14, AR 4 (-1 penalty)
Senses Dark Vision (30 yards)
Health 25, Speed 9
+0 Communication
Senses Dark Vision (30 yards)
+0 Constitution
+2 Communication
+1 Cunning (Evaluation)
+1 Constitution
+1 Dexterity (Light Blades, Stealth)
+1 Cunning (Evaluation)
+0 Magic
+2 Dexterity (Brawling, Stealth)
+2 Perception (Searching)
+0 Magic
+1 Strength (Climbing)
+2 Perception (Searching)
+0 Willpower
+2 Strength (Climbing, Spears)
Melee Dagger +3 (1d6+2)
+2 Willpower (Morale)
Ranged Short Bow +1 (1d6+3, 16/32 yards)
Melee Dagger +2 (1d6+3)
Favored Stunts: Pierce Armor and Skirmish.
Ranged Throwing Spear +4 (1d6+5, 8/16 yards)
Weapon Groups: Bows, Brawling and Light Blades
Favored Stunts: Pierce Armor and Skirmish.
Equipment: Dagger, Light Leather
Weapon Groups: Brawling, Light Blades and Spears
Talents: Armor Training (N), Command (J)
Goblins are forest or cave dwelling diminutive
Equipment: Throwing Spear, Dagger, Light Shield,
humanoids with green or dark grey skin. They are the
Heavy Leather
size of halflings or gnomes, but their ferocious nature
makes them a threat to larger creatures.. They tend to
The most cunning and tenacious goblins advance to
be manic in combat, harassing larger creatures if they
lead the tribes of small humanoids. These warriors
think there is something to gain. They are most
have the best gear present, and often use javelins or
deadly in large numbers, and small hordes of goblins
spears as their weapon of choice, standing out in the
will raid towns, torch buildings and murder
open on the battlefield. Their courage allows their
townspeople for no reason other than they can make
fellows to be driven into a great frenzy and attack
off with a small supply of food or gold. Goblins make
without fear.
mercenary choices however, and for the promise of
riches or power will tie their fortunes to others.

38
Most chieftains are concerned with the wellbeing of Goblin Fanatic Grade D
the entire tribe, so they often will try to negotiate Humanoid
from a position of strength. They are also smart Defense 13, AR 3
enough to know how much power their group of Health 20, Mana 13, Speed 10
goblins really has and will drive hard bargains or lie Senses Dark Vision (30 yards)
as necessary to get their goals to come to fruition. +0 Communication
+0 Constitution
Goblin Skulker Grade E +1 Cunning (Religious Lore)
Humanoid +2 Dexterity (Staves, Stealth)
Defense 13, AR 3 +1 Magic (Shadow)
Health 17, Speed 10 +2 Perception (Searching)
Senses Dark Vision (30 yards) +0 Strength (Climbing)
+0 Communication +1 Willpower (Faith)
+0 Constitution Melee Dagger +1 (1d6+1), Staff +3 (1d6+1)
+1 Cunning (Evaluation) Favored Stunts: Defensive Stance and Puissant
+2 Dexterity (Bows, Stealth) Casting.
+0 Magic Weapon Groups: Brawling, Light Blades and Staves
+2 Perception (Searching, Tracking) Talents: Shadow Magic (J)
+0 Strength (Climbing) Powers
+1 Willpower Spells (2): Divine, Spellpower 14, Drain Life plus 2
Melee Dagger +2 (1d6+1) Spells
Ranged Short Bow +4 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Seize the Initiative. Equipment: Dagger, Light Leather, Quarterstaff
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N), Scouting (N) Goblin Fanatics, the least dangerous shaman of these
Equipment: Dagger, Light Leather, Short Bow peoples, are dangerous because of their spellcasting
ability and faithful devotion to a dark immortal. This
Goblins skirmishers are often suicidally bold and leads them to perform acts of specific cruelty
rarely concerned with stealth after they’ve involving the suffering of other races, sacrifices to
encountered their unsuspecting targets until they’ve their immortal and other unsavory actions beyond the
encountered the enemy. Goblin scouts however are simple malice that most goblins bear towards others.
more reserved. The most skilled of these scouts are
warriors who have learned to be quiet and strike from Most goblin fanatics know the Heal and Weakness
the shadows. They are known as skulkers and spells, but often charge their brethren for healing.
primarily serve the orders of the chieftains.

39
Rock Golem Grade C
Golem Construct
Defense 10, AR 5, Enchanted, Spell Resistance +4
Bone Golem Grade D
Immunities Mental, Poison; Charm, Paralysis, Sleep
Construct
Health 48, Speed 11
Defense 10, AR 4, Enchanted
Senses Dark Vision ∞
Immunities Cold, Electricity, Fire, Mental, Poison;
-3 Communication
Charm, Paralysis, Sleep
+5 Constitution
Health 42, Speed 14
-3 Cunning
Senses Dark Vision ∞
+0 Dexterity (Brawling)
-3 Communication
+1 Magic
+5 Constitution
+0 Perception
-3 Cunning
+6 Strength
+0 Dexterity (Brawling)
+3 Willpower (Morale)
+1 Magic
Melee Fist +2 (1d6+6), Mace +6 (2d6+6)
+0 Perception
Favored Stunts: Dual Strike and Skirmish.
+3 Strength
Weapon Groups: All Melee
+3 Willpower (Morale)
Equipment: Mace
Melee Fist +1 (1d6+6), Long Sword +3 (2d6+3)
Favored Stunts: Disarm and Lightning Attack.
Rock Golems are finely chiseled humanoids of large
Weapon Groups: All Melee
size, standing roughly 12 feet in height, that are
Powers
typically created to stand guard over locations. They
Four Armed: Bone Golems can wield two large
often have coded passwords, or riddles which they
weapons or four one-handed weapons.
can ask for. Those who do not know the correct
Haste: Bone Golems are perpetually able to take 2
answer are attacked relentlessly. Rock Golems aren’t
Major actions per round, or 1 Major and 2 Minor
immune to any attack forms in particular that other
actions per round.
constructs are affected by, but they are highly
Equipment: Long Swords (x4)
resistant to spells and spell effects.
Bone Golems are often mistaken for animated
skeletons or other forms of undead. The major
difference in appearance between a bone golem
and most undead is that almost all bone golems
possess four arms, and they all move with
uncanny speed. Once they have been engaged,
the inherent toughness of a golem shows
through and they are found to be the implacable
foes that they are. Bone golems are often set
to watch a standard location and to stop
only if they hear a code word.

40
Wood Golem Grade D Gorilla Grade E
Construct Beast
Defense 10, AR 3, Enchanted Defense 14, AR 0
Immunities Cold, Projectiles*, Mental, Poison; Health 35, Speed 13
Charm, Paralysis, Sleep -1 Communication
Vulnerable Fire +3 Constitution
Health 15, Speed 9 -1 Cunning
Senses Dark Vision ∞ +3 Dexterity (Brawling)
-3 Communication +0 Magic
+5 Constitution +2 Perception
-3 Cunning +5 Strength (Climbing)
-1 Dexterity (Brawling) +1 Willpower
+1 Magic Melee Fist +5 (1d6+5), Bite +3 (1d3+5)
+0 Perception Favored Stunts: Mighty Blow and Seize the Initiative.
+3 Strength
+3 Willpower (Morale) Gorillas are great apes found most often in
Melee Fist +1 (1d6+3) mountainous or low lands forest regions. They have
Favored Stunts: Knock Prone and Mighty Blow. black fur, and while territorial, are peaceful unless
Weapon Groups: Brawling threatened. Like most apes they are omnivorous and
will eat anything that isn’t poisonous. Unlike
Wood golems are diminutive creations made from monkeys and smaller apes, they cannot move
clumsily assembled wooden parts. They tend to stand through the trees by true brachiation, but they are
no more than 3 feet in height, and have roughly cut expert climbers and can descend from above without
out facial features. Taller wood golems do exist, but warning onto trespassers. As gorillas are not really
most of these do not have different statistics although hunters, an encounter will often involve one adult
they may have higher Health totals. If someone takes male, a few adult females, and adolescents of various
the time to carve a full statue and then enchant it, sexes.
that would be a different form of golem, a unique
type with characteristics more akin to a Rock Golem.

Wood Golems are immune to projectiles that are


significantly smaller than their body mass. For
example, they ignore arrows, sling bullets, even
arcane lances and arcane bolt spells. However, they
can be affected by trebuchet rounds and other very
large projectiles.

41
Great Eagle Grade D Griffon Grade D
Monster Beast
Defense 13, AR 0 Defense 13, AR 0
Vulnerabilities Fire +1d6 Health 55, Speed 10, Fly 30
Health 35, Speed 5, Fly 30 +0 Communication
+0 Communication +3 Constitution (Stamina)
+2 Constitution (Flying) -2 Cunning
+0 Cunning +3 Dexterity
+3 Dexterity (Bite) +0 Magic
+0 Magic +3 Perception (Searching, Seeing)
+3 Perception (Searching, Seeing) +4 Strength (Claws)
+3 Strength +0 Willpower
+1 Willpower (Courage) Melee Bite +3 (1d6+4), Claws +7 (2d6+4)
Melee Bite +5 (1d6+6), Claws +3 (2d6+3) Favored Stunts: Dual Strike, Knock Prone, and
Favored Stunts: Lightning Attack and Swoop. Swoop.
Weapon Groups: Brawling Swoop: 2 SP, the griffon can pick up and throw a
Powers target it hit with its claws while flying. The target is
Swoop: 2 SP, the eagle can pick up and throw a left prone and takes 1d6 penetrating damage from the
target it hit with its claws while flying. The target is fall.
left prone and takes 1d6 penetrating damage from the
fall. A griffon is a magical beast, one with the body and
Equipment: None tail of a lion, but the head and wings of a great eagle.
Their furry limbs and underbelly give way to
Great Eagles are physically birds of prey that are feathered front and back. Griffons are fond of
much larger than a standard bird, having wingspans horseflesh, and feral griffons will attack horses
of up to 15 feet. They are also intelligent creatures, regardless of adventurer presence when hungry. This
with their own language, and live in tribal groups led includes supernatural horses such as pegasi, unicorns
by one or more elders. Great Eagle tribes live on high and hippogriffs.
mountain crags or in areas sporting multiple cliff
ledges, far from humanoid civilization. Due to a long Griffons make powerful and useful war mounts, and
memory of passed down events, they tend to trust part of the training is to make them ignore horses and
dwarves and halflings more than humans and elves, to eat only what their masters give them. Trained
but they must still be negotiated with to receive griffons often have the Willpower (Morale) focus.
their help.

42
Sea Hag Grade D
Hag Aquatic Humanoid
Defense 13, AR 4, Enchanted
Black Hag Grade C
Immunities Necrotic, Paralysis, Poison
Humanoid
Vulnerabilities Silver
Defense 13, AR 4
Health 45 Speed 13
Immunities Necrotic, Paralysis, Poison
Senses Dark Vision ∞ (-1 in light)
Health 60, Mana 54, Speed 13
+3 Communication (Deception)
Senses Dark Vision ∞ (-1 in light)
+1 Constitution (Swimming)
+1 Communication (Bargaining, Deception)
+0 Cunning (Historical Lore)
+2 Constitution (Stamina)
+2 Dexterity (Brawling, Stealth)
+0 Cunning
+1 Magic
+2 Dexterity (Brawling)
+2 Perception (Seeing)
+2 Magic (Shadow)
+4 Strength (Claws)
+4 Perception
+1 Willpower (Faith)
+7 Strength
Melee Claws +6 (2d6+4*)
+1 Willpower (Faith)
Favored Stunts: Corruptive Touch, and Lightning
Melee Claws +7 (2d6+7*)
Attack.
Favored Stunts: Mighty Spell or Puissant Casting.
Weapon Groups: Brawling
Weapon Groups: Brawling
Powers
Talents: Shadow Magic (M)
Corruptive Touch: 3 SP, The sea hag can choose to
Powers
spread disease to any target she touches. The enemy
Poison: Black Hags inflict poison with their claws.
must succeed at a Constitution (Stamina) test: TN 13
Hag Poison: opponents must overcome a Constitution
or contract an illness that doubles all healing times,
(Stamina) test : TN or take 1d6 penetrating damage.
foils magical healing, and causes the target to take a
Spells (11): Divine (Shadow), Spellpower 13, 7 spells
disease token at the beginning of each day. Each
+2 Shadow Spells
token gives the character -1 to all strenuous activities.
Equipment: Various items
If he has more tokens than Constitution, he dies.
Enervating Touch: Whenever a sea hag touches a
Black Hags, also referred to as Night Hags, are dark
character with intent to harm, wether her physical
skinned creatures with grayish blue warty skin
attack deals damage or not, the character suffers 2
tending towards black, with black unkempt hair and
penetrating necrotic damage.
horrific features. Some believe they are related to
Horrifying Appearance: Characters who look upon
Trolls, but there is no information about how hags
the form of the sea hag must succeed at a Willpower
come to be. They live in swamps, dark forests, and in
(Courage) test : TN 15 or run as if failing a morale
caves. Hags speak the local human language, but
check. This power has no effect again within 24
also Giantish.
hours.
Equipment: Various items
Black Hags typically know the following spells:
Control Undead, Corruption, Drain Life, Earthquake,
Sea Hags are the monstrous equivalent to horrific
Negative Burst, Negative Flow, Obscuring Darkness,
mermaids. They are slightly less disruptive than black
Spell Shield, and Weakness. They often know the
hags, as they have no inherent magic training.
Animate Dead ritual as well and will create servants
However, Sea Hags have potently dangerous touch
from the corpses of their victims.
attacks, and are horrific to look upon. This coupled
with their tendencies to attack isolated humanoids
living on the coasts, or to terrorize small
communities makes them extremely dangerous
nonetheless. In the event that a sea hag has other
magical abilities, it will usually be in the form of
rituals to control the weather. Sea Hags love storms
on the waves and like it when ships capsize.

43
Harpy Grade D
Humanoid
Defense 13, AR 0
Immunities Hypnotic Song
Health 40, Speed 6, Fly 15, Special
Senses Dark Vision (20 yards)
+2 Communication (Deception)
+1 Constitution
-1 Cunning
+2 Dexterity
+2 Magic
+1 Perception (Seeing)
+0 Strength (Intimidation)
+0 Willpower
Melee Claws +0 (1d6), Club +2 (1d6)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Skirmish.
Weapon Groups: Bows, Brawling, Staves
Talents: Scouting (N)
Powers
Hypnotic Song [Charm]: Those who hear the Harpy
sing must succeed at a Willpower (Self-Discipline) Hellhound Grade D
test : TN 14 or become charmed. Those under the Monster
sway spend all their actions walking towards the Defense 14, AR 2
source of the sound or standing still if they have Immunities Fire
arrived. Vulnerabilities Cold +1d6
Equipment: Club, Short Bow Health 32, Speed 13
-2 Communication
Harpies are winged female humanoids with the +2 Constitution (Running)
lower bodies of giant eagles, cruel and merciless. +1 Cunning
They are known to lure prey to them, as well as +3 Dexterity (Stealth)
occasionally kidnapping male humans for a truly +1 Magic
grisly fate. As carnivores, they do not distinguish +2 Perception (Smelling, Tracking)
between animal and thinking prey. They speak the +3 Strength (Jumping)
local human tongue, but also tend to speak other +0 Willpower
languages of use such as Sylvan. Harpy nests are Melee Bite +3 (1d6+3*)
most often found in mountain passes, or in hills along Favored Stunts: Defensive Stance and Skirmish.
trade routes, affording them plenty of food and Powers
people to toy with. Fiery Bite [Fire]: The Hellhound deals an additional
1d6 damage with its bite from fire.
Flame Blast [Fire]: As Flame Blast spell [Dexterity
(Acrobatics) : TN 11] 2d6+1 (1d6+1) damage.

Hellhound are intelligent canines that live in


volcanoes, some dungeons and in the company of
other fire loving creatures. They are as large as a man,
and are prized by those creatures they consider allies
for their keen senses and offensive capabilities.
Despite their intelligence, hellhounds cannot speak
humanoid languages. Hellhounds can individually be
cruel, or independent, but overall they are pragmatic
creatures. Lastly, they are not truly planar beasts, so
the name is somewhat of a misnomer.

44
Hobgoblin Sergeant Grade D
Hobgoblin Humanoid
Defense 14, AR 4 (-1 Penalty)
Hobgoblin Soldier Grade E
Health 40, Speed 10
Humanoid
Senses Dark Vision 30 yards
Defense 14, AR 4 (-1 Penalty)
+1 Communication (Leadership)
Health 22, Speed 10
+2 Constitution
Senses Dark Vision 30 yards
+0 Cunning (MIlitary Lore)
+0 Communication
+1 Dexterity (Stealth)
+2 Constitution
+0 Magic
+0 Cunning (MIlitary Lore)
-1 Perception (Seeing)
+1 Dexterity (Stealth)
+2 Strength (Heavy Blades, Intimidation)
+0 Magic
+0 Willpower (Morale)
-1 Perception (Seeing)
Melee Long Sword +4 (2d6+2)
+1 Strength (Intimidation)
Ranged Spear +2 (1d6+5, 8/16 yards)
+0 Willpower
Favored Stunts: Mighty Blow, Pierce Armor and Seize
Melee Long Sword +1 (2d6+1)
the Initiative
Ranged Spear +1 (1d6+4, 8/16 yards)
Weapon Groups: Brawling, Heavy Blades, Light
Favored Stunts: Pierce Armor and Seize the Initiative
Blades, Spears
Weapon Groups: Brawling, Heavy Blades, Spears
Talents: Command (N), Armor Training (N), Weapon
Talents: Armor Training (N), Weapon and Shield Style
and Shield Style (N)
(N)
Equipment: Dagger, Heavy Leather Armor, Long
Equipment: Dagger, Heavy Leather Armor, Long
Sword, Medium Shield, Throwing Spear
Sword, Medium Shield, Throwing Spear
Hobgoblin sergeants are elite soldiers with a
Hobgoblins are almost a contradiction to what
modicum of leadership skills. They stand out because
people know about goblinoids. Hobgoblins are
of their role on the battlefield, not because they look
disciplined, they don’t fight amongst each other to
more impressive than their fellows. This is in
the death except for the most unforgivable offenses
particular another trait of hobgoblins that seems to
and they strive to improve the lot of their people. The
differ from other goblinoids.
means they usually choose to do so, conquest or
domination of a small population of non-hobgoblins,
are not as easily forgiven as the basic raiding
mentality of other goblinoids, but they are more
predictable as well.

Hobgoblins are mercenary in outlook, but they will


usually make deals that benefit the clan first and
themselves second. They also have a superiority
complex, which lets them enslave “lesser” races and
trade them for money if outright servitude isn’t
desired or feasible. Hobgoblins speak Goblin and the
local human languages.

Visually they appear to be goblins of a height with


humans, with orange or reddish skin. What hair they
have is often brown or grey and their eyes are often
yellow or brown. They tend to sport highly polished
black leather armor, and well maintained weapons
and fighting equipment.

45
Kobold Witch Grade D
Kobold Humanoid
Defense 13, AR 2
Kobold Ambusher Grade E
Health 16, Mana 9, Speed 10
Humanoid
Senses Dark Vision (30 yards)
Defense 13, AR 2
+0 Communication
Health 16, Speed 10
-1 Constitution
Senses Dark Vision (30 yards)
+1 Cunning
+0 Communication
+2 Dexterity (Initiative)
-1 Constitution
+2 Magic (Arcane Lance)
+1 Cunning
+1 Perception (Smelling)
+2 Dexterity (Initiative, Traps)
+0 Strength (Intimidation)
+1 Magic
-1 Willpower
+1 Perception (Searching, Smelling)
Melee Bite +2 (1d6), Dagger +2 (1d6+1 (halved))
+0 Strength (Spears)
Ranged Arcane Lance +4 (1d6+2, 16 yards)
-1 Willpower
Favored Stunts: Mana Shield and Skillful Casting.
Melee Bite +2 (1d6), Dagger +0 (1d6+1 (halved))
Weapon Groups: Brawling and Light Blades
Ranged Throwing Spear +2 (1d6+3, 8/16 yards)
Powers
Favored Stunts: Defensive Stance and Seize the
Spells (1): Arcane, Spellpower 12, 3 spells
Initiative.
Equipment: Dagger
Weapon Groups: Brawling and Spears
Equipment: Dagger, Throwing Spear
Kobold witches tend to learn one spell that mimics
dragon breath such as flame burst, shock, cone of
Kobolds are burrowing, reptilian humanoids of small,
acid (flame burst), Winter’s Grasp, and later on Cone
lean stature. They are cowardly when factors are
of Cold, Noxious Cloud, Lightning, Fireball, etc. Then
against them, (especially numbers or size and
they concentrate on utility magic or more subtle
apparent power of opponents). They set traps in their
spells, such as Obscuring Darkness. Most of the
tunnels and use guerilla tactics extensively. Because
Kobold’s priests are actually witches rather than
of their natural assets they are never truly disarmed,
shamans. They learn the lore of Kurtulmak, the
but kobolds without an advantage run at the earliest
entropic immortal patron of Kobolds, and wreak
opportunity. Kobolds speak draconic, although they
havoc in that name.
can learn other languages.

46
Lizardfolk Grade E The likelihood of a divine spellcaster being a tribe
Humanoid member is high in established enclaves. Such a
Defense 13, AR 2 character is not likely to be much different than the
Health 22, Speed 11 presented warrior statistics with the exception of the
Senses Night Vision addition of Spells, and perhaps a Focus in Miracles.
+1 Communication Lizardfolk don’t seem to worship the Immortals with
+2 Constitution (Swimming) anything approaching the fervor of most humans, nor
+1 Cunning the hurried drive and ambition of most humans
+1 Dexterity (Stealth) either. So while their casters are reliable, they are not
+0 Magic trained in large groups, nor do they gain the same
+1 Perception (Smelling) type of experience as even a single adventuring
+2 Strength (Bludgeons, Jumping) cleric.
+1 Willpower
Melee Claws +1 (1d3+2), Club +4 (1d6+2) or Spear
+2 (1d6+5)
Ranged Throwing Spear +2 (1d6+5, 8/16 yards)
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Bludgeons, Brawling and Spears.
Powers
Lung Capacity: Lizardfolk can hold their breath for 5
minutes before they risk drowning.
Equipment: Club, Medium Shield, Spear or Throwing
Spear

Lizardfolk are reptilian humanoids that tend to


frequent wet environments, such as swamps and
other wetlands. They possess tails and many
variants have flared ridges along their spines. Skin
coloration can range from black to green, or tan
to brown. There are even some lizardfolk with
purple, bright orange or other outlandish skin
colorations. Variants of lizardfolk can be
found in deserts as well, but the majority of
such are actually a different humanoid race
that call themselves the Sis’thik.

Lizardfolk are tribal, territorial and


isolationist, meaning they rarely
intermingle with others of different tribes
and even rarer still with those of other
species. Also, just as with many tribal humans, the
different tribes of lizardfolk often have a single iconic
weapon. They can learn to make and use any
number of combat implements, but their tribe’s
signature weapon will be carried by all the
competent warriors.

Lizardfolk are very pragmatic, and can be


at turns independent or mercenary in
outlook. Lizardfolk speak their own tongue,
but many learn a smattering of the local human
tongue, if for no other reason to bargain for peace
when outmatched or when the humans are looking
for something in their lands.

47
willingly transform into beast or beast man form as
Lycanthropes well.
Lycanthropes are humanoids or animals infected with
Voluntary transformations take a number of rounds (5
the magical disease of lycanthropy. The condition of
minus the were’s Willpower to a minimum of 1
this supernatural illness is that once a month, for
round).
three nights while the full moon is visible, the
afflicted transforms involuntarily into the form of a
Each lycanthrope is built as a humanoid, or animal,
beast, or in the case of infected animals into a
and has a beast form with physical bonuses, or
human. It is sometimes referred to as a curse, but it
human form. Those who attain control over
can be transmitted via saliva when the creature is in
themselves also gain a beast man form, which
beast form. Lycanthropy is virulent, and those who
possesses arms and legs, the ability to wield weapons
are viciously attacked by a lycanthrope rarely recover
and greater strength and power. They also have a
and avoid contracting the disease.
stunt which they learn to perform in beast man form,
and a unique power which only applies to those
Lycanthropes share the same vulnerabilities,
capable of assuming beast man form. Some of these
regardless of their species. All lycanthropes avoid
unique powers only work when the creature is in
wolfsbane and have an aversion and allergy to silver,
beast man form.
being burned by constant contact for 1d3 damage
per round. Attacking a lycanthrope with a silvered
Beast man form is a template, so such characters
weapon simply deals normal damage. If a
retain any focuses, talents and powers they have as
lycanthrope were to ingest silver they would suffer as
normal humans.
if poisoned.
It is up to the GM how an infected victim becomes
Lycanthropes involuntarily transform at night
advanced enough to control their curse. However, if
whenever the Full Moon is visible, three nights per
you wish to keep your campaign from changing
month. They also transform under heavy stress, such
genres, it should be an extremely arduous task much
as a loved one being threatened with death or when
harder than simply getting the disease cured. In most
in a rage. These involuntary transformations take 1
games, it is entirely appropriate to limit this mastery
round to complete. If the were is wearing armor at
condition to NPCs only. It could also be
the time, he takes 1d6 + Armor Rating in penetrating
accompanied by the loss of 3 talent increase
damage. Any clothing is shredded.
opportunities. While this seems harsh, Mystaran
lycanthropes are extremely dangerous, and nearly
A were under an involuntary transformation has little
invulnerable to physical damage. As presented they
control over their actions and is both bestial and
are difficult foes, and a horrible curse to bear, not a
overcome with emotions. Most Lycanthropes feel
stepping stone to immense power.
hungry during their transformations, others are
merely ornery or mischievous. To represent this
Natural lycanthropes are those born of two
bestial side, the were suffers a -2 penalty to all
lycanthrope parents. It is a hereditary and dominant
Cunning tests while transformed.
trait, and most such natural lycanthropes are
isolationists. Non-lycanthropes often assume they are
Those who wish to resist the transformation can
no different from the infected lycanthropes that
attempt a Willpower (Self-Discipline) test versus TN
ravage the world. Natural lycanthropes are not likely
17. Lycanthropes who succeed do not transform but
to be carriers of lycanthropy, but they can be,
have nightmares instead, suffering a -1 penalty to all
meaning the Were’s Curse power can still be present.
actions the following day. After a night of rampaging
in beast shape, or beast man form (if advanced
In particular, Lupins, natural enemies of Lycanthropes
enough) the lycanthrope must rest 8 or more hours
everywhere, do not distinguish between natural and
during the day or will be exhausted (again suffering a
infected lycanthropes at all. Natural lycanthropes are
-1 penalty to all actions).
just as compelled to transform as infected
lycanthropes, but are always in control of their
Some advanced lycanthropes have mastered their
actions. They often hunt for food during a full moon,
condition and retain control over their actions when
but do not wantonly attack humanoids.
transformed, although involuntary transformations
still carry the urges of the beast with them. They can

48
Werebear Grade C do not gain the beast man form, or these two powers.
Monster Even with control over their actions Advanced
Defense varies, AR varies Werebears are still bestial and ornery during any
Health varies, Speed varies involuntary transformation.
See Becoming a Werebear.
Favored Stunts: Crushing Hold, Mighty Blow, and Werebears in general are attuned to nature, and are
Werebear’s Curse. not normally rampaging beasts, preferring to hunt
Weapon Groups: Same as base character. animals or gather fruit for food during their moonlit
Talents: Same as base character prowls. When involuntarily transformed they tend to
Powers maintain this unaligned outlook. Still, it is easy to
Animal Speech: Werebears can understand bears, raise their ire in the same way you can taunt a real
and when transformed may communicate with them bear into starting a vicious cycle of attacks.
as well. Even in human form they can communicate Werebears find it easier to remember their actions
with bears using posture, but at a -2 penalty. Bears even when they haven’t mastered their condition,
are likely to answer summons from a Werebear that and will isolate themselves from civilization if they
has been in the area for a while. feel mistreated or ostracized.
Beast Shape [Alteration]: Werebears can assume the
form of a Bear as per the Beastform spell, with +1 Becoming a Werebear:
bonuses to Constitution, Dexterity, and Strength. They • Gain the powers, special defenses and
retain the Animal Speech, Fast Healing, Werebear’s vulnerabilities of a Werebear.
Curse, and Wilderness Walk, (if they have it), powers
in this form. Beast man form:
Crushing Hold: 3 SP, A werebear can follow up a • Increase the following Abilities: Constitution by 4
successful attack with its claws with a Crushing Hold. (max 8), Dexterity by 1 (max 7), Magic by 1,
The target is grappled and must make an opposed Perception by 1, Strength by 5 (max 9), and
check at the beginning of its turn to escape: Dexterity Willpower by 2.
(Legerdemain) or Strength (MIght) versus Strength • Gain the Stamina focus for Constitution, the Bite
(Might) to escape. While so grabbed the Werebear focus for Dexterity, the Smelling focus for
can crush the target for 2d6+1+Strength damage each Perception, the Intimidation and Might focuses for
round as a Major action, requiring no attack roll, or Strength and the Courage and Morale focuses for
bite the target gaining a +3 to hit. Willpower.
Fast Healing: Werebears gain +1d6 Health whenever • Gain the Bite and Claw Attacks dealing 1d6+3 and
they would otherwise heal if in beast or beast man 2d6 damage respectively.
form. • Gain Night Vision, an Armor Rating of 3, the
Werebear's Curse: 1+ SP, A Werebear that scores Enchanted special defense, and Vulnerabilities of a
stunt points on a bite attack upon a humanoid can werebear.
infect it with lycanthropy as a stunt (choosing to use • Gain 30 Health.
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a Werebear.
Wilderness Walk: Werebears capable of assuming
beast man form never suffer penalties due to
overgrown brush, impassible plants etc. as terrain
features while transformed.

Werebears are born or infected with the magical


condition of lycanthropy. By day they are normal
humans or dwarves. The Crushing Hold and
Wilderness Walk powers are associated with
Advanced Werebears. Newly infected Lycanthropes

49
Weretiger Grade C Advanced Weretigers are still bestial and hungry
Monster during any involuntary transformation.
Defense varies, AR varies
Vulnerabilities Fire, Silver Weretigers are very nature attuned. Unfortunately for
Health varies, Speed varies humanoids, natural tigers are inquisitive, swiftly
Senses Night Vision attack when threatened, and are unafraid of anything
See Becoming a Weretiger. weaker than them that does not strongly fight back.
Favored Stunts: Bound, Mighty Blow, and Weretiger’s Weretigers can be vicious hunters viewing everything
Curse. as prey, and they are unafraid of men. Weretigers
Weapon Groups: Same as base character. who have master themselves usually act according to
Talents: Same as base character their humanoid sensibilities.
Powers
Animal Speech: Weretigers can understand tigers, Becoming a Weretiger:
and when transformed may communicate with them • Gain the powers, special defenses and
as well. Even in human form they can communicate vulnerabilities of a Weretiger.
with tigers using posture, but at a -2 penalty. Tigers
are likely to answer summons from a weretiger that Beast man form:
has been in the area for a while. • Increase the following Abilities: Constitution by 4
Beast Shape [Alteration]: Weretigers can assume the (max 8), Dexterity by 3 (max 9), Magic by 1,
form of a Tiger as per the Beastform spell, with +1 Perception by 2, Strength by 4 (max 8), Willpower
bonuses to Constitution, Dexterity, and Strength. It by 2, and Speed by 3.
retains the Animal Speech, Fast Healing, and • Gain the Running focus for Constitution, the Bite
Weretiger’s Curse powers in this form. focus for Dexterity, the Smelling and Tracking
Bound: 3 SP, The creature knocks its opponent prone focuses for Perception, the Claws and Climbing
and leaps to another opponent. Make a second attack focuses for Strength and the Courage and Morale
against a different enemy within range and sight. If focuses for Willpower.
doubles are rolled, this attack does not generate any • Gain the Bite and Claw Attacks dealing 1d6+3 and
more stunt points. 2d6 damage respectively.
Fast Healing: Weretigers gain +1d6 Health whenever • Gain Night Vision, an Armor Rating of 2, the
they would otherwise heal if in beast or beast man Enchanted special defense, and Vulnerabilities of a
form. weretiger.
Roar [Paralysis]: A Weretiger in beast man form can • Gain 30 Health.
force every being within 180 yards to test Willpower
(Self-Discipline) versus TN 10 + Magic. Those who
fail are affected by paralyzing fear which lasts for a
number of rounds equal to Magic. It may Roar once
per day.
Weretiger's Curse: 1+ SP, A weretiger that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a weretiger.

Weretigers are born or infected with the magical


condition of lycanthropy. By day they are normal
humans, gnolls or rakasta. Bound and Roar are
associated with Advanced Weretigers. Newly infected
lycanthropes do not gain beast man form, or these
two powers. Even with control over their actions

50
Werewolf Grade C Werewolves are still bestial and hungry during any
Monster involuntary transformation.
Defense varies, AR varies
Vulnerabilities Fire, Silver Werewolves under the control of their beast side tend
Health varies, Speed varies to be cruel and vicious. While motivated by hunger,
Senses Night Vision their eyes are bigger than their stomachs and such
See Becoming a Werewolf. rampaging werewolves will attack more victims than
Favored Stunts: Overwhelm, Skirmish, and they could possibly consume. Werewolves who have
Werewolf’s Curse. master themselves usually act according to their
Weapon Groups: Same as base character. human sensibilities.
Talents: Same as base character
Powers Becoming a Werewolf:
Animal Speech: Werewolves can understand wolves, • Gain the powers, special defenses and
and when transformed may communicate with them vulnerabilities of a Werewolf.
as well. Even in human form they can communicate
with wolves using posture, but at a -2 penalty. Beast man form:
Wolves are likely to answer summons from a • Increase the following Abilities: Constitution by 3
werewolf that has been in the area for a while. (max 8), Dexterity by 3 (max 8), Magic by 1,
Beast Shape [Alteration]: Werewolves can assume Perception by 2, Strength by 3 (max 8), Willpower
the form of a Wolf as per the Beastform spell, with +1 by 2, and Speed by 2.
bonuses to Constitution, Dexterity, and Strength. It • Gain the Running focus for Constitution, the Bite
retains the Animal Speech, Fast Healing, and focus for Dexterity, the Smelling and Tracking
Werewolf’s Curse powers in this form. focuses for Perception, the Claws and Intimidation
Fast Healing: Werewolves gain +1d6 Health focuses for Strength and the Courage and Morale
whenever they would otherwise heal if in beast or focuses for Willpower.
beast man form. • Gain the Bite and Claw Attacks dealing 1d6+3 and
Howl [Fear]: A Werewolf in beast man form can force 2d6 damage respectively.
every being within 180 yards to test Willpower (Self- • Gain Night Vision, an Armor Rating of 2, the
Discipline) versus TN 10 + Magic. Those who fail are Enchanted special defense, and
affected by fear. It may Howl once per day. Vulnerabilities of a werewolf.
Overwhelm: 3 SP, The creature knocks its opponent • Gain 25 Health.
prone and pins it, giving the werewolf a +2 bonus to
further attacks (this includes the usual +1 for
attacking a prone target). The pinned character must
make an opposed Strength (Might) vs. Strength
(Might) test against the werewolf to escape.
Werewolf's Curse: 1+ SP, A werewolf that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is
infected. An infected victim makes a new
Constitution (Stamina) test against the same target
number each night of a full moon (3 in a row). If the
victim fails one of these tests, he becomes a
werewolf.

Werewolves are born or infected with the magical


condition of lycanthropy. By day they are normal
humans. Howl and Overwhelm are associated with
Advanced Werewolves. Newly infected lycanthropes
do not gain beast man form, or these two powers.
Even with control over their actions Advanced

51
opponent is ripped free, taking damage. Anyone that
Merman removes a trident without making a TN 12 Cunning
(Healing) check causes the skewered creature an
Merrow Grade E
additional 1d6 damage.
Humanoid
Equipment: Dagger, Trident, bag
Defense 12, AR 0
Immunities Drowning
Health 21, Speed Swim 11
Senses Night Vision
+0 Communication
+1 Constitution (Swimming)
+0 Cunning
+1 Dexterity
+0 Magic
+1 Perception (Searching)
+2 Strength (Spears)
+0 Willpower
Melee Trident +4 (1d6+5), Dagger +1 Merrow are classic
(1d6+3) mermen, humanoids with
Favored Stunts: Defensive Stance and Lightning fish tails that live underwater.
Attack. Their civilization is based on
Weapon Groups: Brawling, Light Blades and Spears. hunting, shepherding fish, and kelp
Powers agriculture. They tend to have a balanced outlook on
Trident: Targets that takes damage from a trident life, with a live and let live mentality. They will often
strike are grappled. If the grappled opponent breaks train sea animals such as squids, or dolphins to be
free the trident is torn from the user’s grasp or the their companions. While they are friendly with those
opponent is ripped free, taking damage. Anyone that undersea denizens that are friendly to them, the
removes a trident without making a TN 12 Cunning Kopru and Shark-kin are fairly universally despised
(Healing) check causes the skewered creature an due to past misdeeds.
additional 1d6 damage.
Equipment: Dagger, Trident, bag

Merrow Elite Grade D


Humanoid
Defense 13, AR 0
Immunities Drowning
Health 40, Speed Swim 12
Senses Night Vision
+1 Communication (Leadership)
+2 Constitution (Swimming)
+0 Cunning
+2 Dexterity
+0 Magic
+1 Perception (Might, Searching)
+3 Strength (Spears)
+1 Willpower (Courage)
Melee Trident +5 (1d6+6), Dagger +2 (1d6+4)
Favored Stunts: Defensive Stance and Lightning
Attack.
Talents: Two-Hander Style (J)
Weapon Groups: Brawling, Light Blades and Spears.
Powers
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the user’s grasp or the

52
Triton Mage Grade D Triton Cleric Grade D
Humanoid Humanoid
Defense 13, AR 0 Defense 13, AR 0
Immunities Drowning Immunities Drowning
Health 29, Mana 25, Speed Swim 13 Health 33, Mana 20, Speed Swim 13
Senses Night Vision Senses Night Vision
+1 Communication +1 Communication
+0 Constitution +1 Constitution
+1 Cunning +0 Cunning
+2 Dexterity +2 Dexterity
+2 Magic (Entropy or Primal) +1 Magic (Light or Miracle)
+0 Perception +0 Perception
+1 Strength (Spears) +1 Strength (Spears)
+1 Willpower (Self-Discipline) +2 Willpower (Faith)
Melee Trident +3 (1d6+4) Melee Trident +3 (1d6+4)
Ranged Arcane Lance +2 (1d6+2, 16 yards) Favored Stunts: Imposing Spell and Mana Shield.
Favored Stunts: Mighty Spell and Skillful Casting. Weapon Groups: Brawling, Spears
Weapon Groups: Brawling, Spears Talents: Light Magic (J) or Miracle Magic (J)
Talents: Entropy Magic (J) or Primal Magic (J) Powers
Powers Spells (5): Divine, Spellpower 14, 4 spells.
Spells (5): Arcane, Spellpower 12(14), 5 spells. Trident: Targets that takes damage from a trident
Trident: Targets that takes damage from a trident strike are grappled. If the grappled opponent breaks
strike are grappled. If the grappled opponent breaks free the trident is torn from the user’s grasp or the
free the trident is torn from the user’s grasp or the opponent is ripped free, taking damage. Anyone that
opponent is ripped free, taking damage. Anyone that removes a trident without making a TN 12 Cunning
removes a trident without making a TN 12 Cunning (Healing) check causes the skewered creature an
(Healing) check causes the skewered creature an additional 1d6 damage.
additional 1d6 damage. Equipment: Trident, bag
Equipment: Trident, bag
On cursory inspection, Tritons appear to be merrow.
However, triton culture is based around the aesthetics
of beauty and the preservation of society through art
and culture. Consequently they have a harmonious
outlook. Almost all Tritons braid their hair, and adorn
their bodies with seashells. Their cities are wonders
created with beautiful coral, most of which is raised
to form the decorations or found after a reef has died.
All tritons are spellcasters and the divine tradition
dedicated to Manwara or the arcane tradition are
passed down to each member of society. Because of
their environment, triton mages tend to ignore fire
based magics.

53
Mummy Grade C+
Undead Humanoid
Defense 10, AR 6, Enchanted
Immunities Mental, Poison, Charm, Sleep
Vulnerabilities Fire +1d6
Health 60, Speed 6
Senses Dark Vision ∞ (-1 in light)
+3 Communication
+4 Constitution (Stamina)
+0 Cunning
+2 Dexterity (Brawling)
+3 Magic
+2 Perception
+5 Strength
+2 Willpower
Melee Fist +4 (1d6+5*)
Favored Stunts: Dual Strike and Mighty
Blow.
Weapon Groups: Brawling
Powers
Horrifying Appearance: Characters who look
upon the form of the mummy must succeed at a
Willpower (Courage) test : TN 15 or be paralyzed
with fear for 1d2 rounds (use the Dragon Die result
divided by 3 to determine). This power has no effect
again within 24 hours.
Howling Madness: A mummy automatically passes
any Willpower (Morale) tests.
Mummy Rot: The mere touch of a mummy carries the
a curse with it. Each round that the mummy has
physical contact with a character, that character gets
a rot token. Once the character has more rot tokens
than its Constitution it has contracted the curse. The
character suffers 2d6 damage at the end of that
round, and takes a -1 penalty to Dexterity and
Constitution. This damage and the penalties to the
character's Abilities cannot be healed or
counteracted by any means until the curse is
removed. Any character who dies while so cursed
turns into a pile of dust which blows away at the first
good wind.

Some Mummies were priests or noblemen before


death. These characters tend to be elite versions of
the monster with the ability to cast Divine Spells with
a Shadow bias. Treat them as 10th Level Clerics.

54
Ogre Grade D
Giant Humanoid
Defense 10, AR 6
Health 40, Speed 11
Senses Night Vision
+0 Communication
+4 Constitution
-1 Cunning
+0 Dexterity
+0 Magic
+0 Perception
+6 Strength
+1 Willpower
Melee Club +6 (1d6+9)
Favored Stunts: Knock Prone and Dual Strike.
Weapon Groups: Brawling and Bludgeons
Equipment: Light Leather, Two-Handed Club

Ogres are giantish oafs that appear to be nine foot tall


humanoids with distorted faces. They often resemble
goblinoids, or have the hint of bestial ancestry, but a
small number are bald and resemble giants. Like
most giants or bigger goblinoids, ogres are cruel,
killing to cause suffering or from perceived hatred,
not because they have to. Unlike their true giant
cousins, most Ogres speak orc, goblin, or a human
language depending on where they
live, and who lives with them.
Ogres often congregate with
goblinoids or orcs because
their strength is
respected.

55
Ooze Black puddings are huge quivering masses of oily-
black goo. They are usually 15 feet across and can be
Black Pudding Grade C
2 feet high when not attacking. They attack anything
Monster
that moves nearby with mindless abandon. They like
Defense 7, AR 0
to grapple targets and dissolve them slowly. When a
Immunities Gaze Attacks, Mental, Poison; Charm,
pudding disarms an opponent they grab the weapon
Illusion, Paralysis, Sleep
which then begins to dissolve unless it is magical or
Health 100, Speed 8, Climb 8
otherwise protected from corrosive damage. They are
Senses 360 Degree Touch (20 yards)
truly horrific creatures because they cannot be
-3 Communication
reasoned with, controlled, or easily defeated. While
+6 Constitution
they are often found underground or in dungeon
-3 Cunning
complexes, nobody knows exactly where they
-3 Dexterity
originate from and they can be found above ground
+0 Magic
as well if food is scarce elsewhere.
+0 Perception (Smelling)
+3 Strength (Climbing)
-2 Willpower
Melee Slam +3 (1d6+3*)
Favored Stunts: Disarm and Lightning Attack.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the pudding or is touched by it except stone takes
1d6 damage. Metal and wooden melee weaponry
that touches the pudding becomes useless on a 1 on
the attack’s Dragon Die.
Split: If a pudding takes 10+ damage from a slashing
or piercing attack and survives it will split into two
smaller puddings on a 3 or better on 1d6. These
creatures have half the Health of the original and
suffer a -1 to all actions.

56
Gelatinous Cube Grade D White Pudding Grade C
Monster Monster
Defense 10-, AR 0 Defense 7, AR 0
Immunities Gaze Attacks, Mental, Poison; Charm, Immunities Cold, Gaze Attacks, Mental, Poison;
Illusion, Paralysis, Sleep Charm, Illusion, Paralysis, Sleep
Health 52, Speed 5 Health 85, Speed 8, Climb 8
Senses 360 Degree Touch (20 yards) Senses 360 Degree Touch (20 yards)
-3 Communication -3 Communication
+8 Constitution +5 Constitution
-3 Cunning -3 Cunning
-3 Dexterity -3 Dexterity
+0 Magic +0 Magic
+0 Perception (Smelling) +0 Perception (Smelling)
+0 Strength +3 Strength (Climbing)
-2 Willpower -2 Willpower
Melee Slam +0 (1d6*), Ram +0 (1d6+3) Melee Slam +3 (1d6+3*)
Favored Stunts: Engulf and Mighty Blow. Favored Stunts: Disarm and Lightning Attack.
Powers Powers
Acidic Secretions [Corrosive]: Anything that touches Acidic Secretions [Corrosive]: Anything that touches
the cube or is touched by it except metal and stone the pudding or is touched by it except metal and
takes 1d3 damage. Wooden melee weaponry that stone takes 1d6 damage. Wooden melee weaponry
touches the cube becomes useless on a 1 on the that touches the pudding becomes useless on a 1 on
attack’s Dragon Die. the attack’s Dragon Die.
Engulf: 3 SP, After a successful ram attack the cube Camouflage: When at rest a white pudding looks
begins to engulf its target, pulling it inside itself. This exactly like a snowbank. Others suffer a -3 penalty to
process takes 2 rounds during which the target is recognize it in a snowy environment.
subject to both Acid damage and potential paralysis. Split: If a pudding takes 10+ damage from a slashing
Once inside it the only way out is to kill the cube or or piercing attack and survives it will split into two
be yanked out. smaller puddings on a 3 or better on 1d6. These
Touch Attack [Paralysis]: Those touched by the cube creatures have half the Health of the original and
must succeed at Constitution (Stamina) : TN 15 or be suffer a -1 to all actions.
paralyzed for 1 minute.
Transparency: Others have a -2 penalty to notice a A white pudding is a form of black pudding that
gelatinous cube with a Perception (Seeing) test. exists only in cold, frigid environments. They tend to
be more lethargic and do not move about unless
Gelatinous Cubes are transparent cubes that shuffle actually traversing terrain.
down dungeon hallways sweeping up debris, detritus
and corpses. They possess the capability to produce
pseudopods and slam targets, but most often seek to
ram into or engulf them instead. Gelatinous Cubes
are so transparent that they are hard to see when
motionless, or when the other party is running.

57
tribes and regions. Most orcs don’t care about
Orc learning human languages, but some care enough to
learn what their potential enemies converse about.
Orc Warrior Grade E
Such an orc may know any humanoid tongue.
Humanoid
Defense 12, AR 4 (-1 penalty)
Health 22, Speed 10
Senses Night Vision
-1 Communication
+2 Constitution (Running)
+0 Cunning
+1 Dexterity (Brawling)
+0 Magic
+1 Perception (Searching)
+3 Strength (Axes)
+2 Willpower
Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4
(halved))
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Axes, Brawling and Bludgeons
Talents: Armor Training (N), Weapon and Shield Style
(N)
Equipment: Battle Axe, Heavy Leather

Orcs are savage humanoids that have greyish green


skin, big ears, large porcine noses, a lack of body hair
and big tusks that protrude from their bottom lips.
Most orcs have profound bellies, but to assume they
are in poor condition is often the death of many
would-be adventurers. They are prolific breeders and
squabble amongst themselves for status and territory,
until their numbers grow so large they must raid
nearby civilized areas in an attempt to sate their lust
for food and baser desires. The raiding culture is
ingrained in the cruel orcs and they view a death in
battle as a desirable one, although like most bullies
they’d rather not die if possible.

Orcs always gather in hunting groups and are never


encountered alone unless gathering food in the
wilderness or as the result of a poorly executed raid.
They make their homes in all climes and environs,
from marshes and swamps, to arid wastelands. If they
move into cold climes they slay animals and make
thick clothing, if they move to a hot climate they
wear the minimal for survival. Orcs are not very
modest, although they aren’t as dumb as most people
believe them to be either.

There are orc shamans, who have mastered divine


magic and orc witches, who use arcane magic. As
orc culture is based on the right of the leaders to rule
by personal might, orc war chieftains and kings are
often brutally powerful. Orcs speak their own
language, Orcish, but also have dialects between

58
Orc Elite Grade D Orc Shaman Grade D
Humanoid Humanoid
Defense 15, AR 7 (-3 penalty) Defense 12, AR 5 (-2 penalty)
Health 30, Speed 9 Health 25, Mana 14, Speed 10
Senses Night Vision Senses Night Vision
+0 Communication +1 Communication
+2 Constitution (Running) +1 Constitution
+0 Cunning (Military Lore) +1 Cunning (Religious Lore)
+2 Dexterity (Brawling) +2 Dexterity
+0 Magic +2 Magic (Shadow)
+1 Perception (Searching, Tracking) +0 Perception (Seeing)
+4 Strength (Axes, Intimidation) +3 Strength (Intimidation)
+2 Willpower (Courage) +2 Willpower (Faith)
Melee Battle Axe +6 (2d6+4), Dagger +0 (1d6+5 Melee Two-Handed Maul +3 (2d6+5), Dagger +0
(halved)) (1d6+4 (halved))
Favored Stunts: Knock Prone and Dual Strike. Favored Stunts: Pierce Armor and Puissant Casting.
Weapon Groups: Axes, Brawling and Bludgeons. Weapon Groups: Brawling and Bludgeons
Talents: Armor Training (J), Weapon and Shield Style Talents: Shadow Magic (J)
(J) Powers
Equipment: Battle Axe, Heavy Mail, Medium Shield Spells (3): Divine (Shadow), Spellpower 14, 4 spells
+ 1 Shadow.
Orc Elites are stronger and more vicious than the Equipment: Light Mail, Two-Handed Maul
grunts who make up the majority of the front line of a
raid. They are stronger, faster, and better fighters. They Shaman usually know the Drain Life, Paralyze,
also have better gear, by virtue of being strong Obscuring Darkness, and Vulnerabilty Hex spells.
enough to take it from whomever found it or created Most orcs revere the immortal Wogar, but some
it, whether that person is a human, a lone dwarf or an revere Atzanteotl instead, mostly those living in the
orc. Broken Lands. Orcs often need some form of
motivation, and the Shamans provide it by shaming
those too lazy to go on raids, and lashing those too
slow to forge ahead to glory fast enough.

59
Owlbear Grade D Phanaton Grade E
Beast Humanoid
Defense 11, AR 0 Defense 15, AR 0
Health 60, Speed 10 Health 16, Speed 7, Glide 12
Senses Night Vision +1 Communication
+1 Communication +1 Constitution
+6 Constitution +1 Cunning
-3 Cunning +4 Dexterity (Acrobatics)
+2 Dexterity (Bite) +0 Magic
+1 Magic +1 Perception (Hearing)
+2 Perception (Seeing, Tracking) +0 Strength (Climbing)
+6 Strength (Might) +0 Willpower
+2 Willpower (Morale) Melee Bite +4 (1d3+1), Club +4 (1d6)
Melee Bite +4 (1d6+6), Claws +8 (2d6+6) Favored Stunts: Knock Prone and Skirmish.
Favored Stunts: Lightning Attack and Crushing Hold. Weapon Groups: Brawling and Staves
Powers Powers
Crushing Hold: 3 SP, An owlbear can follow up a Prehensile Tail: Phanatons can hang from their tail or
successful attack with its claws with a Crushing Hold. grasp objects with a -2 Dexterity penalty and their
The target is grappled and must make an opposed normal Strength.
check at the beginning of its turn to escape: Dexterity Equipment: Club, Small Backpack
(Legerdemain) or Strength (MIght) versus Strength
(Might) to escape. While so grabbed the Owlbear can Phanatons are diminutive humanoids, about the
crush the target for 2d6+7 damage each round as a height of a halfling, but slender with a monkey-like
Major action, requiring no attack roll, or bite the build, and slender hands. They resemble humanoid
target gaining a +3 to hit. raccoons with feline heads including the mask
coloration, ringed tails and similar grey-brown
Owlbears are large, temperamental creatures that coloration. They also have thick membranes that run
have bodies of a size with, and proportion to between their arms and legs which allow them to
ursine predators, and the feathers and glide through the air from tree to tree with near
beaks of avians, most closely silence.
resembling owls. They also have
excellent night vision, again Phanatons are independent creatures, but
due to their avian eyes. Like consider themselves caretakers of nature.
bears, owlbears can stand to They will go out of their way to harass
fight, and often hug an large humanoids that are
opponent, immobilizing it and indiscriminately logging or clearing forest
bringing it close enough to areas. They are not quick to fight, but will go
bite repeatedly. Their all out if they encounter aranea, a species that
prodigious strength allows enjoys hunting them, or if their young are
them to squeeze the life out backed into a corner. Strangely enough
of an opponent. It is phanatons, although omnivorous prefer
theorized that Owlbears are fruits and vegetables to meat with the
the results of experiments exception of giant spiders. Phanatons
conducted by magic-users in speak their own language and a subset
the distant past, to merge two also speak Sylvan, but are perfectly
disparate creatures together, but capable of learning common
their ubiquitous distribution human languages, or elven as
throughout Brun allows for well.
them to be the favored
children of some unknown Phanaton spellcasters when
immortal. present, are likely to be shaman
serving nature or worshipping
nature immortals such as Ordana.

60
Rakasta Grade E of rakasta tame mounts and train them to fight with
Humanoid their riders, whether they are sabertooth tigers, or dire
Defense 16, AR 0 great cats of some sort. If a rakasta rides a horse, it
Health 21 Speed 11 will be trained to be absolutely fearless, loyal and be
Senses Night Vision a prime specimen of its breed. The main difference is
+0 Communication that all primitive rakasta will spring from their saddles
+1 Constitution onto prey and engage immediately in melee.
+0 Cunning (Natural Lore) Civilized rakasta may throw spears or fire bows at
+3 Dexterity enemies and use their spears as lances to ride down
+0 Magic opponents first before leaping into the fray.
+1 Perception (Hearing, Tracking)
+0 Strength (Heavy Blades, Jumping)
+1 Willpower (Morale)
Melee Claws +0 (1d3+1), Kasas +0 (1d6), Long
Sword +2 (2d6)
Ranged Spear +0 (1d6+3, 8/16 yards)
Favored Stunts: Knock Prone and Lightning Attack.
Weapon Groups: Brawling, Heavy Blades, and
Spears
Talents: Dual Weapon Style (N)
Equipment: Kasas, Long Sword, Throwing Spear

Rakasta are feline humanoids that stand roughly 5’4”


feet tall when fully erect and have long tails. They
can be of any apparent big cat lineage, although
puma is the most common. The likelihood of an
albino or pure black coated rakasta is just as rare as
for the big cats themselves. Just like the big cats they
look like, these variant color coats can include stripes
or spots.

Rakasta are concerned with personal honor, and even


the most primitive tribesman abides by rules of his
society. Rakasta are considered bloodthirsty, but they
never let their urges override their honor. Civilized
rakasta may have different rules than the basic ones
the primitive varieties live by. In general, rakasta will
not back down from a challenge to combat, whether
single or outright war. They will not initiate overtures
of peace or surrender, and they do not break their
word once given. Rakasta speak Rakastayne, with
different cultural groups having their own dialects.
They can also speak other common languages.

Rakasta warriors, both primitive and civilized, are


proficient with three pronged claws that are strapped
onto the forearms called kasas. They are treated as
brawling weapons and often used with Dual Weapon
Style. Primitive rakasta prefer to attack with kasas
alone, relying on their natural prowess. They will
occasionally use other weapons if they are extremely
advantageous to the situation. Civilized rakasta use
kasas only as a fall back on the battlefield, preferring
a sword (short or long) or a spear instead. Both types

61
Rhagodessa Grade D Stirge Grade E
Aberrant Beast Monster
Defense 14, AR 2 Defense 16, AR 0
Health 32 Speed 16, Wall Crawler Health 14*, Speed 3, Fly 18, Hover
Senses Dark Vision ∞ (-1 in light) Senses Dark Vision (20 yards)
-3 Communication -1 Communication
+1 Constitution -1 Constitution
+0 Cunning -2 Cunning
+4 Dexterity +4 Dexterity (Stealth)
+0 Magic +0 Magic
+2 Perception +2 Perception
+2 Strength (Jumping) -2 Strength
+0 Willpower (Self-Discipline) +0 Willpower
Melee Bite +4 (1d6+5) Melee Stab +4 (1d6-2)
Favored Stunts: Grab and Skirmish. Favored Stunts: Latch On, and Skirmish.
Powers Powers
Grab: 2, A successful grab brings the target to the Blood Drinking: Whenever the stirge succeeds with a
mouth for a vicious bite attack. The rhagodessa gets a grapple it may bite as a free action, draining 1d6+3
free attack on the target, and if it hits it deals an Health that the stirge then gains. This drain ignores
additional 1d6 damage. worn armor, but not inherent armor. After attached, it
can use a Major action to drain the same amount of
Rhagodessa are large spider-like carnivores, that are Health once per round.
the size of a small horse. They have an oversized Latch On: 3 SP, If the stirge hits it automatically
head and mandibles, and is a yellow color with a grapples the target and gains a +3 bonus to resist
dark brown thorax. They have five pairs of legs, rather being removed forcibly.
than four, and the frontmost pair end in suckers rather
than sharp points. These two limbs allow the creature A Stirge is a large mosquito like creature about the
to snag prey and bring it to its mouth. These creatures size of a large house cat that has four leathery wings
are unintelligent, nocturnal carnivores that always sprouting from its back and four legs with pincers.
hunt in the dark. Their natural habitat is in They have leathery skin, but are often mistaken for
cave structures and throughout birds at first because of their wildly flapping wings
the Shadowdark. and long beaklike noses which they use to pierce
their prey.

Stirges live off of blood, and will attack


creatures of any size in order to feed. A stirge
can gain up to twice its normal amount of
Health from this process, and will fly off to
digest blood in its nest if it gains that amount.
If a creature dies before it finishes feeding or it
is removed forcibly from a target it will try to
find a new target if it has not fed its fill.

62
Tortle Grade E among these people, while witch doctors are more
Humanoid rare. Tortles live relatively short lives, despite their
Defense 10, AR 6 peaceful outlook, and females lay eggs once in their
Immunities Drowning lives, near the end of a 40 to 50 year run. At the same
Vulnerabilities Cold +1d6 time that the females lay eggs, the male elders and
Health 25, Speed 5, Swim 6 young tortles create walled defenses and guard the
Senses Night Vision clutch of eggs nonstop until they hatch. The young
+0 Communication tortles take the newly hatched young away, and bury
+1 Constitution (Swimming) the elders who sacrificed their lives so the could be
+0 Cunning born safely.
-1 Dexterity (Bows)
+0 Magic Tortles are fairly common around Ierendi, the Pearl
+0 Perception Islands, the Sea of Dread and Ochalea. They are also
+1 Strength (Spears) uncommon but known throughout temperate and
+2 Willpower warm regions of Brun, including Sind, and near lakes
Melee Claws +1 (1d6+1), Spear +3 (1d6+4) and rivers throughout Darokin, the Atruaghin region
Ranged Short Bow +1 (1d6+1, 16/32 yards) and Norwold. Rumors abound that they are very
Favored Stunts: Defensive Stance and Disarm. common on the Savage Coast as well.
Weapon Groups: Bows, Brawling, Spears and Staves.
Powers
Shell Defense: Tortles can use a Major action to
withdraw into their shell. Their defense drops to 5,
but their Armor Rating rises to 8 against physical
attacks. Energy attacks, as well as corrosive based
ones use the normal rating. A tortle in its shell cannot
see, but can hear and smell.
Equipment: Ruck Sack, Short Bow, Throwing Spear

Tortles are primitive reptilian humanoids that


resemble tortoises. They have beaks on their heads,
thick fingers with claws, and large shells. Their hands
are opposable, while their feet resemble the paws of
a terrapin. They live simple lives dedicated to nature
and seek harmony and peace over destruction of
those who encroach on the wilderness. Tortles speak
their own language, but can easily learn and speak
common human tongues.

In combat, a group of tortles will engage enemies


and keep them relatively boxed in, while others will
emerge from hiding and fire arrows into the area. At
the time arrows are falling everywhere, the melee
combatants will retreat into their shells and avoid all
damage.

Tortles live in close knit communities but often


make their own farmsteads and huts and do not
live in communal groups. They help each other
in raising structures and defenses, and depend
upon one another when assailed or rarely when
hunting food. That said, tortles manage to live
without central leadership, and keep to themselves
when living in established areas near other
humanoids. Shamans are more common spellcasters

63
Troll Grade C
Giant Humanoid
Defense 12, AR 2
Vulnerabilities Corrosive, Fire
Health 50, Speed 13
Senses Dark Vision (30 yards)
-1 Communication
+6 Constitution (Stamina)
-1 Cunning
+2 Dexterity (Bite)
+0 Magic
+0 Perception (Smelling, Tracking)
+6 Strength
+0 Willpower (Morale)
Melee Bite +4 (1d6+6), Claws +6 (1d6+9)
Favored Stunts: List
Weapon Groups: Brawling
Powers
Regeneration: A troll can take a breather any time as
a minor action, regaining 5+Constitution Health (11).
Doesn’t affect damage caused by vulnerabilities.

Trolls are tall, gangly looking creatures that have long


noses, and rubbery skin, often green in coloration.
They have full heads of hair, but they also grow
isolated tufts of it all over their bodies. Their teeth are
often in poor condition, and they have completely
black eyes. Trolls are frightfully strong considering
their apparent body structure and they rarely back
down from confrontation because pain is something
they generally can ignore. Trolls speak Trollish, a
language related to giantish.

64
Just like normal ants, they search far and wide for
Vermin food, and when they find it and communicate that
back to the nest, they set up a winding trail to the
Giant Ant Grade E
source of sustenance. Because giant ants slowly dig
Giant Beast
out dirt and stone when they create a nest, there is a
Defense 13, AR 4
chance that they will find gold in the hills they prefer
Health 29, Speed 15
to nest in.
Senses 360 Degree Smell (30 yards)
-3 Communication
Giant Bee Grade D
+1 Constitution
Giant Beast
-3 Cunning
Defense 15, AR 0
+2 Dexterity (Bite)
Health 15, Speed 3, Fly 13
+0 Magic
Senses 360 Degree Smell (30 yards)
+1 Perception (Smelling)
-3 Communication
+0 Strength (Climbing)
-1 Constitution
+0 Willpower (Morale)
-3 Cunning
Melee Bite +4 (2d6)
+3 Dexterity (Sting)
Favored Stunts: Knock Prone and Mighty Blow.
+0 Magic
Powers
+1 Perception
Berserker: Giant Ants have a +4 bonus to Willpower
+0 Strength
(Morale) tests.
+1 Willpower (Courage)
Super Lifter: The ant has a +5 bonus to lift, drag or
Melee Sting +5 (1d6*)
carry anything.
Favored Stunts: Knock Prone and Skirmish.
Tunneling: Giant Ants can tunnel through rock as
Powers
well as soil, as fast as humanoid miners.
Stinger [Poison]: The bee’s stinger carries a poison. If
the target takes damage from the sting, they must
Giant Ant Drone Guard Grade D
succeed at a Constitution (Stamina) vs 12 TN or take
Giant Beast
1d6 penetrating damage every round for 3 rounds.
Defense 14, AR 4
Lastly, unless the victim uses a Major action to Heal
Health 40, Speed 15, Fly 12
herself, the stinger remains lodged in the victim and
Senses 360 Degree Smell (30 yards)
gives them a -1 penalty to all actions. This penalty is
-3 Communication
cumulative to a total of -3.
+1 Constitution
-3 Cunning
Giant Bee are one foot long insects with vicious
+3 Dexterity (Bite)
tempers and a dangerous sting. Though the bees die if
+0 Magic
they are successful with an attack, as the stinger rips
+1 Perception (Smelling)
away from their bodies, they will attack any moving
+1 Strength
thing that comes near their hive. Giant Bee hives tend
+1 Willpower (Morale)
to be created in cave structures, because the weight
Melee Bite +5 (2d6+1)
is too great for all but the strongest of trees to bear.
Favored Stunts: Knock Prone, Mighty Blow and
When encountered away from the hive, there may be
Skirmish.
less than 7 of them, but there will always be at least
Powers
10 plus the queen at the hive, and can be as many as
Berserker: Giant Ants have a +4 bonus to Willpower
30 or more. The queen is slightly larger than a normal
(Morale) tests.
giant bee, and can sting without killing herself. Giant
Super Lifter: The ant has a +5 bonus to lift, drag or
Bee honey is potent and anyone eating 2 pints of it
carry anything.
will be healed 2 Health.
Giant Ants are like their minuscule brethren in every
way except for size, as these creatures are the size of
men. They attack ferociously with no regard for their
own safety when engaged in combat, but usually
they ignore humanoid and animal targets when
searching for food.

65
Giant Centipede Grade D above their eyes and one near the base of their
Giant Beast abdomen, which glow a dull orange color and light
Defense 14, AR 0 up a radius of 4 yards around the creatures. If
Health 11 Speed 5, Wall Crawler carefully extracted these glands continue to glow for
-3 Communication up to a week after removal. They are fairly territorial
+1 Constitution but are primarily scavengers, presenting the most
-3 Cunning danger to those who fall asleep alone in underground
+2 Dexterity (Bite) locations.
+0 Magic
-1 Perception Giant Locust Grade E
-1 Strength Giant Beast
+2 Willpower (Morale) Defense 14, AR 0
Melee Bite +4 (1d6*) Immunities Poison (Plant-Based)
Favored Stunts: Pierce Armor and Skirmish. Health 21 Speed 5, Fly 15
Powers -3 Communication (Deception)
Poisonous Bite: Whenever the Centipede deals +0 Constitution
damage with its bite, the target creature must make a -3 Cunning
Constitution (Stamina) test : TN 13. Those who +2 Dexterity
succeed are poisoned and suffer a -1 penalty to all +0 Magic
tests and a -4 modifier to Speed. This poison lasts in +0 Perception
the character's system for 10 days unless treated. If +1 Strength
already affected by the poison, a further failure to +1 Willpower
resist causes an additional 2 points of damage. Melee Bite +2 (1d6+4)
Ranged Spittle +2 (*)
Giant Centipedes are about a foot long. They dwell in Favored Stunts: Knock Down and Skirmish.
dark damp places and are common on the upper Powers
floors of dungeons and other ruins as well as the Spittle: The Locusts can spray opponents with a foul
hollow insides of rotted stumps and fallen trees. They smelling blast that takes away their next Major
are not prone to attack, but if provoked can be quite action.
troublesome to deal with.
Giant Locusts are insects between 2 and 3 feet in
Giant Fire Beetle Grade E length, that are often discovered in groupings
Giant Beast underground when not searching for plants to eat.
Defense 12, AR 0 Usually they flee when encountered, but there is a
Health 14, Speed 8 good chance that they will flee into their attackers. If
-3 Communication cornered they often spit up a noisome brown sludge
-1 Constitution on opponents which smells so bad that they often
-3 Cunning spend long seconds cleaning themselves off as soon
+0 Dexterity as the surprise wears off.
+0 Magic
+0 Perception
+0 Strength (Climbing)
+1 Willpower (Morale)
Melee Bite +0 (1d6+3)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Lamp Glands: Fire Beetles can see up to generate
light in a radius of 4 yards from their bodies, and
creatures do not suffer darkness penalties within that
radius.

Giant Fire Beetles are 2 and a half foot long insects


often discovered below ground in caves, ruins, and in
the Shadowdeep. They possess lamp glands, two

66
Giant Oil Beetle Grade E Giant Tiger Beetle Grade D
Giant Beast Giant Beast
Defense 12, AR 0 Defense 13, AR 2
Health 20, Speed 11 Health 25 Speed 12
-3 Communication -3 Communication
+0 Constitution +1 Constitution
-3 Cunning -3 Cunning
+1 Dexterity (Bite) +2 Dexterity (Bite)
+0 Magic +0 Magic
+0 Perception +1 Perception
+1 Strength +2 Strength
+1 Willpower +2 Willpower (Morale)
Melee Bite +3 (1d6+1) Melee Bite +4 (1d6+5)
Ranged Oil Spray +1 (*, 2 yards) Favored Stunts: Lightning Attack and Skirmish.
Favored Stunts: Defensive Stance and Skirmish.
Powers Giant Tiger Beetles are 4 feet in length, and have
Oil Spray: Targets hit by the oil must succeed at a impressive striped carapaces. They are carnivorous
Dexterity (Acrobatics) test : TN 12 or it gets on their and can be found in plains, ruins and forests. They
skin. The effect of the oil is to raise painful blisters typically prey on giant insects, but will go after
which give the affected creature a -1 penalty for up to anything that presents itself to them.
24 hours, although a Heal spell will fix the ailment
immediately. The penalty is not cumulative. Roll 1d6
after each spray, on a 1 it has no more oil reserved
until the next day.

Oil Beetles are 3 foot long vermin that sometimes


burrow underground, but are just as likely to be
found in forests. They often spray targets who get too
close to them as part of their attempt to flee. They
only bite when cornered or attempting to break past
tenacious attackers.

67
Wight Grade D
Undead Humanoid
Defense 13, AR 0
Immunities Mental, Poison, Charm, Sleep
Health 40, Speed 12
Senses Dark Vision ∞ (-1 in light)
+3 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity (Stealth)
+2 Magic
+2 Perception (Hearing)
+2 Strength (Claws)
+1 Willpower (Morale)
Melee Claws +4 (2d6+2*)
Favored Stunts: Lightning Attack and Mighty Blow.
Weapon Groups: Brawling
Powers
Enervating Touch [Necrotic]: A wight deals 3
penetrating damage on touch.

Wights are human corpses animated by an evil spirit.


They are mostly operative during the night, where
they skulk in barrows, catacombs and other places of
burial. They do their best to come upon victims
unawares, or catch them off guard in order to
approach within melee combat distance. Wights
speak all human languages, or more to the point the
creature never has any trouble communicating with
or understanding the living. Wights are patient and
would rather creatures come to them and never
leave, than they be forced to hunt in the open where
prey will likely escape.

All human and demi-humans slain by a wight rise as


such in 2 rounds. Wights are not risen intelligent
dead in the fashion of vampires, and whatever race,
skills or languages the formerly living being remain
with its soul. Spawned wights will obey the orders of
the one that killed them as offshoots of the original
evil spirit. There is seemingly no limit to the number
of bodies one spirit can animate, and beyond their
abject hatred of the living, this seems to be the goal
of each wight.

68
Wolf Grade E
Beast
Defense 14, AR 0
Health 25, Speed 15
Senses Night Vision
+0 Communication
+2 Constitution (Running)
-2 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+2 Perception (Smelling, Tracking)
+2 Strength (Jumping)
+0 Willpower
Melee Bite +5 (1d6+2)
Favored Stunts: Knock Prone and Pack Tactics.
Pack Tactics: 2 SP, As part of a group, a wolf can
allow another wolf to attack the same target as a free
action if it is close enough to do so.

Wolves are canine predators with excellent senses of


smell. Alone, a wolf is rarely a threat to an adventurer
unless it has a disease, such as rabies, which it can
spread. An entire pack of wolves however is a threat
to much larger creatures such as bears, or a group of
adventurers. Packs are often led by an Alpha wolf
which is often tougher than the others. Wolves live in
hills, forests and mountainous regions, even living in
extremely cold climes.

69
Wyvern Grade D The wyvern is a flying reptile, similar to a dragon in
Draconic Beast both general body form, scale shape, and head and
Defense 11, AR 4 skeletal formation. The primary differences between
Health 50, Speed 7, Fly 18 young dragons and wyverns is both in their size, a
Senses Dark Vision 20 yards wyvern will only grow to dwarf a horse at most, and
-1 Communication never be more than 11 yards in length from head to
+2 Constitution (Stamina) tail or wingspan, but also in the fact that wyverns
-2 Cunning possess rear legs and wings, but no forelegs. Their
+1 Dexterity (Bite, Tail) bodies are almost shaped like a bird’s, but there is
+0 Magic just a hint of serpentine grace in their skeletons and
+1 Perception this relates them more strongly to dragons as well.
+4 Strength
+0 Willpower A typical wyvern is testy, and has a mean streak. They
Melee Bite +3 (1d6+7) Claws +4 (1d6+4), Tail Jab +3 are not intelligent creatures, but are cunning and
(1d6+4*) vicious hunters that love to torment prey like a feline,
Favored Stunts: Pierce Armor and Swoop. or more aptly, a dragon. They possess the ability to
Powers see in absolute darkness, and have claws on their feet
Poison: A wyvern’s tail barb is poisonous. and a barb at the end of their tail. A wyvern’s barb is
Constitution (Stamina) test : TN 14 or suffer -1 to all poisonous, but for a human-sized target they need
physical actions until end of encounter. fear it as a debilitating toxin, more than as a life
Swoop: 2 SP, the wyvern can pick up and throw a threatening one.
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from the
fall.

70
Acknowledgements
Firstly, I have to give credit to the original creators of
Dungeons and Dragons and the Mystara world. This
was built up over years until it would be nearly
impossible to credit every person by name who ever
created one of the monsters listed herein. As these
write ups strive to replicate the versions of the
creatures from this specific game world and the
system it was built around, I consider each of these to
be praise worthy in the sense of original work done.

Secondly, I must thank the various people who


inspired me to undertake this endeavor starting with
the Green Ronin crew for making such a deceptively
simple game with such a nostalgic chassis on top of a
brand new engine. Next I want to thank my fellow
fans who gave me such a sense of accomplishment
that I dove headfirst into further products for this line.

Last, but not least, I need to thank the artists whose


hard work I appropriated for this fan work. I don’t
know the name or handle of every artist, but those I
was able to discover are listed below. Once again,
show them some appreciation and/or track them
down and offer them a paying gig if you are able.

Jeanette L. Cejchan, Wayne England, Blanc Fonce,


Jun Bob Kim, Todd Lockwood, William O’Connor,
Phantombassist, Prodigyduck, Scott Purdy, Christophe
Swal, Tyler Walpole, Eva Widermann and Yoshitaka
Amano.

71
Series
ADVERSARY COMPENDIUM I

This collection of animals, enemy humanoids, monsters,


horrors and fiends is presented for the Mystara game
setting using the AGE rules. There are over 100 entries and
templates total inside, and the challenges range from party
level 1 through 10. There are several iconic creatures for
the Known World as well as for retro fantasy gaming in
general.

FOR USE WITH


GREEN RONIN GAMES’

Requires the Dragon Age Roleplaying Game Box Set. A


copy of Mystara: The Known World is recommended.

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