AFF2E Beyond The Pit
AFF2E Beyond The Pit
AFF2E Beyond The Pit
Andrew Wright
Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
Fighting Fantasy, including the Fighting Fantasy shield, is a trademark of Steve Jackson and
Ian Livingstone and is used under license
Advanced Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
Steve Jackson and Ian Livingstone hereby assert their moral right to be identified as the
authors of Advanced Fighting Fantasy in accordance with the Copyright, Design and Patents
Act 1988.
No part of this book may be copied or reproduced without express written permission from
the copyright holders.
ARION GAMES
www.arion-games.com
6 INTRODUCTION
Hence this tome you are now reading. We hope you will
find it useful, interesting, and above all, inspirational, as
you seek new fiends and unfamiliar monsters to pit
against the brave adventurers in your Advanced Fighting
Fantasy games, whether they are stand-alone dungeons or
an elaborate campaign. May your STAMINA never fail!
Andrew Wright
Jeddah and Bangkok
2011-2013
THE CREATURES OF THE WORLD OF TITAN 7
THE CREATURES OF THE WORLD OF TITAN ground, but do not include natural caverns, which are termed
Caves. Plains are expansive grassy areas, such as the Flatlands.
On the following pages you will find details of many hideous Wilderness means large dead areas, which are rocky and
creatures, strange beasts and even some carnivorous plants desolate, such as the Wastes of Chaos. Demonic or Magical
that can be found across the savage world of Titan, from the Plane refers to a supernatural home in another dimension;
three continents of Allansia, Khul and the Old World, to the there are further explanations of these in Out of the Pit (pp.
myriad islands that dot the seas and oceans. Directors can of 44-46) and Titan (pp. 71-74).
course use these monsters for their Advanced Fighting Fantasy
adventures and campaigns. 7. NUMBER ENCOUNTERED. These numbers show how many
creatures will typically be encountered. A devious Director
To this end, each monster entry has two sections: one listing may feel free to double or treble this number to provide more
the statistics of the creature for ease of reference, while the of a challenge for his Heroes if needed. Some beings are
other is a longer description of the creature and any special solitary creatures, however, and will only be encountered on
abilities it may possess. The list of statistics is slightly longer their own: the description of the particular creature will have
than that of the original Out of the Pit, as it contains new further information in this case.
Advanced Fighting Fantasy information, and comprises of the
following: Rolling the numbers is simple: 1-6 means roll one die, and
that many creatures are encountered; 2-12 means roll two
1. SKILL and STAMINA. These are typical values as not all dice; 3-18 means roll three dice, and so on. 1-3 means roll one
monsters of the same type are exactly alike. In a large group die and halve the result, rounding any fractions up. 1-2 means
of creatures there will be some variation in these scores. For roll one: if the result is an odd number the score is 1, if it is an
example, in a group of four Minions, two may be normal even number the score is 2. There may also be special
creatures with SKILL 5, STAMINA 5; one might be a champion numbers, which will be explained in the descriptions of the
with SKILL 6, STAMINA 6; and the last may be a runt with SKILL monsters concerned.
4, STAMINA 3. Scores should only be varied by one or two
points. 8. TYPE. This gives a rough indication of the general nature of
the creature, and is also used to generate Treasure for it (see
2. ATTACKS. This number indicates the maximum number of the Treasure section at the back of this book).
opponents that a creature can fight in one Attack Round. If
the creature has more ATTACKS than there are opponents, it 9. REACTION. When Heroes first encounter a creature it will
does not get any extra ATTACKS. This follows the rules in react to them in one of a number of different ways. If it is
Advanced Fighting Fantasy (p. 59). Each Attack will be Friendly, it greets them warmly and shows no hostility. It may
conducted from the single Attack Strength rolled for the also share food or provide useful information. If it is Neutral,
creature, unless it says otherwise in the creature’s description. it is wary of them, but does not show open hostility; it will be
probably react if attacked, but may be fairly friendly if treated
3. WEAPON. This will indicate the type of weapon the creature carefully. If it is Unfriendly, it shows obvious displeasure at
uses in combat. Some creatures may also have more than one encountering them, but does not leap into battle immediately;
weapon type listed. Damage Rolls for all weapons can be it may wait to sum up the situation before deciding one way
found in Advanced Fighting Fantasy (p. 60). or the other. If it is Hostile, this often means it is hungry! The
creature will attack immediately. You will notice that for some
4. ARMOUR. This will indicate the type of armour that protects creatures two or more reactions are listed together. In these
the creature in combat. Armour Rolls for all armour types can cases the creature may react either way, depending perhaps
be found in Advanced Fighting Fantasy (p. 62). on what the Heroes are doing.
5. DAMAGE MODIFIER. This indicates if any changes are made 10. INTELLIGENCE. This final detail shows how clever a
to the creature’s Damage Roll, depending on how strong or monster is. There are four scores for this: High, Average, Low,
weak the creature is. Rules for Damage Modifiers can be and None. Humanoids will generally be rated as High
found in Advanced Fighting Fantasy (p. 128). (humans come somewhere in the middle of this category).
Most monsters and some animals will be Average; the rest are
6. HABITAT. This indicates the type of terrain a monster may Low. In general, only plants have an intelligence rating of
be encountered in. Where more than one type of habitat is None. Intelligence should be borne in mind when considering
listed, the first is where the creature is most often found, the the reaction of a particular creature. Clever beings will
second where it is less frequently found, and so on. For obviously use more cunning in their attacks, and may even
example, Chameleonites are mainly found in the hills where have spells or special weapons they can use. Stupider
they ambush lone travellers, but some are also found living creatures are more likely just to leap into battle regardless!
in small tribes in jungles and tropical rain-forest areas.
SKILL: 9 Every Amazon village pays fealty and tribute (usually the
STAMINA: 6 pick of the male slaves) to a mysterious and widely feared
ATTACKS: 1 Queen. All other slaves are sold to unscrupulous slavers,
WEAPON: Spear, Javelin, Short Sword or Long Bow including unwanted male children. Female children are
ARMOUR: Leather Cuirass and Small Shield brought up as Amazons; likewise, female slaves whose
DAMAGE MODIFIER: None combat prowess is good enough may be invited to join the
HABITAT: Hills, Mountains, Wilderness Amazon clan providing they pass several arduous tests
NUMBER ENCOUNTERED: 1-6 or 3-18 (see below) of loyalty. The identity and location of the Amazon Queen
TYPE: Humanoid is a closely guarded secret, though there is a price on her
REACTION: Unfriendly head across the northern kingdoms of Kalamdar, Arion,
INTELLIGENCE: High and Peleus. Despite this, of all the bounty hunters who
have set out to track down the Queen of Amazons, not
Once thought to be little more than a myth, it is now one has returned alive.
known that the race of AMAZONS are a clan of fearsome
warrior-women who dwell in the mountainous wilds east Amazon from Fangs of Fury by Luke Sharp.
of the city-state of Kalamdar and other lonely places across Illustration by David Gallagher.
Khul. Small bands of one to six Amazons, armed and
armoured as above and riding mountain ponies or more
exotic steeds, such as the dreaded Phororhacos or GIANT ANEMONE
Fangtiger, conduct raids down into the lowlands, seeking
to acquire slaves and booty. All captured loot is then taken SKILL: 7
back via hidden passes, to isolated fortified villages of STAMINA: 14
three to eighteen inhabitants. Each village is led by an ATTACKS: 4
older Amazon known as a Slavekeeper, who is almost WEAPON: Large Claw (or see below)
always a witch or sorceress of some power. The ARMOUR: None
Slavekeeper ensures the village is protected by magical DAMAGE MODIFIER: None
HABITAT: Sea, Lakes, Rivers
NUMBER ENCOUNTERED: 1-2
TYPE: Monster
REACTION: Neutral-Unfriendly
INTELLIGENCE: Low
ANGAROC 9
Sea anemones are normally small and inoffensive marine Not all the denizens of the Demonic Planes are scaly
creatures related to jellyfish. They attach themselves to Demons or mighty Undead. Some live there because it is
reefs and rocky shores where their stinging tentacles sway their home and where they have evolved in the
in the currents and catch tiny fish. In some parts of Titan treacherous and ever-changing conditions. The
however, such as the sunken ruins of Atlantis or the ANEMORUS is such a creature; a black and obscenely
depths of the Inland Sea, there exist GIANT ANEMONES. blubbery beast without limbs. Instead it uses a powerful
These resemble a brightly coloured mass of venomous tail to push itself through the turgid muck of the Plane of
tentacles arranged around a circular mouth, and are Blood or the Plane of Bile, avoiding the attentions of
capable of catching and devouring man-sized prey. The Ectovults and worse. Where its head should be is a great
strength of poison they can inject varies, with some species writhing mass of pinkish stinging tentacles that drag its
doing damage as above, while others can be instantly fatal prey into a hidden maw to be engulfed and slowly
(with a Test for Luck to avoid), such as the giant fresh-water digested. A sword or edged weapon is needed to cut
variety known as the Devil’s Locks, which is found in through its tough hide otherwise its victim will be
rivers and lakes across Allansia. Incredibly, Giant instantly overcome and devoured. The Anemorus is
Anemones display vestigial intelligence, and have been occasionally summoned by evil wizards to act as a
known to use their muscular tentacles to disarm those that guardian. Some escape their spell-bindings, and can be
prod them with weapons of any kind! found lurking in the colder waters of the northern seas.
Here they practice their favourite hunting technique of
Giant Anemone from Demons of the Deep by Steve Jackson. waiting beneath an ice-flow, ready to smash through it
Illustration by Bob Harvey. and attack anyone unfortunate enough to be traversing
that way.
ANEMORUS Anemorus from Slaves of the Abyss by Paul Mason and Steve
Williams.
Illustration by Bob Harvey.
ANGAROC
SKILL: 0 (see below)
STAMINA: 0 (see below)
ATTACKS: See below
WEAPON: None
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Demonic Plane, Dreams
NUMBER ENCOUNTERED: 1
TYPE: Demon
REACTION: Hostile
INTELLIGENCE: High
ANT SYMBIOTE
SKILL: 6
STAMINA: 10
ATTACKS: 1
WEAPON: Unarmed (Human) or Club APE-DOG and DOG-APE
ARMOUR: None
DAMAGE MODIFIER: None Ape-Dog Dog-Ape
HABITAT: Forests, Plains, Ruins SKILL: 7 6
NUMBER ENCOUNTERED: 1 STAMINA: 4 6
TYPE: Humanoid ATTACKS: 1
REACTION: Friendly (but see below) WEAPON: Small Bite Mace
INTELLIGENCE: High ARMOUR: None None
DAMAGE MODIFIER: None
HABITAT: Ruins, Dungeons, Anywhere their master is
Strange are the ways of Chaos and Evil and the foul NUMBER ENCOUNTERED: 1 of each
mutant creatures they create. One of the weirdest is surely TYPE: Monster
the ANT SYMBIOTE of southern Allansia. From a distance REACTION: Neutral-Unfriendly
the Symbiote resembles a dark-skinned human but closer INTELLIGENCE:
inspection reveals its colour is caused by a crawling layer Ape-Dog –High
of biting ants that it lives with in mutual co-operation! Dog-Ape - Average
ARCTOLYCE 11
These two ugly misshapen creatures guard the gate to the Arctolyce from Phantoms of Fear by Robin Waterfield.
demi-sorcerer Balthus Dire’s Black Tower, and are Illustration by Jason Lenox.
rumoured to have been created by his father Craggen.
Although many scholars get them confused, it can be
stated definitively here for the first time that the APE-
DOG has the head of an ape and the body of a large dog,
while the DOG-APE has the head of a dog upon the body
of a great ape, with long, powerful arms. The Ape-Dog is
also the smarter of the two, and will stand up on its hind
legs and address visitors in an accented dialect of the
Common Speech. Should the visitor’s answers prove
unsatisfactory, both creatures will attack; the Dog-Ape
with an iron mace and the Ape-Dog with its simian jaws.
It is not known whether these creatures are unique, or if
there are others of their kind, lurking in the twisted gullies
and bone-strewn canyons of the Craggen Heights.
Certainly the race of Blogs from central Allansia is very
similar to the Dog-Ape in particular, though this just may
be pure coincidence.
ARCTOLYCE
SKILL: 9
STAMINA: 16
ATTACKS: 2
WEAPON: Large Bite and Large Claw
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Forest, Hills, Mountains
NUMBER ENCOUNTERED: 1
TYPE: Animal
REACTION: Unfriendly-Hostile
INTELLIGENCE: Average
12 ARENA BEAST
AWKMUTE
SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Quarterstaff (see below)
ARMOUR: None however is their ebony staff that they wield in combat.
DAMAGE MODIFIER: None Anyone hit by the staff needs to roll a die. If the result is
HABITAT: Desert, Ruins a 1 or 2, they deduct damage from their STAMINA as
NUMBER ENCOUNTERED: 1 normal; if the result is 3 or 4, they deduct 1 point from
TYPE: Bird/Humanoid their SKILL; if the result is 5 or 6, they deduct 1 point from
REACTION: Unfriendly their LUCK (if they do not have a LUCK score then deduct
INTELLIGENCE: High damage from STAMINA as normal). Anyone acquiring the
ebony staff of an Awkmute can also use its powers, but
Distantly related to the Hamakei of Allansia, AWKMUTES this is harder than it sounds as the creatures are often
are weird-looking inhuman clerics who dwell in dusty versed in priestly magic and capable of defending
temples and ruins across southern Khul, and in particular themselves using powers gifted to them by their dark
the lands bordering the Scythera Desert and the Inland gods.
Sea. They have a roughly humanoid body, with the head
and legs of some twisted bird, and are garbed in Awkmute from Seas of Blood by Andrew Chapman.
voluminous robes of dark and sombre hues. Unlike the Illustration by Bob Harvey.
Hamakei however, Awkmutes are not dedicated to the
quest for collecting obscure scraps of lore, but instead
follow the ways of the Dark Lords of Chaos and the BAKK-RUMAN
Demon Princes, striving to spread their worship among
the younger races of humankind. Disease and Decay are SKILL: 7
particularly favoured deities and it is not unusual for a STAMINA: 9
hidden shrine of human acolytes to be led by an Awkmute ATTACKS: 1
high priest. For this reason it is thought a conclave of WEAPON: Small Claw
Awkmutes dwells in the cursed city of Shakuru, providing ARMOUR: None
spiritual guidance to the Beggar-King Holagar the DAMAGE MODIFIER: None
Wretched and his plague-ridden citizens. HABITAT: Caves, Dungeons
NUMBER ENCOUNTERED: 1-3
Awkmutes are often festooned in a rattling profusion of TYPE: Animal
sacred talismans and religious adjuncts that may or may REACTION: Unfriendly
not have magical powers. Their most potent weapon INTELLIGENCE: Low
14 BAKK-RUMAN
BAOBHAN SITH
SKILL: 9
STAMINA: 9
ATTACKS: 1
WEAPON: Dagger or Small Bite
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Ruins, Dungeons, Forest
NUMBER ENCOUNTERED: 1
TYPE: Undead
REACTION: Friendly-Neutral (but see below)
INTELLIGENCE: High
SKILL: 9 Some tribes are known for their ability to train savage
STAMINA: 8 beasts; various clans of the Moonstone Hills occasionally
ATTACKS: 1
WEAPON: Battle Axe or Greatsword
ARMOUR: None or Leather Cuirass
DAMAGE MODIFIER: None
HABITAT: Hills, Wilderness, Mountains
NUMBER ENCOUNTERED: 1-2 or 4-24
TYPE: Humanoid
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
BARRACUDA BATFISH
SKILL: 6 SKILL: 6
STAMINA: 6 STAMINA: 4
ATTACKS: 1 ATTACKS: 1
WEAPON: Large Bite WEAPON: Small Bite
ARMOUR: None ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll DAMAGE MODIFIER: None
HABITAT: Sea HABITAT: Sea
NUMBER ENCOUNTERED: 2-7 NUMBER ENCOUNTERED: 2-7
TYPE: Fish TYPE: Fish
REACTION: Unfriendly-Hostile REACTION: Unfriendly
INTELLIGENCE: Low INTELLIGENCE: Low
BEAR
Grizzly Long-Tooth Polar
SKILL: 9 6 9
STAMINA: 13 8 14
ATTACKS: 2
WEAPON: Large Bite and Large Claw
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT:
Grizzly Bear – Forests, Hills, Mountains
Long-Tooth Bear - Caves
Polar Bear – Ice, Mountains
NUMBER ENCOUNTERED: 1-2
TYPE: Animal
REACTION: Neutral-Unfriendly
INTELLIGENCE: Low
BLACK ELK
SKILL: 9
STAMINA: 18
ATTACKS: 3
WEAPON: Hooves (as per Large Claw) and Antlers (as per
Very Large Bite)
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Hills, Plains, Wilderness
NUMBER ENCOUNTERED: 1
TYPE: Animal
REACTION: Unfriendly
INTELLIGENCE: Low
Given that they are cross between Orcs and Dark Elves,
A worrying development at the it may be wise not to speculate too closely on the origins
recent siege of the northern of the evil race known as BLACKHEARTS! Once thought
Allansian city of Sardath was the to be extinct, exterminated in the Great War against Chaos
appearance of a mutated type of by the hero Brendan Bloodaxe, they are in fact very much
Dark Elf known as the BLACK alive and scattered across north-eastern Khul in small
FLYER. These fearsome warriors isolated settlements. Blackhearts are easily recognisable
looked identical to their due to their tall Elven stature and muscular Orcish build,
Darkside brethren, except for the making them stronger than either of their parent races.
addition of a pair of gigantic Their faces are bestial, with a mouth full of jagged tusks
black bat-like wings sprouting while two long pointed ears frame a thick mane of
from their back. Although dark-hued hair. Blackhearts favour ornate leather armour,
restricted to nocturnal flights and use either jagged scimitars in combat or black-
only, these wings allowed the feathered arrows shot from a powerful longbow.
Black Flyers to cover
tremendous ground, fanning out across the Forest of They are renowned as hunters, preferring to seek out
Night on covert missions of terror and sabotage. It is not bears, wolves, or mighty creatures such as Nandibears,
known what caused the sudden creation of this both for their pelts and the honour gained in slaying them.
malevolent race, though local lore-masters have Most encounters with Blackhearts will therefore be with
speculated it may have been the result of illicit use of the bands of one to three hunters out in the wilderness,
Triplex Potion Concoctor of Corianthus the Storm Giant, engaged in tracking down these dangerous beasts. Rarely,
who was imprisoned by the Dark Elves for some time. one might
chance across a
To make things worse, there appear to be two kinds of small settlement
Black Flyers. One is the normal warrior sort, clad in of Blackhearts,
chainmail armour and armed with a sword. The other usually with
form is a kind of assassin and needs no weapons for their two to twelve
hands have transformed into cruel black talons with which hunters, male or
to rend their victims. Worse, they have the power of female, and a
shape-changing, and can take the appearance of whoever further one to
or whatever they kill. The only way to spot the difference six children as
is that these Black Flyers are the mirror image of their n o n -
target, not the exact image, so a scar on the right side of combatants.
its victim’s face will appear on the left side of its own face. Woe betide any
Many of both kinds of Black Flyers were destroyed when traveller who
the siege of Sardath was broken, but some escaped and finds such a
are believed to lurk in the darker corners of the h a m l e t
Freezeblood Mountains and the Forest of Night. however, as its
Meanwhile, in Sardath, there is still a standing bounty on inhabitants will
Black Flyers and Dark Elves, alive, or, preferably, dead. fight to the
death, and
Black Flyer from Seige of Sardath by Keith Phillips. pursue any
Illustration by Pete Knifton. escapees across
GIANT BLOODHAWK 21
great distances to prevent knowledge of its location These creatures are extremely knowledgeable about their
becoming more widespread. In times of strife, Blackhearts surrounding territories, and if captured (usually by
will readily abandon their homesteads and join the forces chopping down whatever tree they have taken refuge in)
of whichever evil warlord has risen up to stake a claim will bargain for their freedom by promising to lead their
over the misty vales and endless plains of this corner of captors to ancient ruins and gleaming treasure. Whether
Khul. Be it Morgana of Krill Garnash or Arachnos of these promises are true however, or just lead to another
Deathmoor, the Blackhearts will care nothing as long as Blog ambush, is another matter entirely.
they may wage war against the descendants of Brendan
Bloodaxe and all his ilk. Blog from Armies of Death by Ian Livingstone.
Illustration by Nik Williams.
Blackheart from Masks of Mayhem by Robin Waterfield.
Illustration by Russ Nicholson.
GIANT BLOODHAWK
SKILL: 7
BLOG STAMINA: 12
ATTACKS: 1
SKILL: 5 WEAPON: Large Claws
STAMINA: 5 ARMOUR: None
ATTACKS: 1 DAMAGE MODIFIER: None
WEAPON: Blowpipe (see below) or Club HABITAT: Plains, Wilderness, Hills
ARMOUR: None NUMBER ENCOUNTERED: 1-2
DAMAGE MODIFIER: None TYPE: Bird
HABITAT: Forests, Jungles REACTION: Unfriendly-Hostile
NUMBER ENCOUNTERED: 1-6 INTELLIGENCE: Average
TYPE: Animal/Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: Average Easily outstripping
related avians such
The curiously named as the Death Hawk
BLOG, or Dogman, is or the Night
a primitive creature Hawk, the GIANT
from the depths of BLOODHAWK is
Allansia’s central the biggest species
woodlands, such as of hawk that flies
the Forest of Fiends the skies of Titan.
and the Forest of With a wingspan
Night. In appearance of well over four
they resemble a small, metres and
brown-skinned, pot- cloaked in a
bellied humanoid, mantle of flame-
with a dog-like head. red feathers that
Blogs are hated and become paler on
hunted down by all the bird’s head and
neighbouring human breast, it is truly an
races for their twin impressive aerial
practices of head- raptor. The Giant
hunting and eating Bloodhawk is commonly found soaring at great heights
human flesh, which over the grasslands of northern Khul, such as the Pikestaff
they cook in large cauldrons. They are skilled trackers, Plain or the Battlegrounds. If it spots any prey with its
moving silently through the trees before bringing down sharp eyesight (including anything human-sized!), it will
their victims with a barrage of poisoned darts from their spiral sharply down to the ground and attack with a
blowpipes. To avoid the darts, an adventurer needs a battery of razor-sharp talons. They are also extremely
shield and must Test for Luck. If they are Lucky, the darts smart birds, and if their intended victim suddenly
have struck their shield, but if they are Unlucky, the dart disappears or hides itself with an Invisibility Spell or the
strikes them, injecting a fast-acting poison into their like, then the Giant Bloodhawk will merely resume its
bloodstream. This causes a death-like paralysis, making lonely vigil in the sky, waiting for its prey to reappear
it easy for the Blog to grab their victim and carry them off before once more diving down with claws outstretched!
to the Blog’s cooking-pot in their hidden tree-top village. This natural intelligence makes them desirable for kings
22 GIANT BLOODHAWK
and lords to own, and the eggs of Giant Bloodhawks have, known to keep a pack of them to let loose on the local
similar to those of Eagles, been known to fetch up to two population from time to time. Senyakhaz the Illusionist
hundred Gold Pieces when sold to noblemen or falconers. kept kennels of them within Neuburg Keep for example,
once she had charmed the local ruler, one Baron Tholdur.
Giant Bloodhawk from Masks of Mayhem by Robin This lasted until the dreadful howling of the Blood-
Waterfield. Illustration by Russ Nicholson. Lurchers, as they patrolled the moonlit streets of Neuburg,
attracted the attention of a wandering adventurer who
slew them all plus many other horrors besides!
behemoths. Still, it grows up to eight metres long and as water, and into the dank habitat favoured by the adults.
thick as a man’s torso, with a segmented body that is Both forms are equally at home underwater however, and
coloured the dirty reddish-brown hue of clotted blood. will add 2 to their SKILL when fighting in such an
Their grotesque head lacks eyes and instead is dominated environment.
by a large, star-shaped suckered mouth, surrounded by
rows of sharp hooks, resembling a gigantic tapeworm in Bloodworm from Trial of Champions by Ian Livingstone.
appearance. Its name comes from its appetite for blood, Illustration by Brian Williams.
and when encountered it will lunge quickly at its victim,
attracted to the heat of their body. Anyone who fails to
dodge the Bloodworm’s lunge (by an unsuccessful Test for
Skill), or who is subsequently wounded by the creature in
combat, will lose 2 STAMINA points per Attack Round
BONECRUSHER
thereafter, whether or not they win that Attack Round, as
their blood is sucked away by the giant parasite! Adult Young
SKILL: 9 7
Adult Bloodworms are found in flooded caverns, muddy STAMINA: 10 8
sinkholes, and the stinking sewers of cities, but young ATTACKS:
Bloodworms are instead found in open water, such as Adult – 2
Young – 1
WEAPON:
Adult – See below
Young – Large Claw
ARMOUR:
Adult – Heavy
Young – Medium
DAMAGE MODIFIER:
Adult – See Below
Young – None
HABITAT: Dungeons, Caves, Ruins
NUMBER ENCOUNTERED:
Adult – 1
Young – 1-3
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Low
BONE DEVIL
SKILL: 10
STAMINA: 8
ATTACKS: 1
WEAPON: Small Claw
ARMOUR: None (see below)
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: High
CANGUI
SKILL: 6
STAMINA: 10
ATTACKS: 1
WEAPON: Smother (as per Unarmed, (Large))
ARMOUR: None
DAMAGE MODIFIER: None Unless this worm is Banished by priests or monks (see
HABITAT: Hills, Plains, Forests Advanced Fighting Fantasy, pp. 89-90), it will grow to
NUMBER ENCOUNTERED: 1 consume its host from within, metamorphosing into
TYPE: Monster another Cangui before returning to the mulberry groves
REACTION: Friendly (see below) to find another victim. Still trapped within the creature
INTELLIGENCE: Low however is the suspended remnants of its first victim!
More than a few samurai or ronin have slain such a
creature only to reel back in shock as the Cangui’s spongy
In far eastern lands, such as Shabak, Hachiman, and the exterior has peeled away to reveal the emaciated body of
Isles of the Dawn, there are legends of the CANGUI, a an old man or woman, with a serene and composed
hideous giant worm that lurks among the mulberry expression on their face now that they are finally at peace
woods, preying on those who would come to harvest the with the world.
silkworms for their precious silk. The first signs of a
Cangui’s nocturnal approach is a fluttering in the trees as Cangui from The Crimson Tide by Paul Mason.
winds scatter mulberry leaves far and wide, and a faint Illustration by Brian Williams.
glowing light accompanied by a musky sibilance and a
melodious wordless voice that speaks soothingly in its
victim’s head. This is the mesmerizing attack of the Cangui CARNIVOROUS APE
and requires a successful Test for Skill to avoid. If avoided,
the glow will resolve itself as a huge sightless slithering SKILL: 9
worm, rearing up to its full height, revealing hundreds of STAMINA: 13
tiny legs that run along its belly. It will attempt to smother ATTACKS: 2
its victim by collapsing on top of them. WEAPON: Large Claw and Bite
ARMOUR: Light
If however, the victim falls prey to the Cangui’s DAMAGE MODIFIER: +1 to Damage Roll
enchantments, it will fall into a deep slumber while the HABITAT: Forests, Hills, Caves, Jungles, Wilderness
creature weaves a silken cocoon about it and impregnates NUMBER ENCOUNTERED: 1-2
it with a tiny egg. The old Cangui will then die, allowing TYPE: Animal
the victim to awaken from its cocoon with a writhing REACTION: Unfriendly-Hostile
parasitic Cangui worm lodged deep within its belly. INTELLIGENCE: High
26 CARNIVOROUS APE
CARNIVOROUS PLANT
SKILL: 8
STAMINA: 12
ATTACKS: 2
WEAPON: Brambles (as per Small Claw)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Jungles, Forests, Marshes
NUMBER ENCOUNTERED: 1
TYPE: Plant
REACTION: Neutral
INTELLIGENCE: None
GIANT CHAMELEON
SKILL: 9
STAMINA: 9
ATTACKS: 2
WEAPON: Large Bite
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Jungles, Forests
NUMBER ENCOUNTERED: 1-2
TYPE: Reptile
REACTION: Unfriendly
INTELLIGENCE: Low
Often a victim’s first sighting of a CHAMELEONITE is Finally, rumours abound of a more intelligent variety
also their last, as these stone-hued creatures use their known as the CHAMELEON MAN who dwells only in
colour-changing abilities to apparently materialize out of the most remote jungles. These creatures live high up in
thin air and attack with surprise (see Advanced Fighting houses carved within the living trunks of great trees, and
Fantasy, p. 64). They are vaguely humanoid and distantly use more advanced weaponry, such as swords and
related to Lizard Men and Calacorms, walking about on daggers. Some are even capable of casting magic spells!
two legs with strange, jerky movements. Chameleonites Supposedly, there are Chameleon Men living on the
have scaly skin and coiled, prehensile tails, with bulbous mysterious and volcanic isle of Orcmoot, off the northern
eyes and long tongues that protrude from their mouths. coast of Khul, but little else is known about them at this
They favour simple weapons in combat such as stone point in time.
clubs and flint-tipped spears. Chameleonites are found in
Chameleonite from Crypt of the Sorcerer by Ian Livingstone.
Illustration by John Sibbick.
CHAOS MANTICORE
Adult Young
SKILL: 11 8
STAMINA: 11 10
ATTACKS: 3
WEAPON: Large Bite and Large Claw
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Wilderness, Plains, Desert, Ruins, Dungeons,
Caves
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Average
Unlike the scorpion-tailed Manticores of Allansia and the adventurers more familiar with the rather different sting-
Old World, the CHAOS MANTICORE of Khul is a far tailed Manticores that lurk in the wilds of Allansia!
stranger adversary. While it has a lion’s body with mottled
black fur, huge leathery dragon-like wings, and a Chaos Manticore from Master of Chaos by Keith Martin.
disturbingly human-like head, its tail is radically different, Illustration by David Gallagher.
being green and scaly, and covered in a profusion of long,
iron-hard spikes. These can be fired at the Chaos
Manticore’s opponents in a manner similar to crossbow
CHAOS MUTANT
bolts; roll one die to determine the number of spikes that
have hit the creature’s victim and deduct two STAMINA SKILL: See below
points for each spike that hits. If the victim has a shield, STAMINA: See below
they can roll a die to see how many spikes are blocked by ATTACKS: See below
the shield (which will be destroyed in the attack); excess WEAPON: Cleaver (as per Battle Axe)
spikes not blocked by the shield will strike the victim as ARMOUR: Light
above. Should the victim survive this barrage of spikes, DAMAGE MODIFIER: None
the Chaos Manticore will then attack with claws and fangs, HABITAT: Dungeons, Ruins, Caves, Wilderness
seeking to rend its prey apart and feast upon the remains. NUMBER ENCOUNTERED: 1-6
TYPE: Humanoid/Monster
REACTION: Unfriendly/Hostile
INTELLIGENCE: Low-Average
warlords who have delved into the arcane lore of creating in Khul, and Dree, where the creatures are known
such mutants is ever-growing, and includes such notables derisively as Mutes, in Allansia. They may also find
as the Dread Lord Axion and his secrets gleaned from the employment as mercenaries or in wandering circuses,
Lifters of the Crimson Veil cabal; the marrangha of such as the legendary Carnivale of Mauristatia. Some
Zharradan Marr and the similar notura of Karam Gruul; Chaos Mutants become cannibals, attacking and
the Mutation Field devised by the Riddling Reaver; and butchering travellers with sharp-bladed cleavers, while
even the Mutant Meatballs concocted by an alchemist of others form cults and conduct savage rites making
Throben for a rebellious Prince of Brice. sacrifice to Belthegor, the obscure demigod of second life,
and all Chaos Mutants.
Those Chaos Mutants that escape the experiments of their
cruel creators often band together in sewers, abandoned Chaos Mutant from Master of Chaos by Keith Martin.
catacombs, and marginal settlements including Rahasta Illustration by David Gallagher.
No one Chaos Mutant is identical to another. To determine their abilities and appearance, roll on the three tables below.
First, roll to determine the type of creature that has become a Chaos Mutant:
Next, roll to determine how many mutations the creature has: 1-2 is one mutation, 3-4 is two mutations and 5-6 is three
mutations.
Finally, roll two dice to determine the type of mutation(s) present. Reroll all duplicate mutation dice rolls, as well as any that
cause conflicting mutations.
Example: An adventurer encounters a Chaos Mutant in the sewers beneath the City of Mazes. Rolling a six on the first table reveals the Chaos
Mutant was once an Orc, and rolling a four on the second table indicates it has two mutations. Rolls of one and five means the Orc has tentacles
for arms. Rolls of four and six gives its second mutation as a beaked face. The mutant strides to the attack….
32 CHAOS WARRIOR
CHEST CREATURE
SKILL: 5
STAMINA: 6
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Towns, Dungeons, Ruins
NUMBER ENCOUNTERED: 1-2
TYPE: Magical Creature
REACTION: Hostile
INTELLIGENCE: Low
CHION
SKILL: 7
STAMINA: 13
ATTACKS: 1
WEAPON: Very Large Bite
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Mountains, Ice
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Low
34 CHRABAT
CHTHONIAN TRAPPER
SKILL: 10
STAMINA: 14
ATTACKS: 4
WEAPON: Tentacles (as per Large Claw) and Very Large
Bite
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Mountains, Hills, Plains
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Low
In the cold northern lands of Allansia, danger can strike slice its prey, before sucking out their innards with its
from anywhere, and, in the case of the CHTHONIAN elongated snout, for fresh intestines, as the Northmen
TRAPPER, from below! These horrors have a long know to their cost, are the delicacy it prizes above all others.
tapering body, covered in hard, shiny scales, and a ‘head’
which is really just a cavernous mouth surrounded by a Coldclaw from Trial of Champions by Ian Livingstone.
seething mass of muscular tentacles. They lack eyes but Illustration by Brian Williams.
instead lurk beneath ground, using sensory organs on
their tentacles to detect the approach of a herd of deer or
a merchant’s mule-train. Then the Chthonian Trapper will
erupt from its lair causing a mini-earthquake that requires
everyone in the vicinity to Test for Luck or be knocked
down. Those that stay on their feet can immediately attack
the creature, but those who fall over must spend one
Attack Round getting to their feet and avoiding the
Chthonian Trapper’s tentacles as it seeks to drag them into
its gaping maw.
COLDCLAW
SKILL: 10
STAMINA: 11
ATTACKS: 2
WEAPON: Large Claw
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Ice, Mountains, Caves, Dungeons
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Average
CRAB GRASS
To the Northmen of the Freezeblood Mountains, it is
called the Vulkuz-Ganak, the “Eater of Gore” – a horrific
SKILL: 6
beast that stalks the icy night seeking human entrails to
STAMINA: 16
feed upon. To the rest of Titan however, it is known more
ATTACKS: 1 per victim
simply as the COLDCLAW. Although these creatures
WEAPON: Small Bite
range widely across the pack-ice of the northern polar
ARMOUR: None
regions, being found as far away as the Diamond Islands
DAMAGE MODIFIER: -1 to Damage Roll
and the Cragspider Archipelago, they usually lair in a
HABITAT: Marshes, Plains, Forest
dank cave or abandoned Dwarf-hold. One was even kept
NUMBER ENCOUNTERED: 1 patch
for a time at the bottom of a sinkhole near the city of Fang,
TYPE: Plant
where criminals and unfortunates were hurled to their
REACTION: Neutral
doom! In appearance the Coldclaw is vaguely humanoid
INTELLIGENCE: Low
with green armoured skin and an obese belly supported
by two spindly, jointed legs ending in clawed feet. Its head
and blubbery neck are warped and toad-like in form,
Thought to be related to the equally carnivorous
though with an extended proboscis that terminates in a
Tangleweed, CRAB GRASS is a type of flesh-eating plant
circular purple-lipped mouth containing rows of vicious
found in the more isolated parts of Titan. Unlike the
triangular teeth. Its arms end in crude hands that bear
blood-drinking Tangleweed however, Crab Grass attacks
long, scythe-like talons, which give the beast half of its
its prey (usually small mammals like rabbits and ground-
name. The other half comes from the freezing air that
squirrels though it will happily tackle larger game) with
surrounds the creature – anyone facing it in combat must
hundreds of green pincer-like nippers, which form
deduct 1 from their SKILL for the duration of the battle due
instantly on the end of its grass stalks as soon it is
to the biting cold. A Coldclaw uses its talons to rend and
disturbed. Because there are so many of these nippers, the
36 CRAB GRASS
Crab Grass will get one individual Attack for each victim Some knights forsake the codes of chivalry and valour and
it is in contact with. The above ability scores are for one throw their lot in with the Dark Lords of Evil and Chaos,
large-sized patch of grass, which will usually occupy a such that when they die, they are reborn as undead
forest clearing or a patch of solid ground in the middle of DEATH-KNIGHTS! They become little more than a husk-
a swamp. Fire will not damage Crab Grass but it will cause like corpse clad in full plate-mail and bearing the weapons
it to draw back, allowing its prey to Escape. On the other of their former life. All Death-Knights are powerful and
hand, a Withering Spell, as developed by evil wizards intimidating warriors, but they have two major
such as Grimslade of Fenmarge, will destroy it utterly, weaknesses: both sunlight and certain unique magical
reducing all of the grass stalks to dust. spells (such as Charms of Unbinding or Words of Power)
will kill them instantly. As a result, they band together in
Crab Grass from Scorpion Swamp by Steve Jackson. formal orders, drawn to the service of a dark lord or evil
Illustration by Duncan Smith. sorcerer. Death-Knights tend to vary greatly, depending
on which order they belong to; details of three such orders
are given below:
DEATH-KNIGHT
Knight Champion Emissary
SKILL: See below 12 10
STAMINA: See below 12 15
ATTACKS: 2
WEAPON:
Knight and Champion – See below
Emissary – Mace or Morning Star
ARMOUR: Heavy
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Ruins, Dungeons
NUMBER ENCOUNTERED:
Knight – 2-12
Champion – 1
Emissary – 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: High
DEMONSTEED 37
Dread Knights wear archaic armour and use black swords These penalties last for the duration of the combat,
inscribed with red runes. They are also known to use assuming the Death Skull’s opponents survive the battle!
Moon Dogs as guard-animals, and their symbol is a plain
sable field. Thought to hail from Bathoria, they were last Thanks to the accounts of the wizard Vanestin of Pollua,
seen in Ruddlestone, at Castle Valsinore on the Sourstone we know that a Death Skull was summoned by the evil
Peninsula. archmage Mordraneth, to patrol the Iron Crypts that
tunnel beneath the Isle of Despair. Interestingly,
Chaos Knights of Caer Skaal: SKILL 10 STAMINA 12 Not to be Vanestin’s colleague and fellow wizard Alsander, who
confused with Chaos Warriors (who are not Undead), the spent some time involuntarily imprisoned within the Iron
Chaos Knights serve the evil lord Belgaroth, the Usurping Crypts, disputes this. He argues that the Death Skull has
Serpent of Ruddlestone. They wear spiked black armour an integral role in the folklore of the people of both the
inlaid with red tracery, and wield a variety of weapons Isle of Despair and its much-larger neighbour, the Island
including swords, axes and maces. Many Chaos Knights of Scars. According to Alsander, Death Skulls are seen as
also ride black war-horses, and their Champion is an arbiters of the dead, devouring the spirits of those
expert in jousting with a lance. The symbol of the Chaos considered unworthy, and as such are found infrequently
Knights is an iron fist holding a black sword. in the islanders’ burial catacombs that infest the
mountainous areas of both islands.
A DEATH-KNIGHT EMISSARY, by contrast, operates
entirely alone. They are sent by the Demon Princes or even Death Skull from Stealer of Souls by Keith Martin.
the Dark Lords themselves, to either assassinate a Illustration by Russ Nicholson.
champion of Good or retrieve a powerful magical artefact.
Emissaries are clad in full plate armour as black as night,
and usually wield a cruelly spiked mace or morning star.
Beyond the visor of their battle-helmet lies either empty
nothingness or the fires of the Pit, and it is often the last
sight their victim sees before they are crushed beneath the
Death-Knight’s weapon.
DEATH SKULL
SKILL: 9
STAMINA: 10
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins, Caves, Demonic Plane
NUMBER ENCOUNTERED: 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: High DEMON STEED
SKILL: 8
In a gloom-laden corner of the Demonic Pit known as the STAMINA: 10
Lands of the Dead, lurk many strange Undead beasts that ATTACKS: 2
are occasionally summoned to Titan by unscrupulous and WEAPON: Hooves (as per Large Claw)
ill-meaning spellcasters. One such creature is the Skull ARMOUR: None
Beast, another is the DEATH SKULL. This is a large DAMAGE MODIFIER: None
jet-black flying skull, with glowing red eyes from which HABITAT: Anywhere their master is, Hills, Forests,
blood wells and drips, and bony jaws encrusted with the Wilderness, Demonic Plane
gore of previous victims. The Death Skull hungers for the NUMBER ENCOUNTERED: 1
souls of the living, and anyone encountering the beast for TYPE: Demon
the first time must instantly deduct 1 SKILL and 2 STAMINA REACTION: Hostile
points as they are struck with fear from its elemental evil. INTELLIGENCE: Low
38 DEMONSTEED
DEVILFISH
SKILL: 8
STAMINA: 13
ATTACKS: 1
WEAPON: Poisonous Barbed Sting (see below)
ARMOUR: Light
DAMAGE MODIFIER: See below
HABITAT: Sea
NUMBER ENCOUNTERED: 1-3
TYPE: Fish
REACTION: Unfriendly
INTELLIGENCE: Low
PTERANODON
Male Female
SKILL: 9 5
STAMINA: 15 8
IGUANODON ATTACKS: 1
WEAPON: Large Bite
SKILL: 9 ARMOUR: None
STAMINA: 20 DAMAGE MODIFIER: None
ATTACKS: 2 HABITAT: Sea-shore, Wilderness, Hills, Forests, Jungles
WEAPON: Large Claw NUMBER ENCOUNTERED: 1-2
ARMOUR: Medium TYPE: Reptile
DAMAGE MODIFIER: +1 to Damage Roll REACTION: Hostile
HABITAT: Jungles, Forests, Plains, Marshes INTELLIGENCE: Low
NUMBER ENCOUNTERED: 2-12
TYPE: Reptile
REACTION: Neutral-Unfriendly PTERANODON is a large flying Dinosaur similar to
INTELLIGENCE: Low Pterodactyl, though with a razor-sharp toothless beak and
an elaborate crest protruding from the back of its skull.
IGUANODON is a large plant-eating Dinosaur that grows
up to ten metres long, with a muscular tail, stout body and
hooved feet. It will usually walk on all four legs,
wandering through forested areas in search of food. When
attacked however, it will rear up on its back legs and use
its forelimbs for defence, as each paw is armed with a
vicious thumb-spike that it uses to protect itself against
predators. Iguanodon also bands together in small herds
as an added cautionary measure against flesh-eating
Dinosaurs such as Tyrannosaurus and packs of vicious
Dromaeosaurus.
42 DINOSAUR
One of the most feared marine Dinosaurs is Dolphin from Demons of the Deep by Steve Jackson.
TYLOSAURUS, a voracious monster that looks like a cross Illustration by Bob Harvey.
between a huge, toothy lizard and a shark. Growing up
to fifteen metres long, it has fin-like paddles instead of
legs, and a long, flattened tail that propels it quickly
through the water by flailing from side to side. A
Tylosaurus will feed mainly on fish, but it is also an
opportunist and will attack anything in the water
including squid, sharks, dolphins, and even its great rival
Plesiosaurus. Like Plesiosaurus, it will also prey on coastal
shipping, ramming a boat or ship with its great snout first,
and then leisurely gobbling up whatever falls overboard,
whether it be crew, livestock or cargo.
DOLPHIN
SKILL: 10
STAMINA: 9
ATTACKS: 1
WEAPON: Ram (as per Large Bite)
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Sea, Lakes
NUMBER ENCOUNTERED: 1-6 or 3-18
TYPE: Animal
REACTION: Friendly-Neutral
INTELLIGENCE: High
44 DRAGON
BLUE DRAGON
Adult Young
SKILL: 16 14
STAMINA: 32 22
ATTACKS: 4
WEAPON:
Adult – Very Large Bite and Very Large Claw
Young – Large Bite and Large Claws
ARMOUR:
Adult – Heavy
Young – Medium
DAMAGE MODIFIER:
Adult – Double Damage
Young – +1 to Damage Roll
HABITAT: Mountains, Deserts, Caves, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: High
DRAGONMAN
SKILL: 8
STAMINA: 10
ATTACKS: 1
WEAPON: Small Claw, Sabre (as per Sword), or Spear
During the Godtime, Hydana the Sea God’s penchant for ARMOUR: Light
abducting land beings and using them to populate his DAMAGE MODIFIER: None
undersea realm resulted in many aquatic races such as the HABITAT: Wilderness, Desert, Caves
Sea Elves and Merfolk, but perhaps his greatest NUMBER ENCOUNTERED: 1-3 or 2-12
achievement was creating the reptilian beasts known as TYPE: Monster/Humanoid
SEA DRAGONS. These are long, serpentine creatures, REACTION: Unfriendly-Hostile
covered in blue-green scales and serried spikes, with INTELLIGENCE: High
gaping jaws and cannonball-sized eyes. Sea Dragons lack
both forelimbs and wings, having instead a pair of wide,
razor-sharp fins they use for swimming, along with East of the city-state of Zamarra lie the rocky wastes
powerful back legs that bear ivory-coloured talons. They known as the Dragon Lands, home of the much feared
are widespread across the seas and oceans of Titan; for DRAGONMEN! These hybrid creatures are very much
example, one is known to make its home among the crosses between humans and Dragons, with a tall,
sunken ruins of Atlantis, and they are also found in the muscular stature, huge leathery wings capable of flight, a
monster-haunted Eelsea, off the western coast of spiked tail, clawed hands and thick scaly skin. Their heads
Femphrey and Gallantaria. There is even an enormous are exceedingly Dragon-like with a long tooth-lined maw
statue of a Sea Dragon in the Enchanted Garden of the and curved horns growing from the sides of their skulls.
Scarlet Pagoda, somewhere in the misty hinterland of Dragonmen typically attack with their bare claws, or a
Hachiman, that is rumoured to occasionally come to life barbed spear or short sabre, though they do have one
and devour all around it! nasty trick up their proverbial sleeve. Once per combat
(and usually at the start), a Dragonman may breathe a
It is erroneously believed that Sea Dragons do not have a blazing shaft of flame at their opponent, causing 4
breath weapon like their land-based counterparts, but this STAMINA points of damage, unless their victim successfully
only applies if the beast is encountered underwater, where Tests for Skill. Alternatively, one could do what most
the effects of its breath weapon are negligible. If however, Zamarrans do and carry a small magical Black Cube,
it is fought on the seashore, or above the surface, the Sea which has one use only, but renders its bearer immune to
Dragon will vomit forth a cascading wave of boiling sea any one Dragonman fiery breath, or similar flame-based
water at its opponents, once only, at the start of combat. attack.
46 DRAGONMAN
DRYAD
Handmaiden Queen
SKILL: 8 0 (see below)
STAMINA: 8 12
ATTACKS: 1
WEAPON: Small Claw
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Forests, Jungles
NUMBER ENCOUNTERED: 2-12
TYPE: Plant/Humanoid
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
We have already seen some of the strange fauna of the Ectovult from Slaves of the Abyss by Paul Mason and Steve
Demonic Pit in the form of the loathsome Anemorus, but Williams. Illustration by Bob Harvey.
occasionally preying upon them are the equally bizarre
48 ELF
HALF-ELF
SKILL: 7
STAMINA: 6
ATTACKS: 1
WEAPON:
Yorefolk – Blowpipe (see below) or Dagger
Others – Sword or Club
ARMOUR:
Yorefolk – Leather Cuirass
Others – None or Leather Cuirass
DAMAGE MODIFIER: None
HABITAT:
Yorefolk – Forests
Others – Towns, Hills, Plains
NUMBER ENCOUNTERED:
Yorefolk – 2-7
Others – 1-3
TYPE: Humanoid
REACTION:
Yorefolk – Unfriendly-Hostile
Others – Friendly-Neutral
INTELLIGENCE: High
ELF 49
HALF-ELVES are the offspring of Elves and humans, and shouldered, and muscular for Elves, they had pale skin,
are tall, thin beings, with slightly pointed ears and fair fair hair and ice-blue eyes, and wore finely crafted suits
complexions. They have inherited agility, intelligence and of chainmail with furs and leather, while arming
a degree of gracefulness from their Elven parents, whereas themselves with long swords, great bows and throwing
their human attributes run to charisma, friendliness, and, knives. Rumours among the barbarians that inhabit the
unhappily in some cases, deception and downright evil foothills of the Frozen Plateau indicate the last of the Ice
behaviour. An unfortunate example of the latter is the Elves perished in the Ice Palace of the Mage-Architect
infamous undead Half-Elf Darramouss, cruel dungeon- Elokinan, though some say isolated settlements may yet
master of the Yellowstone Mines of Zharradan Marr. More exist in the Ice Wastes of far northern Allansia. Tradition
usually, Half-Elves can be found in towns and cities states that Ice Elves would always be ruled by three great
working in professions suited to their talents, such as Elves: the Clan Chief, the High Mage, and the Architect,
herbalists, scribes, curio-sellers, tomb-robbers and so on. sculptor of their homes and lives. Elokinan played all three
One such Half-Elf is the sorceress Jella of Zengis, once roles and apparently was among the last of his people.
apprentice to the wizard Covax and now a powerful
spellcaster in her own right. The Ice Elves were master craftspeople, carving almost
anything out of ice and snow, including the Sword of
Sometimes though, Half-Elves reject human society Tassaskil, which was their greatest enchanted weapon.
completely and retreat into the woodland realms of their They worshipped Erillia the Elf Mother, as well as a
Elven ancestors. Among the ancient boles of the Forest of triumvirate of lesser deities: Hamaskis (who they knew
Yore in central Allansia lurk the YOREFOLK, an entire as Livurien the Sorcerer), Farigiss the Ice God, and the
tribe of Half-Elves sworn to protect their woods from all Elven demi-god and hero known as the White Lord. All
intruders. Yorefolk wear cured animal skins as armour, Ice Elf settlements would contain worship places for these
and hunt with blowpipes whose darts have been dipped
in the poisonous essence of the Stingroot Plant. These
require a successful Test for Luck to avoid the fatal
consequences of each hit. The darts themselves cause 1
STAMINA point of damage per hit, regardless of whether
the poison was avoided or not. Other herbal concoctions
of the Yorefolk are more beneficial and famed across
Allansia for their efficacy. They grow a type of green
herbal tea with a peppermint flavour that restores 2
STAMINA points per drink consumed, and a brown herbal
powder that heals one die roll plus two STAMINA points
when swallowed. Of course, venturing into the depths of
the forest in order to acquire these mixtures from the
hostile Half-Elven Yorefolk is almost an adventure in
itself.
ICE ELF
SKILL: 8
STAMINA: 9
ATTACKS: 1
WEAPON: Sword, Long Bow or Throwing Dagger
ARMOUR: Chainmail Hauberk
DAMAGE MODIFIER: None
HABITAT: Ice, Mountains
NUMBER ENCOUNTERED: 1-6
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High
gods, whether they were simple shrines or grandly carved
ice cathedrals, depending on the size of the community.
Though they are the most physically robust of the Elven It is thought that the Ice Elves were related to Mountain
races, the ICE ELVES are also ironically the only one that Elves, but diverged from the latter after the Orc Wars
has possibly become extinct (with the exception of the around the years 600 OT. Whereas the Mountain Elves
mysterious Elder Elves of ancient legend). Tall, broad- returned home to their highland kingdoms after defeating
50 ELF
the Orc hordes in the frozen northern wastes, the Ice Elves attend every century by sending their most wise and
stayed on, entranced by the crystalline beauty of these decorated shamen and warrior-lords.
bone-chilling climes. Led by the nine Elven mages who
defeated the Dark Twins (evil human wizards who led the
Orcs), the Ice Elves settled across the northern polar
latitudes of Titan, where some may yet to be found.
SEA ELF
SKILL: 8
JUNGLE ELF STAMINA: 6
ATTACKS: 1
SKILL: 7 WEAPON: Crossbow, Spear or Dagger
STAMINA: 6 ARMOUR: None
ATTACKS: 1 DAMAGE MODIFIER: None
WEAPON: Blowpipe (see below), Dagger or Spear HABITAT: Sea, Lakes
ARMOUR: None NUMBER ENCOUNTERED: 2-7
DAMAGE MODIFIER: None TYPE: Humanoid
HABITAT: Jungles REACTION: Neutral
NUMBER ENCOUNTERED: 1-6 INTELLIGENCE: High
TYPE: Humanoid
REACTION: Neutral Similar to Merfolk and Sea Trolls, the SEA ELVES were
INTELLIGENCE: High originally land-dwellers that were kidnapped by the ocean
god Hydana, and magically enchanted to live beneath the
In the far southern jungles of Allansia, along the borders surface of the seas of Titan. They prefer warmer, tropical
of Arantis and the Swamplands of Silur Cha, there dwells waters than the colder areas closer to the poles, and defend
the mysterious race of JUNGLE ELVES. They live high in their territory vigorously against the warlike Sea Trolls.
the treetops, in small villages whose dwellings are carved Sea Elves are perhaps the best adapted of many of the
from enormous gourd-fruits, and they swing from tree to undersea races, being quick and agile swimmers, while
tree with the use of thick vines and creepers. Jungle Elves their greenish skin has chameleon-like powers of colour-
are physically similar to other Elves, although slightly changing. This allows them to blend in with whatever
broader across the shoulders, and with brown skin, green surface they are swimming over (weeds, sand or rocks),
eyes, and a tangled mass of black, brown or blond hair. and allows them to attack with surprise (see Advanced
They wear little except loincloths, and favour stone-tipped Fighting Fantasy, p. 64). When fighting, Sea Elves use
daggers and spears as weapons, along with bamboo daggers and spears tipped with shark’s teeth and razor
blowpipes. The latter use small, feathered darts as shells, as well as small yet powerful crossbows that fire
projectiles, whose sharp tips have been dipped in a variety sleek bone-carved darts at quite a speed through the
of vegetable poisons, depending on the effect desired. water. These are always tipped with poisons distilled from
Some induce paralysis while others may be fatal, but all Sea Snakes or Scorpion Fish, and will cause double
require a successful Test for Luck to avoid the consequences STAMINA damage, or paralysis (Test for Luck to avoid).
of each hit. The darts themselves cause 1 STAMINA point
of damage per hit, regardless of whether the poison was Despite this, Sea Elves are rare creatures, dwelling in small
avoided or not. hidden settlements deep within thick kelp forests or
weed-choked undersea caverns. Their dwellings are
Jungle Elves tend to the great rainforests with care and always protected by a variety of sea creatures such as
devotion, and abhor the more war-like races that also live Dolphins, Sea Spiders and Giant Octopus, which they feed
here, such as the various tribes of Head-Hunters, Pygmies with fish and scraps collected while tending and
and Panther Warriors, as well as the inhuman Lizard Men. harvesting their kelp crops. Sea Elf settlements are
Such foes are either slaughtered if present in small governed by powerful priests, whose lore and magic is
numbers, or avoided if in large numbers, for the Jungle totally connected with their underwater environment.
Elves are masters of camouflage, and can hide easily Unusually for Elves, they offer equal worship to both
amongst the dense foliage without being spotted. They Erillia and Hydana, as well as honouring a host of aquatic
are thought to be descended from Wood Elves that were demigods, such as Ichthys, god of fish, and Lord Whale.
caught in the southern jungles when the One Forest was Sea Elves still keep in contact with their Elven relations
torn apart during the Splitting of the Lands, and who on land however, and attend the Elven Council once a
quickly adapted to their new surroundings. Jungle Elves century, where they reside in large, water-filled tanks for
say they are the original domesticators of the beast known the duration of the council session.
as the Ophidiotaur, a claim they are continuously and
vigorously pursuing at the Elven Council, which they
ELKIEM 51
WILD ELF but have been known to wield slings as missile weapons.
They are cannibalistic, and consumed with hatred for all
SKILL: 7 other sentient life, remorselessly attacking anyone who
STAMINA: 6 ventures into their territories. Wild Elves have also turned
ATTACKS: 1 their backs on the Elven gods, and worship only ancestor
WEAPON: Club, Dagger or Sling spirits and animal totems, such as Almor, Lord of the
ARMOUR: Leather Cuirass Wolves. Their lair, which is often a cave or cursed glade
DAMAGE MODIFIER: None in the depths of their hunting territory, will feature a
HABITAT: Hills, Wilderness, Plains, Forests shrine to such deities, as well as a cooking space
NUMBER ENCOUNTERED: 2-7 containing the butchered remains of those unfortunate
TYPE: Humanoid people they have hunted down and killed.
REACTION: Hostile
INTELLIGENCE: High Desert Elf from Demonstealer by Marc Gascoigne.
Illustration by Russ Nicholson.
Ice Elf from Tower of Destruction by Keith Martin.
Illustration by Pete Knifton.
Wild Elf from Crypt of the Sorcerer by Ian Livingstone.
Illustration by John Sibbick.
ELKIEM
SKILL: 7
STAMINA: 8
ATTACKS: 1
WEAPON: Small Claw
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Marshes, Rivers, Caves, Lakes
NUMBER ENCOUNTERED: 1
TYPE: Fish/Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
The ELKIEM is a bizarre creature found in south-western considers them to be the young of Sea Serpents, dwelling
Khul and thought to be related to the Fish Man though far in fresh-water until they grow in size and develop their
more devious. It is similar in appearance, with blue-green eyesight, before they return to the dark depths of the ocean
scaly skin, and claw-tipped hands and feet, both of which where they were first spawned.
are heavily webbed. Its head is vaguely more human-like
than the Fish Man, though it has glaring yellow eyes and Elverine from Seas of Blood by Andrew Chapman.
a wide mouth full of sharp teeth. Two bony ridges run Illustration by Bob Harvey.
down its back, and slit-like nostrils and neck-gills allow it
to breath both on land and in the water respectively. The
Elkiem is usually a solitary hunter, and its favourite trick
in more populated areas is to leave what looks like an
abandoned fishing pole beside a quiet pond. Anyone
grabbing the fishing pole must Test for Skill or be ensnared
by leather thongs; the Elkiem will then pull both pole and
victim into the pond to devour at its leisure! The victim
must fight with a penalty of -8 for being underwater, and
if they role a double 1 for their Attack Strength then they
have drowned! Similarly dangerous is the Deep Red Pool
of Elkiem that is found in the Caves of Minosaddurr
beneath the kingdom of Gorak. Its scarlet waters are
reputedly crawling with the fish-beasts and anyone falling
in is never seen again!
ELVERINE
SKILL: 8
STAMINA: 6
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Rivers, Lakes, Marshes
NUMBER ENCOUNTERED: 1-3
TYPE: Reptile
REACTION: Hostile
INTELLIGENCE: Low
The FAIRIES, known also as Faeries or the Fay, represent thousand blue gems from the Ice Demons to adorn his iron
the mysterious Fifth Race that were rumoured to have crown of rulership), and all the descendants of Ossil’s
been created at the same time as the more populous unbroken lineage still carry Fairy blood in their veins to
humans, Giants, Dwarfs and Elves of Titan. They are in this day.
fact the secret children of the goddess Galana, and know
hidden mysteries of the plants that even Wood Elves do Fairies are mischievous creatures with unpredictable
not know. Fairies are found in enchanted glades, gardens natures. A favourite trick is to steal all the Gold Pieces of
of purity, or crystalline caves across all three continents anyone unfortunate enough to disturb one of their
of Titan, and their tiny settlements are ruled by a female revelries while simultaneously curing the intruder’s
Fairy (known as a Sylph), who is their Queen. The Fairy wounds, restoring their STAMINA back to its Initial level.
Queen gains much of her power from a magical garland Alternatively, roll a die and consult the table below to see
she wears that is crafted from obscure herbs. Fairies are what minor outrage they have perpetrated:
small winged humanoids, similar to Sprites or Minimites,
though often clad in gaudy finery. They are usually Die Roll Action
invisible to mortal eyes, appearing only as small flares of 1 Cut a hole in someone’s backpack. All contents
light that glow in the air and then die out, as if large will fall out and the backpack is useless.
fireflies were darting around. Often, the only indication 2 Bite someone on the back of their neck. Causes
of their presence will be the flutter of tiny wings and a 1 STAMINA point of damage.
series of high-pitched chirpings. 3 Undo the seams of someone’s clothes. Clothes
fall apart.
4 Steal one item from someone’s backpack.
5 Throw a stone at someone’s head for 1
STAMINA point of damage.
6 Tie someone’s bootlace’s together. As soon as
they move, they will trip up, falling over for 1
STAMINA point of damage.
FIEND
explains why we find several other types of Fiend
Marsh Fiend Maze Fiend currently living in Khul today.
SKILL: 7 6
STAMINA: 10 8 Firstly, and rather different from its relatives, is the
ATTACKS: 1 MARSH FIEND, which has been found from Minak Sikla,
WEAPON: Small Claw the great swamp near the southern city-state of Zamarra,
ARMOUR: all the way to Scorpion Swamp in the north, and beyond.
Marsh Fiend – Medium This creature is much bigger in size, though it lacks the
Maze Fiend – Light ability to breathe fire, with greenish brown scaly skin,
DAMAGE MODIFIER: None clawed hands, and an impressive row of curved horns that
HABITAT: runs down its back, providing some extra protection.
Marsh Fiend – Marshes Marsh Fiends lurk near fords or stepping-stones, in groups
Maze Fiend – Dungeons, Ruins of two to twelve creatures, waiting for lone wayfarers to
NUMBER ENCOUNTERED: ambush and feast upon. They are also known to prey on
Marsh Fiend – 2-12 both Swamp Orcs and Chrabats, though curiously they
Maze Fiend – 1-2 leave the Elkiem well alone.
TYPE: Monster/Humanoid
REACTION: Hostile Much more similar to their Allansian counterparts are the
INTELLIGENCE: Average MAZE FIENDS of Kazan, so-called for their presence in
many of the great stone labyrinths that are attached to
each of the six tribal cities of that nation. These creatures
One of the many bestial races lurking around the fringes are especially abundant in the maze of the southern
of the Desert of Skulls is the red-skinned, fire-breathing city-port of Korkut, where it has been discovered they are
FIEND. Recent research by the Hamakei mystic Vulpa partial to gifts of flowers. Anyone bribing a Maze Fiend
Heartsfire has found that the Fiends were originally a type with flowers will not have to fight them in combat! Maze
of Demon that was summoned to Titan and bound here Fiends can also breathe fire at their opponents. Roll one
by the ancient Djaratians. What is interesting is that Vulpa die every Attack Round, and on a roll of 1, they have
also discovered this knowledge had spread throughout singed their enemy for 1 extra STAMINA point of damage.
several Irritarian nations as far south as the mercantile
state of Taralak in what is now western Khul. This perhaps Maze Fiend from Daggers of Darkness by Luke Sharp.
Illustration by Martin McKenna.
FLESH FEEDER 55
GIANT FROG
SKILL: 5
STAMINA: 6
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: None decide which) will be knocked sprawling by the Giant
DAMAGE MODIFIER: None Frog as it hops about. A Giant Frog in such a situation can
HABITAT: Marshes, Jungles, Rivers, Lakes knock an opponent over every other Attack Round.
NUMBER ENCOUNTERED: 1-3 Anyone knocked over must spend the next Attack Round
TYPE: Amphibian getting up, during which they may not fight - so an enemy
REACTION: Neutral-Unfriendly will score a free hit on them unless someone steps in to
INTELLIGENCE: Low help.
GHOST
Ghost Ice Ghost Sulphur Ghost
SKILL: 9 7 7
STAMINA: 8 8 7
ATTACKS: 1
WEAPON:
Ghost – Ghostly Touch (see below)
Ice Ghost – Ice Touch (see below)
Sulphur Ghost – Sulphur Touch (see below)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT:
Ghost – Dungeons, Ruins, Caves, Wilderness
Ice Ghost – Ice, Mountains, Caves
Sulphur Ghost – Volcanic areas, Wilderness, Plains,
Ruins
something. It is said to resemble a cross between a Pit NUMBER ENCOUNTERED:
Fiend and a Flesh Golem (despite being related to neither Ghost – 1
of them), with the size and ferocity of the former and the Ice Ghost – 1-3
lumpy misshapen appearance of the latter. The creature Sulphur Ghost – 1
stands upright on two muscular legs, with an enormous TYPE: Undead
torso and long tail covered in green scaly hide as thick as REACTION: Ghost - Neutral or Unfriendly-Hostile
chain-mail. Two powerful arms end in four-clawed hands, Ice Ghost - Hostile
and its gnarled head is dominated by a gaping maw Sulphur Ghost - Hostile
ringed by rows of long spiked teeth. In the centre of its INTELLIGENCE: High
forehead is a long, white, spiral-shaped horn, similar to
that of a Unicorn, but far larger. Scholars claim the
Gargantis dwells in sludge-filled pits deep underground, GHOSTS are spirits of the dead; non-corporeal entities
wallowing in the filth while feeding on whatever trapped between the Spirit Plane and our own world, until
unfortunate creatures stumble close to its domain. One some deed or action is completed that will allowed them
Gargantis is thought to dwell in the Howling Tunnels of to be released from their torment. They usually appear as
the western Flatlands, but whether there are others glowing apparitions of how they were in life, or at the
remains to be seen. moment of their own death, translucent figures in ancient
garb, radiating a chilling aura and wailing at their tragic
Not only does their formidable natural weaponry make plight. Unlike Spectres and Wraiths, many Ghosts have
them difficult to slay, but they also have a special defence no hatred for the living, and will gladly exchange scraps
mechanism they use when first wounded. As soon as a of lore or omens of fortune for a means of liberation from
Gargantis is wounded, a gland in their skull will emit their existence. Indeed, some Ghosts, such as Siegfried
waves of mental energy of intense power directed at all Heydrich of Mortvania, or Sargon the Dark from the
of their enemies. Unless protected by a mystical talisman sewers beneath Blacksand, actively seek out adventurers
such as a Crystal of Sanity, everybody in the immediate to complete tasks and quests for them. Woe betide those
vicinity of the Gargantis will go insane and begin attacking who refuse however, as the curse of a Ghost is a terrible
each other, with the Gargantis finishing off whoever thing: anyone cursed by a Ghost immediately loses 2 LUCK
survives. If, by some miracle, the creature is slain, its horn points and 1 point of SKILL.
can be claimed by whoever defeated it. Although it is said
58 GHOST
GOLEM
When a wizard requires a strong and reliable servitor, they
will often animate a GOLEM to aid them in guarding their Minor Magic spell. This hints at the strange internal
stronghold with unsleeping and unwavering diligence. alchemy of the creature, which is believed to consist of a
Rules on creating Golems can be found in The Heroes mixture of sulphurous brimstone. As a result, the
Companion (p.17). Out of the Pit (pp. 61-62) previously Brimstone Golem’s hide is somewhat softer than that of a
detailed three types of common Golems; further details Stone Golem and edged weapons can damage them as
on five rare kinds of these creatures can be found below. normal. However, should they be slain by their opponent,
the Brimstone Golem will explode into chunks of flying
stone that require a successful Test for Skill to avoid, or else
BRIMSTONE GOLEM their vanquisher must suffer the loss of 2 STAMINA points.
SKILL: 8
STAMINA: 11 CLAY GOLEM
ATTACKS: 2
WEAPON: Fists (as per Large Claw) or Rock (as per SKILL: 8
Improvised) STAMINA: 9
ARMOUR: Heavy ATTACKS: 2
DAMAGE MODIFIER: +1 to Damage Roll WEAPON: Fists (as per Small Claw) or Mallet (as per
HABITAT: Anywhere their master is Warhammer)
NUMBER ENCOUNTERED: 1 ARMOUR: Medium
TYPE: Magical Creature DAMAGE MODIFIER: +1 to Damage Roll
REACTION: Hostile HABITAT: Anywhere their master is
INTELLIGENCE: Low NUMBER ENCOUNTERED: 1
TYPE: Magical Creature
REACTION: Hostile
At first glance a BRIMSTONE GOLEM appears similar to INTELLIGENCE: Low
the more common Stone Golem: a pillar of rough, coarse
rock that has been crudely hewn into the shape of a man.
However, while a Stone Golem is tasked with simple First believed to have been crafted by an obscure artisan
functions such as guarding a crypt or dungeon, the known as Mayrek the Potter, the CLAY GOLEM is a
Brimstone Golem is given more complicated instructions misshapen, slab-faced giant moulded from soft and
to follow. For example, one was encountered aboard the malleable clay. They make excellent guards, attacking
magical flying sphere of the evil wizard Zeverin the anything that comes near them with either club-like fists
Mighty, heating up rocks and hurling them into the fuel or a great bronze mallet. Clay Golems are usually found
chamber of the craft to power its flight (and was more than in moist climates, where the humidity keeps their surface
happy to throw these rocks at any opponent). The slick and flexible, so much so that the weapons of its
Brimstone Golem heated up the rocks by blowing a yellow opponents can become stuck to the Golem’s hide. After
dusty breath upon them, which is identical to the Heat each Attack Round anyone fighting a Clay Golem in
GOLUM 61
combat with a weapon must roll one die. On a roll of 1 pulp. The trunk-like legs of the Great Golem end in
their weapon has become stuck to the Clay Golem and smooth spheres, which enable it to glide over most
they must continue the fight unarmed! Fire-based attacks surfaces and make the creature both fast and agile. As a
cause double damage to a Clay Golem, drying out their result it is impossible to Escape from a Great Golem, and
skin and causing it to crack and shatter. Better still is a rare anyone fighting it on a curved surface (such as the
potion known as Siccator that removes all moisture from spherical chambers of Zeverin’s flying tower) must deduct
its target. When hurled at a Clay Golem it will reduce the 1 from their Attack Strength during the battle. Worse, the
creature to a pile of brown dust in a matter of seconds! creature is completely immune to non-magical missile
weapons, and can cast a Wall Spell once per day to create
an invisible force-field barrier. This is usually used to
restrain anyone unlucky enough to find that a Great
Golem lies between themselves and their objective!
ICE GOLEM
GREAT GOLEM
SKILL: 9
SKILL: 11 STAMINA: 9
STAMINA: 16 ATTACKS: 2
ATTACKS: 2 WEAPON: Spear or Sword
WEAPON: Fists (as per Very Large Claw) ARMOUR: Medium
ARMOUR: Heavy DAMAGE MODIFIER: +1 to Damage Roll
DAMAGE MODIFIER: +2 to Damage Roll HABITAT: Anywhere their master is, Ice
HABITAT: Anywhere their master is NUMBER ENCOUNTERED: 1
NUMBER ENCOUNTERED: 1 TYPE: Magical Creature
TYPE: Magical Creature REACTION: Hostile
REACTION: Hostile INTELLIGENCE: Low
INTELLIGENCE: Low
The GREAT GOLEM is one of the mightiest of these Centuries ago the Ice Elves ruled the northern polar
magical creatures and the secrets of its construction are wastes of Allansia, building elaborate citadels and
known only to the most powerful of sorcerers. Zeverin the cathedrals, carved from the ice itself and adorned with
Mighty certainly knew them, and used a Great Golem to numerous baroque ornamentations. Often the only things
guard the internal chambers of his flying tower of left standing in these desolately empty ruins are their
destruction. They are colossal and imposing creatures, unsleeping guardians: the ICE GOLEMS! These appear as
standing three metres tall and made from jet-black stone, a sculpture of an Elf, made of opaque ice and capable of
with huge fists capable of smashing a man into a bloody moving and speaking a set sequence of phrases, such as
62 GOLEM
“Only Elves may pass”! Should a non-Elf attempt to pass, Strength by one of the person using the blunted weapon
the Ice Golem will attack using a spear or sword of ice, for all future combats, until it is taken to a weapon-smith
wielding its weapon with considerable and surprising to be sharpened. It is not known at this stage how to
strength. Ice Golems are mindless creatures and immune destroy a Quartz Golem, though some adventurous mages
to illusions, so even those who can magically take the form claim that a Breach Spell may be well suited to the job!
of an Elf will be attacked!
Brimstone Golem from Tower of Destruction by Keith Martin.
Illustration by Pete Knifton.
QUARTZ GOLEM Clay Golem from Crypt of the Sorcerer by Ian Livingstone.
Illustration by John Sibbick.
SKILL: 10 Great Golem from Tower of Destruction by Keith Martin.
STAMINA: 18 Illustration by Pete Knifton.
ATTACKS: 2 Quartz Golem from Phantoms of Fear by Robin Waterfield.
WEAPON: Fists (as per Large Claw) Illustration by Jason Lenox.
GRIFFIN
Griffin War Griffin (Tooki)
SKILL: 10 12
STAMINA: 10 15
ATTACKS: 2
WEAPON: Large Claw and Large Bite
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Mountains, Hills, Wilderness
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Average
GROUNDHOG
SKILL: 8
STAMINA: 22
ATTACKS: 4
WEAPON: Tentacles (as per Morning Star)
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Hills, Wilderness, Caves
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Unfriendly
INTELLIGENCE: Low
feeding will commence. Anyone unlucky enough to find are known to carry bones up into the air and then drop
themselves standing on the back of a Groundhog that has them on a pile of rocks, in order to smash them and extract
suddenly revealed itself, can fight the creature but must the pulpy flesh within. They have also been domesticated
subtract 1 from their SKILL score due to their unstable by some races, such as Orcs and the Khomatads of the
footing as the beasts attempts to tip them into its mouth. wastes of Mavra Khomata, to act as a sort of battle-steed.
Worse, anyone who falls into the creature’s mouth will They are not quite large enough to be ridden, however
take Very Large Bite damage every Attack Round they can be trained to carry an iron rod between their
automatically (though they may also automatically wound talons, and hanging suspended from this will be an Orc
the Groundhog too). After eating, Groundhogs will spit or Khomatad raider. Such aerial bandits are rare though,
out anything that cannot be digested properly, such as as the Grypvulture has a nasty tendency to turn on those
weapons, armour and treasure. The wise adventurer will it carries if it is not kept well-fed with fresh meat.
therefore try to find the creature’s lair in order to claim
the loot, thought hopefully while the Groundhog is absent! Grypvulture from Island of the Lizard King by Ian
Livingstone. Illustration by Alan Langford.
Groundhog from Sword of the Samurai by Mark Smith and
Jamie Thompson. Illustration by Alan Langford.
GUNDERWAL
GRYPVULTURE SKILL: 9
STAMINA: 14
SKILL: 6 ATTACKS: 3
STAMINA: 8 WEAPON: Stomp (as per Large Claw)
ATTACKS: 1 ARMOUR: Medium
WEAPON: Large Claw or Large Bite DAMAGE MODIFIER: +1 to Damage Roll
ARMOUR: None HABITAT: Desert, Wilderness
DAMAGE MODIFIER: None NUMBER ENCOUNTERED: 1-6
HABITAT: Deserts, Wilderness, Plains, Mountains TYPE: Reptile
NUMBER ENCOUNTERED: 1-6 REACTION: Neutral
TYPE: Bird INTELLIGENCE: Low
REACTION: Neutral-Unfriendly
INTELLIGENCE: Low
Faced with the need to transport trade goods across the Thought by some to be related to the parasitic Gonchong,
inhospitable Scythera Desert of Khul, the local Lizard Men the HAC-QUEL-RAT is a far more active creature, though
tribes use enormous pack-beasts known as thankfully confined to the Zushan Jungle of Sunara Island,
GUNDERWALS as they travel from city-state to city-state. amid the Isles of the Dawn. Resembling a bloated green
A Gunderwal resembles a small, short-necked scaly sack-like mass, topped with two darkly gleaming
Brontosaurus, albeit one with eight legs and an ochre- eyes, it stalks through the forest canopy on eight clawed
coloured scaly hide! Although generally placid, they are and spindly legs. On the underside of the creature’s body
capable of defending themselves with kicks and stomps are four fang-lined mouths, each trailing a long tongue
from their great splay-toed, pad-like feet. A caravan of that resembles some sort of jungle creeper or vine. An
Lizard Men often consists of several of these creatures, unsuspecting victim may brush against or grab the vine,
laden with boxes, sacks and skins of wine, plodding whereupon they are stuck fast to its glue-like surface. The
dolefully across the dunes. Their foetid bulk does attract Hac-Quel-Rat will then release a paralysing poison that
great swarms of flies, and other creatures such as will travel down the tongue as a viscous blob and instantly
Saltsuckers, and for this reason, as well as their occasional render the victim immobile. The tongue will then draw
tendency to run amok, Gunderwals are forbidden from back up into the creature’s mouth where the victim will
entering many of the cities of the Inland Sea. Instead, they be torn apart. The only chance of escape, short of having
remain outside the walls, cropping coarse grass and comrades who can attack the beast directly, is to try and
waiting for their masters to finish trading before resuming break the grip of the tongue by grabbing onto other vines,
their long trek back across the wilderness. requiring a successful Test for Luck. Otherwise, the Hac-
Quel-Rat will be dining well in due course.
Gunderwal from Seas of Blood by Andrew Chapman.
Illustration by Bob Harvey. Flesh-Feeder from Black Vein Prophecy by Paul Mason and
Steven Williams. Illustration by Terry Oakes.
HAC-QUEL-RAT
HAG
SKILL: 7
STAMINA: 7 Hag Sea Hag
ATTACKS: 2 SKILL: 7 8
WEAPON: Small Claw or Large Bite STAMINA: 7 8
ARMOUR: Light ATTACKS: 1
DAMAGE MODIFIER: None WEAPON: Dagger
HABITAT: Jungle ARMOUR: None
NUMBER ENCOUNTERED: 1 DAMAGE MODIFIER: None
TYPE: Monster HABITAT:
REACTION: Hostile Hag – Ruins, Dungeons, Towns (sewers), Forests,
INTELLIGENCE: Average Caves, Marshes, Hills
Sea Hag – Sea
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
HALFLING
SKILL: 5
STAMINA: 6
ATTACKS: 1
WEAPON: Sling, Short Sword, Spear or Dagger
ARMOUR: None or Leather Cuirass and Small Shield
DAMAGE MODIFIER: None
HABITAT: Hills, Plains, Caves, Towns, Dungeons
NUMBER ENCOUNTERED: 1-6 or 4-24
TYPE: Humanoid
REACTION: Friendly-Neutral
INTELLIGENCE: High
HARPOON FLY
SKILL: 2
STAMINA: 2
ATTACKS: 1
WEAPON: Spike (see below)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Marshes, Rivers
NUMBER ENCOUNTERED: 2-12
TYPE: Insect
REACTION: Hostile
INTELLIGENCE: Low
HELLFIRE SPIRIT
Hellfire Spirit Master of Hellfire
SKILL: 9 14
STAMINA: 12 14
ATTACKS: 2
WEAPON: Earthly Plane. The Hellfire Spirit will summon up a fiery
Hellfire Spirit – Flaming Whip (as per Morning Star) nine-tailed whip as a weapon and cast a spell such as
Master of Hellfire – Unarmed (Large) Darkness, Ignite, Wall, Fire Bolt, Fly or Explode (pick one
ARMOUR: Light spell: the Hellfire Spirit can cast it successfully once a day).
DAMAGE MODIFIER: None A devious ruse used by some necromancers is to implant
HABITAT: Ruins, Dungeons, Demonic Plane the spirit in the dying body of an enemy’s friend so that
NUMBER ENCOUNTERED: 1 when the friend is rescued and then dies, the Hellfire Spirit
TYPE: Demon takes over the body and attacks the necromancer’s enemy!
REACTION: Hostile If the Hellfire Spirit is defeated, the link connecting it to
INTELLIGENCE: High the Earthly Plane will be severed and it will be drawn
screaming back into the Spirit Realm.
In the complex hierarchy of the Pit, some spirits reside on Far more powerful is the dreaded MASTER OF
Titan in the physical or psychic remnants of their past HELLFIRE. This evil spirit is also considerably more
lives; these are the Undead. Some spirits are reborn in the independent than its lesser brethren and can only be
Pit as full entities capable of manifesting on Titan in their wounded with enchanted weapons. It manifests initially
true form; these are the Demons. Other spirits fall as a powerful demonic humanoid in a cowled robe, with
somewhere between these two extremes; capable of a horned brow and flaming eyes. The Master of Hellfire
manifesting on Titan and exhibiting great powers, but still will attack with grasping, steel-fingered hands, and a
tied to some physical presence or specific place. The similar variety of spells as the Hellfire Spirit (although
Ganjees are one example of these beings, another are the pick two spells instead of one). If magic weapons are used
HELLFIRE SPIRITS! to defeat it in this form it will flee howling back to the
Spirit Plane. If however its STAMINA is “reduced” to two
A Hellfire Spirit will usually possess the body of some or less by non-magical means, the Master of Hellfire will
unfortunate wretch who is about to die. When they expire, revert to its true form, that of a worm-eaten Zombie-like
the spirit assumes full control of the corpse, animating it corpse with great fiery eyes. In this form it will shoot a
as a physical shell with which to wreak vengeance on the blast of hellfire from its eyes once per Attack Round at a
GIANT HORNET 69
selected victim; this blast hits automatically and does one its master, using its claws or whatever other weapon it has
to six STAMINA points damage with no protection from in its possession. Some wizards have been known to arm
armour. Masters of Hellfire are predictably rare on Titan the creatures with small magical bronze wands that cause
but they do occur: Zharradan Marr was rumoured to be 3 STAMINA points of damage with each successful hit.
allied with one who kept a room in his flying command- Anyone attempting to strike back at the Homunculus
ship the Galleykeep, while a tale from Khul tells of the evil however must reduce their Attack Strength by 1 during
wizard Grimslade whose soul was collected by a Master each Attack Round as the creature buzzes nimbly around
of Hellfire, after he died in his tower at the hands of a them on its leathery wings. They are intelligent creatures,
wandering adventurer. capable of both understanding detailed instructions and
conversing with their masters and their masters’ guests
Hellfire Spirit from Masks of Mayhem by Robin Waterfield. on a range of esoteric subjects. Despite its appearance, the
Illustration by Russ Nicholson. Homunculus is not a true Demon, though they are often
mistaken for extra-planar creatures with similar
appearances, such as the Fire Imp.
HORNET ASSASSIN
SKILL: 5
STAMINA: 10
ATTACKS: 1
WEAPON: Small Bite and Sting or Acid Spit (see below)
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Towns, Ruins, Dungeons
NUMBER ENCOUNTERED: 1
TYPE: Insect/Humanoid
REACTION: Hostile
INTELLIGENCE: High one Attack Round wiping or washing the spit off their
bodies, for the substance is highly corrosive.
Thought to have been created by the extra-planar entity Despite these advantages, the Hornet Assassin is quite
Bythos, lord of the Abyss, for aiding his agents on Titan, cowardly and will typically favour hit-and-run tactics,
the HORNET ASSASSIN is a mutated hybrid of man and fleeing instantly if it feels its assassination attempt has
insect. Also known as the Winged Assassin, much of the failed. They are also capable of creating a range of
creature’s form is cloaked in a voluminous black hooded disguises using life-like masks, and may attempt to
robe, typically only revealing human-like hands and feet. discredit their victims prior to striking, by imitating them
Beneath the robe however, is an insectoid body with a pair and committing a sordid range of atrocities in their name
of dark wings that fit through tears in the cloth and allow (all Hornet Assassins have the Disguise Special Skill (see
the creature to fly and hover with great manoeuvrability. Advanced Fighting Fantasy, p. 28)). Although originally
The head is hornet-like with two large glittering faceted created by Bythos, and used by his agent Sige the Silent
eyes and a set of curved mandibles with which it bites. to slay the adventuress Sophia of Blacksand, as well as
The Hornet Assassin has two special attacks up its sleeve sow fear among the populace of the city-state of
however. If it can surprise its victim, its first attack will be Kallamehr, many Hornet Assassins are now free agents,
to leap on its victim’s back and sting them with the barbed and can be found anywhere that strife and discord
spike at the end of its abdomen (which is normally demand an active antagonist!
concealed under its robe). This will cause 3 STAMINA points
of damage. Once a day it is also capable of spitting an Hornet Assassin from Slaves of the Abyss by Paul Mason abd
acidic grey slime at its enemy. If they fail to dodge the Steve Williams.
attack (by a Test for Skill), they will suffer 1-6 STAMINA Illustration by Bob Harvey.
points of damage on impact, and a further 1-6 STAMINA
points of damage every Attack Round unless they spend
IRON CYCLOPS 71
Lucky, they have just been grazed by the beast’s claws and
ICE HULK must deduct 1 STAMINA point. If they are Unlucky, they
have suffered a more savage wound and must deduct 2
SKILL: 6 STAMINA points and 1 SKILL point instead!
STAMINA: 12
ATTACKS: 2 Ice Hulk from Masks of Mayhem by Robin Waterfield.
WEAPON: Large Claw Illustration by Russ Nicholson.
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Mountains, Ice
NUMBER ENCOUNTERED: 1-2
TYPE: Monster IRON CYCLOPS
REACTION: Hostile
INTELLIGENCE: (Very) Low SKILL: 10
STAMINA: 10
ATTACKS: 2
WEAPON: Unarmed (Large)
ARMOUR: Heavy
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Dungeons, Ruins, In the company of a sorcerer
NUMBER ENCOUNTERED: 1
TYPE: Magical Creature
REACTION: Neutral (but see below)
INTELLIGENCE: Low
KALAMITE
SKILL: 10
STAMINA: 20
ATTACKS: 2
WEAPON: Very Large Claw
ARMOUR: Medium
DAMAGE MODIFIER: Double Damage
HABITAT: Marshes
NUMBER ENCOUNTERED: 1
TYPE: Plant/Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: Average
they can extend at will to many metres in length, turning The KAPPA are a type of much-feared swamp monster,
the creature into a horrific giant that looms large over the common to the Mizokumo Fens in central Hachiman. They
reedy swamplands, seeking intruders to dismember (the are humanoid in form, though taller than a human, with
scores for this giant form are given above). If the Kalamite green scaly skin, webbed claws on hands and feet, and
rolls a double 6 for its Attack Strength it has successfully cruel yellow eyes that reveal a sly and devious
grabbed a victim in its hand and picked it up. Every intelligence. The Kappa control several fords that cross
Kazanid warrior knows at this point the best thing you the Hiang-Kiang River and its tributaries, defending them
can do is play dead, for the creature will quickly tire of with tridents, nets, and their own razor-sharp talons.
you and toss you back into the reeds. If you struggle, the Sharpened stakes are usually set under the water by the
Kalamite will of course squeeze its hand until you are ford to deter swimmers, and the fords themselves are
naught but a bloody pulp! Despite their size and strength, covered in green slime to make the path slippery and
these plant-like beings can be wounded, bleeding liquid treacherous. Thus do the Kappa strangle the internal
sap, and they also suffer double damage from flaming trade-routes of the kingdom in defiance of the Shogun!
weapons and all other fire-based attacks.
Despite bleeding foul purple blood when wounded, the
Kalamite from Daggers of Darkness by Luke Sharp. Kappa are difficult creatures to defeat, being individually
Illustration by Martin McKenna. strong as well as attacking in great numbers. Their one
weakness is their flat, oddly-shaped skull, which actually
contains a basin-shaped depression full of river water, and
explains why the Kappa move as if balancing something
KAPPA invisible on top of their heads. They need this water to
breathe, so anybody knocking a Kappa over in combat
SKILL: 8 (requiring a successful Test for Skill), will spill the water-
STAMINA: 13 filled basin and force the creature to retreat to its aquatic
ATTACKS: 2 domain, lest it drown in the open air. Such a bizarre trait
WEAPON: Large Claw or Trident (as per Spear) has led to much speculation as to the origins of this
ARMOUR: Light swamp-loving race, but, owing to their obvious lethality,
DAMAGE MODIFIER: None the Kappa keep their secrets for now.
HABITAT: Marshes
NUMBER ENCOUNTERED: 2-12 Kappa from Sword of the Samurai by Mark Smith and Jamie
TYPE: Humanoid Thompson. Illustration by Alan Langford.
REACTION: Unfriendly
INTELLIGENCE: High
KHOMATAD
SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Spear or Scimitar (as per Sword)
ARMOUR: Leather Cuirass
DAMAGE MODIFIER: None
HABITAT: Deserts, Wilderness, Plains, Towns
NUMBER ENCOUNTERED: 1-6 or 3-18
TYPE: Humanoid
REACTION: Hostile
INTELLIGENCE: High
KHUDDAM
SKILL: 10
STAMINA: 12
ATTACKS: 3
WEAPON: See below
ARMOUR: Chainmail Hauberk
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Caves, Dungeons, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: High
“…in that year did We halt the Malice that was afflicting
our Kingdom. But at great cost! We lost our beloved
brother Orghuz to the Evil, and in a mighty struggle We
cast Him into the Dark Chasms, and did entrust the
noble Gaddon Warriors to guard Him and His
KHUDDAM spawn, for all eternity…”
- Fragment from The Annals and Histories of Tancred the
Magnificent, King of Gorak
some kind of Vampire, they serve the Dark Lord Orghuz, Malice itself, assigned to Orghuz’s service; or perhaps
who is imprisoned with them in the caverns beneath the great warriors corrupted personally by Orghuz at a later
kingdom of Gorak. Both Orghuz and the Khuddam are date. What we do know though is that their process of
kept in check by the age-old powers of the Great Seals and unchecked exponential procreation (via a spawn-like
the True Shield, which are held in the deepest vaults of intermediary stage composed of a strange powdery
Gorak Keep. Should the Seals be broken and the Shield substance) suggests the Malice itself is a powerful entity
stolen, the Khuddam will roam free and marshal the and likely a Dark Lord of Chaos that has been somehow
Fellcohorts – an army of Orcs, Goblins and Trolls. imprisoned on Titan. Woe betide all of us if it is finally
Meanwhile, Orghuz will attempt to destroy the power of freed!
the True Shield. If this happens, the Khuddam will have
the ability to multiply exponentially: Khuddam from Chasms of Malice by Luke Sharp.
Illustration by Russ Nicholson.
First there will be 49 Khuddam, then 2,401, then 5,764,801,
until they become uncountable hordes, and Orghuz becomes
invulnerable…
KILLER BEE
In appearance, the Khuddam are tall humanoids wearing
voluminous black hooded cloaks of fine chain mail, with SKILL: 7
glowing red eyes, long fangs (often spattered in blood STAMINA: 4
from a recent meal!), and clawed hands. Further details, ATTACKS: 1
such as gender and preferred weapon, depend on which WEAPON: Sting (as per Small Bite)
one of the Seven Khuddam a victim has the misfortune to ARMOUR: None
encounter: DAMAGE MODIFIER: None
HABITAT: Forests, Jungles, Plains, Hills
BARKEK: Male, fights with a jagged-edged sword full of NUMBER ENCOUNTERED: 1-6 Droves
treacherous rip-hooks (damage as per Greatsword) TYPE: Insect
REACTION: Hostile
CHURKA: Female, fights unarmed (damage as per Large INTELLIGENCE: Low
Claw)
Given the creatures are often found near running water, Their villages are tumbledown affairs of loosely grouped
an old trick to avoid their attacks is to hide underwater huts made from whatever branches, rocks and foliage they
for as long as possible, until the Killer Bees lose interest can scavenge. In the centre of the village will be a
and fly off. Another tactic is to drink a Potion of Insect communal gathering and cooking area, where food such
Control (see Advanced Fighting Fantasy, p. 144), and indeed, as roast wild boar and a tea-like broth are prepared. Each
close to Darkwood Forest where these creatures are village is lead by a Klattaman champion, with SKILL 9,
common, the wizard Yaztromo sells such potions from his STAMINA 8. Often, travellers will be invited into a
tower for the reasonable sum of 2 Gold Pieces. Armed with Klattaman village and plied with food and drink solely
a potion like this, some hunters even seek out the hives of for the purpose of fighting the champion to determine
Killer Bees on purpose, for the beeswax is a necessary who is the mightiest! There are tales of wandering
component of the RAZ spell (see Advanced Fighting adventurers who have beaten the champion and become
Fantasy, p. 82), while the honey will provide food equal to chief of the village, though the thrill of leadership soon
1-3 Provisions. pales, as the grunt-like and simplistic language of the
Klattamen makes them poor conversationalists, and they
Killer Bee from Sorcery Spell Book by Steve Jackson. can be exceedingly superstitious and fearful when
Illustration by John Blanche. confronting the unknown. Klattamen also have a unique
system of measuring time based on years being a certain
number ‘Away’ from the present; so that last year is One
Away, and a decade is Ten Away.
KREEHUL
SKILL: 6
STAMINA: 8
ATTACKS: 1
WEAPON: Small Claw
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Jungles, Marshes, Rivers
NUMBER ENCOUNTERED: 4-24
TYPE: Amphibian/Humanoid
REACTION: Unfriendly
INTELLIGENCE: High
KRELL 79
KRELL
SKILL: 8
STAMINA: 12
ATTACKS: 3
WEAPON: Large Claw and Large Bite
ARMOUR: Heavy
DAMAGE MODIFIER: None
HABITAT: Sea
NUMBER ENCOUNTERED: 1
TYPE: Crustacean
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
powerful people in their former existence, able to afford Sharks and Barracudas are not the only big carnivorous
the dark sorceries that gave them the undying life of fish that swim the seas of Titan. In the kelp forests and
Lichdom. Now though, they are reduced to skulking weed jungles of subtropical and temperate waters such as
about their tombs and crypts, reduced to being undead the Western Ocean and the Kakhabad Sea lurks a
viziers and stewards, commanding respect from naught spectacular marine predator known as the LIONFISH.
but ghosts and shadows. Some Liches are known as Liche They grow up to five metres long, and are covered in
Queens, essentially identical in powers, but obviously glimmering golden-yellow scales, with an extensive array
female and dressed in decaying robes of faded finery. All of mane-like fins around their necks that give them their
Liches are capable of speech, and Liche Queens especially name, along with their bubbling roar as they attack.
will use this ability to lure enemies to their doom by Lionfish are related to the much smaller Scorpion Fish,
challenging them to feats of strength, such as wearing a but instead of being armed with poisonous spines, they
gauntlet of pain or other instrument of torture, and use their sharp-toothed mouth and clawed side-fins to
murdering them with bone daggers when they fail. catch and dismember their prey. They are also extremely
fast swimmers, and it is impossible to Escape from one of
More powerful still are the LICH-LORDS, undead them if they are being fought underwater. In fact the only
warlords and sorcerers who have rejected an existence in way to avoid contact with Lionfish short of staying out of
the Pit, and instead continue to strive for imposing their the water altogether is to hide in the most tangled areas
grandiose plans of conquest upon the living of Titan. Some of kelp and weeds (usually at the frond-like tops) where
can be faced in combat, using the scores given above, such the fish’s great size prevents it from entering. The Lionfish
as Belgaroth the Dread Lord of Ruddlestone, or Mortis of may well dart angrily around the base of the kelp several
Balthor, villain of the Arrowhead Archipelago (although times, roaring angrily to itself, but ultimately will swim
one may need to hack their way through the Lich-Lord’s off in search of easier prey.
retinue of chaos creatures, undead soldiers, and attendant
demons in order to do so). Others require more special Lionfish from Demons of the Deep by Steve Jackson.
means of disposal, usually because they have powerful Illustration by Bob Harvey.
spell-casting abilities, such as Darramouss, infamous
dungeon-master of the Yellowstone Mines of Zharradan
Marr, who could only be slain by a Ring of Holy Blessing.
Even more convoluted was the method to destroy the
Night Prince Zanbar Bone, which required a unicorn
tattoo, a silver arrow, and a compound of some
combination of black pearls, Hag’s hair and lotus flower
that had to be rubbed into the foul creature’s eyes! For
unknown reasons, Liches are especially prevalent in
north-western Allansia, and, aside from Darramouss and
Zanbar, other examples include Ungoth the Skeleton Lord,
servitor-guardian of Razaak the Necromancer, and
Quimmel Bone, brother of Zanbar, and insane physician-
in-residence aboard the flying ship Galleykeep.
LIONFISH
SKILL: 9
STAMINA: 12
ATTACKS: 2
WEAPON: Large Bite and Large Claw
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Sea
NUMBER ENCOUNTERED: 1-2
TYPE: Fish
REACTION: Unfriendly-Hostile
INTELLIGENCE: Low
82 LIVING STATUE
LIVING STATUE
Lesser Greater Idol
SKILL: 8 9 9
STAMINA: 8 15 6
ATTACKS:
Lesser – 1
Greater – 2
Idol – Up to 6
WEAPON:
Lesser – Sword, Spear or Fists (as per Small Claw)
Greater – Fists (as per Unarmed (Large))
Idol – Scimitar (as per Sword)
ARMOUR:
Lesser – Medium
Greater – Heavy
Idol – Medium (but see below)
DAMAGE MODIFIER:
Lesser – None
Greater – +2 to Damage Roll
Idol – None
HABITAT: Dungeons, Ruins, Anywhere their master is
NUMBER ENCOUNTERED:
Lesser – 1-3
Greater – 1
Idol – 1
TYPE: Magical Creature
REACTION: Hostile (when activated) Fenmarge, have even perfected spells to instantly animate
INTELLIGENCE: Low strategically placed Goblin Statues to deal with any
unwanted guests.
Similar to Golems, LIVING STATUES are animated
effigies carved from stone or made from bronze, brass or GREATER LIVING STATUES are far more impressive
even crystal. However, whereas Golems are painstakingly beings, being carved from solid blocks of rock or thick
constructed automatons that are always in a sense “alive”, plates of bronze, and often three or four metres tall. As
Living Statues are usually completely inert until activated befits their increased stature, they are usually placed
by a specific set of actions or instructions. Several different somewhere important, guarding a sacred shrine or
examples of Living Statues are given below, although it priceless artefact and pummelling any would-be looters
should be noted that all of them only suffer 1 STAMINA with their mighty fists. One such example is a great stone
point of damage per blow from edged or pointed Statue that stands in a mausoleum in the sunken ruins of
weapons, such as swords and spears. Crushing and Atlantis, wearing a jade circlet upon its brow that some
smashing weapons like maces, clubs and warhammers, claim is the mystical Crown of Atlantis. Another is a
are obviously much more effective and cause damage as massive Bronze Statue that guards its own offering bowl
normal. outside the Gambling Halls of Vlada in the city-port of
Kharé. Both of these have special abilities; the Atlantean
LESSER LIVING STATUES are the smallest and weakest, Statue can talk, Curse its victim (who must deduct 2 points
and usually set to guard a tomb or vault and the treasure from their LUCK score), or even detach and hurl its head
it contains. Should an unfortunate tomb-robber attempt like a boulder, whereas the Bronze Statue is invulnerable
to steal the valuables, the statue will animate and attack to all weapons unless struck at a certain weak point
until either it or the intruder is dead. The appearance and somewhere on its left leg!
weapons of these Living Statues varies widely, depending
on where they are found. In the ruins of ancient Djarat for Stranger still are the magical IDOLS of distant eastern
example, they are usually placed in pairs alongside the lands such as Shabak and the city-states of the Glimmering
entrance portal to a crypt, and carved as men bearing stone Sea. These are the enchanted effigies of actual gods and
spears. However, in northern Allansia, in the lands that goddesses, and usually take pride of place in a great
border the River Kok, there was once a fashion for rich temple or worship-hall. Such deities are different versions
noblemen to be buried with a Crystal Statue that would or aspects of more familiar gods venerated elsewhere; for
defend its lord’s wealth with only its flint-like fists. More example Tanit, Goddess of Envy, is depicted as a six-
worryingly, some sorcerers, such as Grimslade of armed woman in robes of decorative silk, with a brass
LIZARD MAN 83
lamp in one hand and curved scimitars in each of its other south are blue-scaled, with no horns or spikes, and, as
hands. Idols are nowhere near as massive as Greater such, more similar in appearance to the Lizard Kings. This
Living Statues, but instead are ensorcelled to be immune mix of characteristics is especially interesting given there
to all non-magical weapons. Normal weapons will merely are no two-headed or mutant Desert Lizard Men,
bounce off their finely-wrought frame, allowing the Idol suggesting the race could be an unthinkable hybrid of
to quickly dispose of whatever thieves have disturbed it. normal Lizard Men and their Lizard King overlords!
Rumour tells of such an idol bought by Baron Sukumvit
from corrupt priests of Bakulan, and interred deep within Indeed, Desert Lizard Men lack any form of central
the second incarnation of his devious Deathtrap Dungeon. authority, and instead nomadically wander the wastes of
central Khul, in small trading convoys of one to six
Idol from Trial of Champions by Ian Livingstone. creatures, each mounted on a Gunderwal and laden with
Illustration by Brian Williams. trade goods. These caravans travel great distances,
ranging from Tak and Calah in the south, to Shakuru in
the west, and all the way to Ashkyos and Kalagar in the
north! Sometimes several caravans will band together and
LIZARD MAN pitch camp at an oasis among the dunes, creating a
temporary village of three to eighteen Desert Lizard Men.
Desert Pygmy To defend themselves and their goods they use longbows
Lizard Man Lizard Man (with foot-long arrows), scimitars and spears. In addition,
SKILL: 8 6 some are occasionally exiled from their caravans for theft,
STAMINA: 8 6 and these renegades can be found across Khul, working
ATTACKS: 1 as slavers, guards, mercenaries, and lone merchants,
WEAPON: peddling anything from medicinal potions to shark’s teeth
Desert Lizard Man – Spear, Long Bow or Scimitar (as necklaces.
per Sword)
Pygmy Lizard Man – Javelin, Short Bow, Spear or Club Far less sophisticated are the PYGMY LIZARD MEN of
ARMOUR: Medium southern Khul. These ferocious creatures may just be over
DAMAGE MODIFIER: None a metre in height, but are still strong and hardy, and
HABITAT: otherwise similar to the larger Lizard Men races in
Desert Lizard Man – Desert, Wilderness appearance. They are armed with a variety of weapons,
Pygmy Lizard Man – Jungles such as spiked clubs, spears and javelins tipped with flint
NUMBER ENCOUNTERED: 1-6 or 3-18 or barbs of bone, and short bows with dart-like arrows. A
TYPE: Reptile/Humanoid profusion of charms and amulets are strung around their
REACTION: Unfriendly-Hostile necks, and when hunting in groups of one to six creatures
INTELLIGENCE: Average-High they will also be wearing battle-kilts
of dried pandanus leaves. Several
different clans, each numbering from
As most scholars know, the majority three to eighteen Lizard Men, will
of Lizard Men on Titan are subjects cluster around a special site, such as
of the mighty empire of Silur Cha that a fresh-water spring or fruit-bearing
spans the southlands of Allansia. tree. Attacking one clan will rouse all
Those few Lizard Men who live the others in the vicinity, for they
beyond the empire’s borders are communicate using throat warbles
either mercenaries and freebooters or and Tok-Tok stick signals, whose
they belong to several rare sub-races, noise travels far through the still
two of which are found on the Dark jungle air. Due to their hardiness,
Continent of Khul. Pygmy Lizard Men are valued as
slaves and are becoming rarer in the
The most common of these are the lands of the Inland Sea. They can be
DESERT LIZARD MEN of the found in isolated patches of rainforest
Scythera Desert and the surrounding on both the island called the Roc, and
badlands. They are similar to their the Isle of Volcanoes, but their
Allansian brethren in being large greatest population lies in the
humanoids with scaly skin and a nameless jungles that stretch from
lizard’s head and tail, though there is Shurrupak east to Hachiman.
some regional variation in their
appearance. Those in the north have Pygmy Lizarman from Seas of Blood by
green scales, with horned heads and Andrew Chapman.
a spiked back, while those in the Illustration by Bob Harvey.
84 MAIJEM-NOSOTH
MANIC BEAST
SKILL: 7
STAMINA: 8
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Caves, Dungeons, Ruins
NUMBER ENCOUNTERED: 1-2
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Low
normal as is possible for the Manic Beast!), and the bonus The MAN-OCTOPUS is a strange hybrid thought to have
is lost. been created by the rogue mage Galthazzeth, though there
is speculation he was working from older texts, such as
The origins of the Manic Beast are somewhat obscure. the grimoire of the evil Khulian alchemist Plidor, or even
Zharradan Marr was known to use them in an irregular the forbidden lore of the Brain Slayers themselves.
battalion of dungeon creatures, alongside Clawbeasts, Whatever their origins, the creatures escaped and spread
Devourers and the like, during the Trolltooth Wars, but it rapidly, first to the marshes surrounding Lake Nykosa,
is thought they predate his marrangha experimentations. and then to the sea-caves that dot the coastline of the Sea
Interestingly, the flesh of the Manic Beast is highly edible, of Pearls. There is even rumour of a colony of Man-
if somewhat bitter in flavour, and a cottage industry has Octopuses that dwell in the sewers beneath the great
sprung up near the southern city of Warpstone (where the eastern city of Bakulan! In appearance they have a vaguely
creatures lurk in some numbers), to provide roast haunch human face though disfigured with ghastly yellow eyes
of Manic Beast as an alternative source of rations and and a clacking serrated beak, while their green, bloated
provisions. Given the potential fury of their charges octopus-like body bears anywhere from two to six
however, the lifespan of a Manic Beast farmer is currently muscular tentacles. The Man-Octopus has two human-like
rather short. legs with webbed feet, which it can use to walk or swim,
and in battle it will attack with blows from its tentacles,
Manic Beast from Creature of Havoc by Steve Jackson. which can also grasp crude spears or clubs fashioned from
Illustration by Alan Langford. driftwood.
SKILL: 7
STAMINA: 7
ATTACKS: 2 MINIMITE
WEAPON: Club, Spear or Tentacle (as per Small Claw)
ARMOUR: None Minimite Mite
DAMAGE MODIFIER: None SKILL: 7 4
HABITAT: Caves, Dungeons, Marshes, Towns (sewers) STAMINA: 3 3
NUMBER ENCOUNTERED: 1-6 ATTACKS: 1
TYPE: Mollusc/Humanoid WEAPON: Dagger
REACTION: Unfriendly ARMOUR: None
INTELLIGENCE: Average DAMAGE MODIFIER: -2 to Damage Roll
HABITAT: Forests, Hills
NUMBER ENCOUNTERED:
Minimite – 1
Mite – 1-3
TYPE: Humanoid
REACTION: Friendly-Neutral
INTELLIGENCE:
Minimite – High
Mite – Average
MINION
SKILL: 5
STAMINA: 5
ATTACKS: 1
WEAPON: Dagger
ARMOUR: None
or STAMINA will automatically fail in the presence of a DAMAGE MODIFIER: -1 to Damage Roll
Minimite. Only spells that cost more than this will work, HABITAT: Dungeons, Towns, Ruins
usually killing the Minimite in the process, due to the NUMBER ENCOUNTERED: 2-12
explosive release of magical power. TYPE: Humanoid
REACTION: Neutral
The origins of this defensive enchantment lie back in the INTELLIGENCE: Average
mists of time, before the War of the Wizards, when
Minimites were renowned across the Old World as great
wizards and well-versed in the practice of high sorcery.
When the forces of Chaos erupted out of Kakhabad nearly
three centuries ago, the Minimites banded together to cast
a spell developed by the insane mystic Aughm
Lightchaser that would unleash the power of Goodness
in a devastating blast of intense energy. The spell worked,
obliterating the armies of Evil, but exacting a terrible curse
upon the race of Minimites. The use of magic was
outlawed among their own kind, resulting in the
development of the anti-magic aura they possess, and Scholarly conjecture is divided over the likely origins of
intricate spells woven into their very being prevented the servile race known as MINIONS. Some consider them
them from meeting up with their own kind for more than an excellent example of what happens when you feed a
short periods of time. Minimites thus became a race of group of Goblins or Gremlins with a steady diet of refined
nomadic individuals avoiding each other like the plague Mutant Meatballs. Others regard them as just one more
and dwelling alone in the wilderness. Perhaps the most of the myriad examples of peculiar beings that call
famous Minimite of recent times is the individual known Kakhabad the Verminpit their home. Certainly, their
simply as Jann, who played some part in returning the appearance is remarkably uniform: small nervous
creatures, barely a metre tall, with smooth hairless skin
88 MINION
that is pale in hue, and voices that alternate between a Often found lurking in the crooks and crevices in coral
squeak and a grunt. Often clad in tattered rags (and reefs and rocky areas of tropical and subtropical waters is
usually with a hidden dagger concealed somewhere upon the dreaded MORAY EEL. These large fish grow up to
their person), Minions will typically be found working as four metres long and are much more robustly built than
servants or slaves, in the employ of far larger creatures, other eels. They attack any prey coming near their lairs
such as those working in the dreaded Throg’s Kitchen in with powerful jaws packed with needle-like teeth, and
Mampang Fortress. their bodies are mottled or patterned with different shades
of green, brown, black and blue in order to blend in to
Minion from The Crown of Kings by Steve Jackson. their environment. Moray Eels can sometimes be
Illustration by John Blanche. distracted with food, and they are also reluctant to leave
the confines of their tunnel-like niches to pursue fleeing
prey. Despite this, their vicious nature means they are
often used as guard-creatures by marine beings such as
MORAY EEL Sea Trolls and the Krell.
GIANT MOTH
SKILL: 7
STAMINA: 10
ATTACKS: 1
WEAPON: Small Bite
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Caves, Forests, Hills, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Insect
REACTION: Unfriendly
INTELLIGENCE: Low
however, and take double STAMINA damage from all
fire-based attacks.
Out in the wilds of Titan, experienced hunters know that The lair of a Giant Moth will contain several cocoons of
while lanterns attract moths at night, campfires may its young. These can be harvested for silk to make up to
attract their more dangerous relative, the GIANT MOTH. ten metres of light-weight yet heavy duty rope, which can
This huge, solitary nocturnal flying insect is over a metre be resold in a town or city for 20 Gold Pieces. The cocoons
long, with a wingspan of up to four metres, and large will be scattered about the creature’s lair, though care, in
enough to pin a human to the ground. It uses hook-like the form of a Test for Luck, must be taken in removing the
claws on its legs to grab on to its victims while it bites them silk. Anyone who is Unlucky has accidentally cut open
with barbed mandibles. Like the Giant Hornet, Giant the cocoon, spraying poisonous liquid on everyone in the
Moths often have strange mutations, and it is common to immediate vicinity. This causes 1-6 STAMINA points of
see them with eight legs instead of six, or a bloated body, damage each, as the Giant Moth and its young get some
studded with spikes. When not seeking prey, these measure of revenge on those who would despoil their lair.
creatures will be found in a lair such as a dusty cave,
abandoned building, or among the branches of a tall tree. Giant Moth from Clash of the Princes: The Warrior’s Way by
The dusky grey-brown colour of their wings blends in well Andrew Chapman and Martin Allen.
with their surroundings, so they often attack with surprise Illustration by John Blanche.
(see Advanced Fighting Fantasy, p. 64), even when disturbed
in their nest. They are especially susceptible to flames
90 MUCK DEMON
In the icy north of Allansia dwells the furred Polar Worm, Mukade’s head is dominated by an enormous gaping
while the scorching southern Desert of Skulls is the lair of maw, as well as two eyes that resemble massive discs of
the Giant Sandworm. In the wetlands of central Allansia inscrutable blackness, pulsating with ancient evil. The
though, from the marshes of the Kok River estuary in the Mukade hoard much treasure in their lairs, among the
west, to the swamps of Lake Nykosa in the east, lives their bones of their many victims, but their lethal nature ensures
distant relative, the much-dreaded MUDGRINDER. These few who battle with the beasts ever live to claim it!
grotesque black hulks are massive creatures with a thick
hide lined with deep grooves. Their eyeless heads bear a Mukade from Sword of the Samurai by Mark Smith and Jamie
gaping, blood-red maw studded with rows of dagger-like Thompson. Illustration by Alan Langford.
teeth. The underbelly of the Mudgrinder is softer than the
rest of its hide, and yellow in colour, while those fortunate
to actually injure the beast will discover it bleeds a viscous
green fluid from its wounds.
MUKADE
SKILL: 7
STAMINA: 20
ATTACKS: 1
WEAPON: Very Large Bite
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Caves, Dungeons
NUMBER ENCOUNTERED: 1 MURKURON
TYPE: Monster
REACTION: Hostile Warrior Wizard
INTELLIGENCE: Low SKILL: 8 6
STAMINA: 7 7
ATTACKS: 1
Giant Centipedes are a common threat to anyone who WEAPON:
goes delving into the dark places of Titan in search of fame Warrior – Sword
and fortune. In some regions however, they have evolved Wizard – Dagger or Staff
into even more lethal and dangerous species, one such ARMOUR:
being the dreaded MUKADE of the eastern land of Warrior – Chainmail Cuirass
Hachiman. Found in caves among the foothills of the Wizard – None
Shios’ii Mountains and elsewhere, this horrific creature is DAMAGE MODIFIER: None
over twelve metres long – more than three times as big as HABITAT: Towns, Wilderness, Dungeons, Ruins, Caves
its Giant Centipede relatives! It has a bony and segmented NUMBER ENCOUNTERED: 2-7 or 2-12
body that is a sickly off-white colour and gives off both a TYPE: Humanoid
pale luminescence and a foetid stench. The body is REACTION: Neutral
supported by hundreds of black scuttling legs, and the INTELLIGENCE: High
92 MURKURON
NATIVE
SKILL: 8
STAMINA: 7
ATTACKS: 1
WEAPON: Spear, Club or Dagger
ARMOUR: Small Shield
DAMAGE MODIFIER: None
HABITAT: Jungles
NUMBER ENCOUNTERED: 1-6 or 4-24
TYPE: Humanoid
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
The Usai Tribe lives among the jungles of Bone Island, and
are ruled by the wise Queen Zyteea. They hunt gazelle
and grow tropical Nauk Fruits (each one equivalent to one
Provision), when not battling against the Voodoo Priests
of the dark god Quezkari. The Usai are a warlike race and
they have developed a weapon known as the Bolarang.
This is a wooden cross with curved, pointed ends which
is hurled at enemies, requiring a Test for Skill to hit, and
causing 2 STAMINA points damage if successful. If
unsuccessful, it will return to the hand of its owner, ready
for another throw. The Usai are suspicious though
honourable Natives, and will often demand that strangers
submit to a warrior test, such as battling a jungle beast or
walking across a log that spans a pool of bubbling mud,
in order to gain acceptance among the tribe.
Nightgaunt from Tower of Destruction by Keith Martin. Night Horror from Temple of Terror by Ian Livingstone.
Illustration by Pete Knifton. Illustration by Bill Houston.
NIGHT HORROR
SKILL: 10
STAMINA: 10
ATTACKS: 1
WEAPON: Club or Mace
ARMOUR: Leather Cuirass
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: Average
When the sun sets outside the forgotten ruins of lost cities
deep within the Desert of Skulls, the NIGHT HORRORS
emerge from their lairs to stalk the dusty corridors in
96 NOMAD
NOMAD
SKILL: 8
STAMINA: 7
ATTACKS: 1
WEAPON: Sabre (as per Sword), Spear, or Short Bow
ARMOUR: Leather Cuirass and/or Small Shield
DAMAGE MODIFIER: None
HABITAT: Deserts, Plains, Wilderness
NUMBER ENCOUNTERED: 1-6 or 4-24
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High
Unlike Desert Nomads, Flatland Nomads are more similar pointed scales, which rise up hackles when they get angry.
in their traditions and inhabit grassy steppes on all three A pair of them are typically chained to the wall of a
continents. They worship Hunnynhaa the Stallion God, guard-cave where they let Dark Elves enter, but attack all
as well as a pantheon of lesser deities, not all of them other visitors. Obligaths are also skilled at disarming
benign, and each clan will have a shaman to interpret enemies, using their metal-like fangs to catch and destroy
omens, divine fortunes and intercede with spirits on their opponent’s weaponry. At the start of a combat, the
behalf of the tribe. In the Old World, these Nomads inhabit Obligaths’ foe must Test for Skill, and if unsuccessful then
the great central plains of Lendleland, and are lead by the creatures have snatched and destroyed their weapon
Battle-Khans who are more interested in raiding (although this only applies to non-magical weapons)!
Femphrey and Analand than paying tribute to the They do have some weaknesses however, such as a
Lendleland king. In Allansia, they are not even this fondness for the meat and bones of Orcs, which they will
organised, and instead form small warring clans devour hungrily. Experimentation by Wood Elf scouts has
wandering the eternal Flatlands from the Moonstone Hills also found that they are enfeebled by the herb Quagwart,
to the Sea of Pearls, and south to the Plain of Bronze. which will turn them into whimpering wrecks, unable to
Allansian nomads worship at shrines constructed amid perform their guard duty effectively.
the ruined monoliths and stone-circles of earlier
civilizations, and use rods of copper and bronze as a form Obligath from Siege of Sardath by Keith Phillips.
of trade currency. Finally, in Khul, the Flatland Nomads Illustration by Pete Knifton.
reached the pinnacle of nation-building by founding the
immense Empire of Kabesh, which stretched across the
continent from Ashkyos to Tak, until, under Khan
Gyorgir, it was torn apart in the Great War against Evil.
Now the Flatland Nomads are confined to more marginal
lands: the tiny kingdom of Kazan, the patches of steppes
near Lagash, and the grassy and aptly named
Battlegrounds.
OBLIGATH
SKILL: 11
STAMINA: 5
ATTACKS: 1
WEAPON: Large Bite
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Dungeons, Caves
NUMBER ENCOUNTERED: 1-3
TYPE: Monster
REACTION: Unfriendly
INTELLIGENCE: Average
ORC
Blood Orc Pygmy Orc Swamp Orc
SKILL: 7 7 6
STAMINA: 7 5 7
ATTACKS: 1
WEAPON:
Blood Orc – Sword, Long Bow, Small Bite
Pygmy Orc – Short Sword, Mace, Dagger or Blowpipe
(see below)
Swamp Orc – Long Bow, Sword, Trident (as per Spear)
ARMOUR: Leather Cuirass and/or Small Shield
DAMAGE MODIFIER: None
HABITAT:
Blood Orc – Dungeons, Ruins, Caves
Pygmy Orc – Dungeons, Ruins, Towns, Plains, Hills
Swamp Orc – Marshes, Caves
The OPHIDIOTAUR is one of those mysterious creatures NUMBER ENCOUNTERED: 1-6
for which many origins are claimed. The Wood Elves say TYPE: Humanoid
the Ophidiotaur was created by Istarel, God of Forest REACTION: Hostile
Creatures, and was found throughout the One Forest INTELLIGENCE: Average
during Irritarian times. The Jungle Elves however
maintain they originally found the creatures in the
southern jungles and tamed them, after which they were Along with Goblins, ORCS are probably the most
traded to Wood Elves elsewhere. One reason for this rare numerous of all the races that comprise the Children of
discord among the Elven races is the Ophidiotaur’s Hashak, and are found in every conceivable corner of
undeniably spectacular appearance. It is a tall creature, Titan. For the most part, Orcs vary little in appearance,
the size of a horse, armoured with thick scales, and save whatever mutations the warping powers of Chaos
standing on four legs that end in cloven hooves. The head might throw up. Occasionally however, some mutated or
100 ORC
crudely spawned Orcs stabilize into entirely new races of are a race that has been specially bred for burglary and
creatures, and three of these are presented here. assassination. Those engaged in clandestine missions will
be well equipped with ropes, grappling hooks, daggers
The BLOOD ORCS of Trolltooth Pass, and elsewhere in and blowpipes. The latter use poisoned darts, which are
north-western Allansia, were first formed by the tipped with a fast-acting poison that kills instantly if it hits
necromancer Zharradan Marr, and his dabbling in the (and requires a Test for Luck roll to avoid). The leader of a
forbidden art of marrangha, or creature creation. They are band of Pygmy Orc assassins is experienced and powerful,
slightly smaller than normal Orcs, but more powerfully with SKILL 7 STAMINA 10. Other Pygmy Orcs are often
built, and their heads are topped by two curved horns, employed as soldiers, for they can be tough to defeat, and
while a row of spikes runs down their backs. Blood Orcs wield short swords and maces in combat. They are found
have gnarled, pug-nosed faces, with powerful jaws full of mainly in north-eastern Khul, from Ashkyos to Corda,
vicious teeth. Indeed, their name comes from the fact that sometimes as members of the local thieves’ guilds, but
even when unarmed, they will simply attack their enemies more normally in the employ of evil masters such as
by biting them repeatedly with their savage fangs. More Morgana of Krill Garnash or Arachnos the Life-Stealer.
usually, they will wield swords and longbows in combat.
During the Trolltooth Wars, Zharradan Marr used them There is a breed of Orc that lives only in dank, gloomy
as foot-soldiers in units alongside monsters such as Manic places; by underground pools, or in tracts of fly-blown
Beasts and Devourers, for they are apparently even wetlands. Known as SWAMP ORCS, or Marsh Orcs, they
stupider than average Orcs. Having said that, Blood Orcs dwell in crude settlements of dilapidated huts on stilts
did play a prominent role in attacking the great flying ship that perch precariously above the muck and mire. Swamp
Galleykeep, while armed with bows and mounted on Tooki Orcs are gaunt, brown-skinned humanoids, clad in ragged
War Griffins, so their battle-capabilities are excellent. Their hides and armed with swords, tridents, and their favourite
tribal connections are not as strong as regular Orcs, and weapon: a longbow and a quiver full of dark-feathered
as a result Blood Orcs these days are often found in small arrows. They eat mainly fish and swamp fungus (such as
groups, working as mercenaries for whoever will hire Red-Spotted Toadstools), and they consider poisonous
them. snakes a delicacy. Swamp Orcs can be found in suitable
habitat across Titan, from the Swamplands of Silur Cha,
Similar to normal Orcs in general appearance, PYGMY where they serve in the armies of the Lizard Man Empire,
ORCS are much smaller in size, shorter even than Goblins! to the beast-haunted Scorpion Swamp, where the
What they lack in physical strength however, they more depredations of the local Swamp Orc tribes have gathered
than make up for in dexterity and skill, for Pygmy Orcs them much infamy. More often than not however, their
villages will be tucked away in some quiet corner of the
bog-lands, eking out an existence far-removed from the
greater troubles of the world at large.
PANTHER
Black Panther Forest Panther
SKILL: 9 6
STAMINA: 9 6
ATTACKS: 1
WEAPON: Large Claw or Large Bite
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT:
Black Panther – Jungles
Forest Panther – Forests, Hills, Jungles
NUMBER ENCOUNTERED:
Black Panther – 1
Forest Panther – 1-3
TYPE: Animal
REACTION: Unfriendly
INTELLIGENCE: Low
PANTHER WARRIOR 101
PANTHERS are large carnivorous cats related to jaguars and a Forest Panther approaches, your only choice is
and leopards. Unlike the spotted pelts of their relatives between hacking off your own leg to escape, or, flailing
however, panthers have a uniform coat colour, whose hue about with your weapon in the hope of driving the
depends on which species they belong to. Two different creature away. Confusing the matter is the fact that hyenas
types of Panthers are presented below. are known to imitate the snuffling roar of the Forest
Panther, so one should always try to confirm the true
The BLACK PANTHER of southern Allansia is a identity of an approaching beast before commencing
formidable creature, as befits a beast thought to be an impromptu amputation!
ancestor of the equally feared Black Lion. Unlike that great
cat however, the Black Panther dwells exclusively within Panther from Daggers of Darkness by Luke Sharp.
the jungles that border the Gulf of Shamuz, from Arantis Illustration by Martin McKenna.
to Silur Cha. Here, its night-black fur gives it excellent
camouflage as it hunts forest deer and antelope in the
shadows of the great trees that are its home. They are also
venerated by the Panther Warriors of the Nightshriek
PANTHER WARRIOR
Jungle who consider them incarnations of Sku-Rachi the
Panther God, and whose priests are rumoured to be SKILL: 5
Werepanthers (with SKILL 10 STAMINA 10 in panther form). STAMINA: 6
ATTACKS: 1
The FOREST PANTHER is found across southern Khul, WEAPON: Dagger
from Kazan, where both it and the Fangtigers are the ARMOUR: Pantherskin (as per Leather Cuirass)
symbols of the city of Yigenik, to Hachiman, where it is DAMAGE MODIFIER: None
known as the shako-gurubi. Forest Panthers are smaller HABITAT: Jungles
than Black Panthers, and even Jaguars, and are often NUMBER ENCOUNTERED: 1-6 or 3-18
found hunting in pairs. Their pelts can be black, but also TYPE: Humanoid
ash-grey and deep brown in colour. The mysterious beings REACTION: Unfriendly
known as the Necromancers of Kazan are known to INTELLIGENCE: High
transform into Forest Panthers at times, though their
abilities will be several points higher than the combat The jungles of southern Allansia are a dangerous place,
scores given above. One ancient Hachiman legend holds and the humans who dwell there have had to adapt
that if you find yourself snared by a trap in the woods, themselves in many strange ways. Headhunters, for
example, have become brutal war-like cannibals, while
Pygmies hide themselves away and use blowpipes and
poisoned darts to defend their villages. Then there are the
PANTHER WARRIORS from the Nightshriek Jungle who
have taken to the trees for safety, and in imitation of their
totem animal, the Black Panther. High in the canopy are
their tribal settlements of around three to eighteen people,
living in leaf-roofed huts connected by rope bridges and
swinging vines. Small hunting bands of one to six Panther
Warriors will swing down from the treetops and attack
suitable prey, brandishing daggers curved like tiger claws
and wearing panther-skins as primitive armour.
PHOENIX
SKILL: 9
STAMINA: 7
ATTACKS: 1
WEAPON: Immolation (see below)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Deserts, Jungles, Mountains, Wilderness,
Magical Plane of Fire
NUMBER ENCOUNTERED: 1
TYPE: Bird
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
PHORORHACOS
SKILL: 7
STAMINA: 12
ATTACKS: 2
WEAPON: Large Bite and Large Claw
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Wilderness, Hills, Plains, Forests
NUMBER ENCOUNTERED: 1-2 PILFER GRASS
TYPE: Bird
REACTION: Hostile SKILL: 0 (see below)
INTELLIGENCE: Low STAMINA: 0 (see below)
ATTACKS: 1
The PHORORHACOS is a huge, meat-eating, flightless WEAPON: See below
bird, taller than a man, with a powerful blade-like beak ARMOUR: None
and muscular legs that end in curved talons. Atop its head DAMAGE MODIFIER: None
is a feathery crest, while its tiny wings are used only for HABITAT: Hills, Wilderness, Plains
balance as the great bird chases down its prey such as deer NUMBER ENCOUNTERED: 1 meadow
and small antelope. It is found primarily in the more TYPE: Plant
isolated parts of Khul, such as the foothills of the REACTION: Friendly (see below)
Mountains of the Giants and the marginal steppes that INTELLIGENCE: None
form the Battlegrounds near Corda. It is said that the
Amazons of northern Khul raise the Phororhacos from
hatchlings to become formidable battle-steeds, and the Thought to be related to other strange grasses, such as
giant birds are certainly intelligent enough to understand Tangleweed and Crab Grass, PILFER GRASS is not as
simple commands. Consequently, the egg of a dangerous as these but it is no less troublesome. It is a
Phororhacos will usually fetch no less than one hundred long-leafed waist-high grass that grows abundantly in
Gold Pieces in any large market. Acquiring such an egg large meadows in desolate places such as the Shamutanti
is another matter entirely, for the Phororhacos will defend Hills, and it gets its name for the unfortunate habit of
its nest to the death using its axe-like beak and cruel claws! stealing items from passing travellers using the tops of its
leaves. These bend themselves towards a prospective
Phororhacos from Portal of Evil by Peter Darvill-Evans. victim, wrapping around bags, boots, and belts, in an
Illustration by Alan Langford. attempt to pickpocket Gold Pieces, items, or Provisions.
104 PILFER GRASS
POLAR WORM
SKILL: 9
STAMINA: 11
ATTACKS: 1
WEAPON: Very Large Bite
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Ice, Mountains
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Low
PROWLER 105
One of the weirder creatures that lurk in the dark heart of PROWLER
a foetid swamp is the dreaded POOL BEAST. Essentially,
it is a rubbery brown pyramid-shaped lump of flesh, SKILL: 8
adorned with twitching tentacles, and surmounted by a STAMINA: 7
vaguely toad-like head with two glaring yellow eyes. The ATTACKS: 1
Pool Beast usually submerges itself beneath the muck and WEAPON: Small Claw
slime, erupting forth to attack its prey with jaws full of ARMOUR: None
curved fangs, and two larger tentacles that end in clawed DAMAGE MODIFIER: None
pincers. Possibly the strangest aspect to the creature HABITAT: Caves, Dungeons, Forests, Ruins
however, is the great Violet Jewel embedded in the centre NUMBER ENCOUNTERED: 1-6
of its forehead. There have been countless arguments TYPE: Humanoid
between scholars as to why this is so; the two most REACTION: Hostile
popular theories are that the jewel is a natural feature of INTELLIGENCE: Average
the Pool Beast in the same way an oyster grows a pearl,
106 PROWLER
QUAGRANT
SKILL: 8
STAMINA: 14
ATTACKS: 1
WEAPON: Sucking Mouth (see below) choking and wheezing asthmatically, reducing its SKILL
ARMOUR: Light by 2 and its STAMINA by 6.
DAMAGE MODIFIER: See below
HABITAT: Ruins, Dungeons, Caves Quagrant from Slaves of the Abyss by Paul Mason and Steve
NUMBER ENCOUNTERED: 1 Williams.
TYPE: Monster Illustration by Bob Harvey.
REACTION: Hostile
INTELLIGENCE: Low
RAVEN
Common Giant
SKILL: 4 7
STAMINA: 3 6
ATTACKS: 1
WEAPON:
Common Raven – Small Bite
Giant Raven – Large Bite
ARMOUR: None
DAMAGE MODIFIER:
Common Raven – -2 to Damage Roll
Giant Raven – None
HABITAT: Plains, Hills, Forests, Wilderness
NUMBER ENCOUNTERED:
Common Raven – 1-6
Giant Raven – 1-3
TYPE: Bird
REACTION: Neutral-Unfriendly
INTELLIGENCE: Average
The biggest bird to ever fly across the skies of Titan is the
ROC gargantuan ROC, an immense eagle-like raptor, with a
wingspan of at least six metres and often up to ten metres
Adult Young or more. It is a powerful and extremely fast flyer, so much
SKILL: 10 4 so that ‘with two shakes of a Roc’s tail’ has become a
STAMINA: 13 6 common expression to denote something done at high
ATTACKS: speed. Rocs feed on anything from elephants to giant
Adult Roc – 3 snakes, blotting out the sun while they soar overhead,
Young Roc – 1 with wing-beats that sound like the flapping of a hundred
WEAPON: and one ships’ canvas sails. Then they dive to the attack,
Adult Roc – Very Large Bite and Very Large Claw their wings creating gusts of wind that all but knock their
Young Roc – Large Bite victims off their feet. Anyone attacking a Roc in combat
ARMOUR: None must deduct 1 from their Attack Strength because of this.
DAMAGE MODIFIER: Should the Roc win two Attack Rounds in succession
Adult Roc – Double Damage against the same enemy, it will carry them off in its talons.
Young Roc – None
HABITAT: Mountains, Sea, Desert, Wilderness, Plains If the Roc is a male (1 in 2 chance), this will be towards a
NUMBER ENCOUNTERED: distant crag where the victim will be dismembered and
Adult Roc – 1 eaten. If however, the bird is female, the victim will be
Young Roc – 1-3 (in nest) taken to the creature’s nest. This will be an enormous affair
TYPE: Bird constructed from tree trunks and boulders and containing
REACTION: Unfriendly-Hostile one to three man-sized eggs (1 in 2 chance), or else young
INTELLIGENCE: Average chicks, which will attack, along with the mother bird,
given the scores above. Assuming the victim survives,
there will be bountiful treasure present for Rocs are avid
collects of bright and shiny trinkets. Roll twice on the
Humanoid chart in the Treasure section to simulate this.
Roc eggs and their young are also worth a fortune in the
markets of large cities; assume a price of not less than two
hundred gold pieces per egg or chick for anyone seller
courageous enough to capture such a prize and transport
it back to civilized lands.
ROKURO-KUBI
SKILL: 7
STAMINA: 8
ATTACKS: 1 per head
WEAPON: Large Bite (see below)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Towns, Hills, Forests
NUMBER ENCOUNTERED: 1-6 or 3-18
TYPE: Undead
REACTION: Friendly or Hostile (see below)
INTELLIGENCE: High
SALTSUCKER
SKILL: 4
STAMINA: 5
ATTACKS: 1
WEAPON: Small Bite (and see below)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Deserts, Wilderness
NUMBER ENCOUNTERED: 2-7
TYPE: Mollusc
REACTION: Neutral
INTELLIGENCE: Low
112 SALTSUCKER
cities and elsewhere. A group of contestants will be The SAND SNAPPER is a bizarre predator found only in
blindfolded and bound at the ankles, but their sword arm the wastes of the Desert of Skulls in western Allansia. Its
will be kept free. Live Saltsuckers will then be released to origins are obscure, and although it shares its territory
feed off the salt on the victims’ skin. Those that remain with the Caarth, there is very little to suggest that it is one
still the longest are the winners; those that react by tearing of their experimental creations. The Sand Snapper is a
off their blindfolds and reaching for their weapons are the reptilian creature with a lizard-like head and a mouth full
losers. of serrated teeth. Its body is covered in thick brown scales
that are impervious to most weapons, and the tail is long
Saltsucker from Portal of Evil by Pater Darvill-Evans. and often coils snake-like in the sand behind the creature’s
Illustration by Alan Langford. body. It is not known how many or what kind of limbs
the Sand Snapper has, but it does have two long tough
tentacles that shoot out of the main body, by pushing apart
the scales. The tentacles are segmented and end in weird-
SAND SNAPPER looking four-fingered "hands", with each "finger" bearing
three or four sucker-like pads to grip prey with.
SKILL: 7 (each Tentacle)
STAMINA: 7 (each Tentacle) The Sand Snapper will lie waiting beneath the surface of
ATTACKS: 2 a dune for potential prey. When a victim approaches, the
WEAPON: Tentacle (as per Small Claw) Sand Snapper will bite it with its huge mouth, which
ARMOUR: Heavy immediately does 4 STAMINA points and 1 SKILL point of
DAMAGE MODIFIER: -1 to Damage Roll damage. If this fails to subdue the prey, the two tentacles
HABITAT: Deserts will erupt out of the Sand Snapper's body and attempt to
NUMBER ENCOUNTERED: 1 grab the prey and pull it further into the Sand Snapper's
TYPE: Monster mouth. The victim must fight both tentacles at the same
REACTION: Hostile time. If either of the two tentacles wins two consecutive
INTELLIGENCE: Low Attack Rounds, then the victim is immobilised and
dragged into the gaping mouth to be slowly digested. If
however, the victim manages to cut off both the tentacles
(by reducing both tentacles' STAMINA scores to zero), they
have severed the two main nerves of the Sand Snapper,
which causes the hideous maw to fall open, releasing the
victim, who can then Escape. The Sand Snapper will then
burrow deeper into the sand and rest while regenerating
its severed tentacles.
SCOUT
SKILL: 4
STAMINA: 4
ATTACKS: 1
WEAPON: Dagger or Sling
ARMOUR: None
DAMAGE MODIFIER: -1 to Damage Roll
HABITAT: Dungeons, Ruins, Caves
NUMBER ENCOUNTERED: 2-7
TYPE: Humanoid
REACTION: Friendly-Neutral
INTELLIGENCE: High
SCURRELLOR
SKILL: 5
STAMINA: 8
ATTACKS: 1
WEAPON: Short Bow or Dagger, and Tail (see below)
ARMOUR: Leather Cuirass
DAMAGE MODIFIER: None
HABITAT: Forests, Jungles
NUMBER ENCOUNTERED: 1-6
TYPE: Animal/Humanoid
REACTION: Neutral
INTELLIGENCE: High
Attack Round roll one die and if the result is a 6, the tail
has struck the Scurrellor’s opponent, causing 4 STAMINA
points of damage. The unpredictable movements that
these tails make during combat are thus the reason that
Scurrellors usually attack one at a time.
SCUTTLIE
Scuttlie Guard Normal Scuttlie
SKILL: 6 5
STAMINA: 6 4
ATTACKS: 1
WEAPON: Spear or Dagger
ARMOUR: None
DAMAGE MODIFIER: -2 to Damage Roll
HABITAT: Hills, Caves, Dungeons
NUMBER ENCOUNTERED: 2-12
TYPE: Humanoid
REACTION: Neutral-Unfriendly
INTELLIGENCE: Average
the surface and attack any local shipping they might find
SEA HYDRA in the vicinity. It is here that the multiple attacks from their
many heads come into devastating effect. In a fight, its
SKILL: 10 opponent can attack one head, while defending against
STAMINA: 18 the others, each of which has a separate Attack Roll.
ATTACKS: 2-7 Unlike other Hydras however, it is not usually possible to
WEAPON: Very Large Bite attack the Sea Hydra’s body when it is attacking a ship,
ARMOUR: Medium as most of it will be underwater.
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Sea Sea Hydras are effective scavengers as well as hunters,
NUMBER ENCOUNTERED: 1 and much detritus tends to accumulate in their stomachs.
TYPE: Monster Assuming they can slay such a formidable beast,
REACTION: Hostile enterprising seafarers often find it worth their while to
INTELLIGENCE: Average eviscerate the creature’s bloated black carcass as treasure
is often found within the Sea Hydra’s gullet. In this
instance, roll twice on the Monster table of the Treasure
chart at the back of this book to see what lies within!
SEA SNAKE
SKILL: 5
STAMINA: 3
ATTACKS: 1
WEAPON: Small Bite
ARMOUR: Light
DAMAGE MODIFIER: See below
HABITAT: Sea/Seashore, Lake, Town (sewers)
NUMBER ENCOUNTERED: 1-6
TYPE: Reptile
REACTION: Hostile
INTELLIGENCE: Low
SEA SNAKES are very beautiful and brightly coloured Distantly related to their land-based cousins, the spiders
reptiles found in Titan’s more tropical waters, and, like and scorpions, SEA SPIDERS are strange man-sized
many of their land-based relatives, they are often highly undersea creatures with a protective carapace, long jointed
venomous! While they prefer to live around coral reefs legs, six or more stalked eyes, and several spiny mandibles
and rocky coastlines with plenty of small fish to eat, there to bite their prey with. They are usually found living
is even one species called the Sea Adder that has adapted around coral reefs or deep down on the ocean floor, but
to life in the sewers of southern ports such as Halak and some have been known to clamber aboard passing ships
Rimon in south-western Allansia. If more than one Sea and attack any sailors on deck. In their underwater
Snake is encountered, add 1 SKILL, 1 STAMINA, and 1 domain, Sea Spiders are patient hunters, often waiting
ATTACK for each extra snake and treat them otherwise as immobile and partially camouflaged by weeds and coral
a single opponent for combat purposes. Anyone bitten by before leaping onto a large fish or unsuspecting Merman,
a Sea Snake looses 3 STAMINA points per bite, with no and as such they are excellent at surprising their victims
Armour Roll allowed owing to the reptile’s poisonous (see Advanced Fighting Fantasy, p. 64). For this reason they
fangs. Such is the virulence of this poison it is often are used as guard-creatures by Sea Elves, protecting their
extracted from Sea Snakes and used by the Sea Elves on settlements from the threat of raiding Deep Ones or Fish
the tips of their crossbow darts, for both hunting and Men.
protection.
Sea Spider from Demons of the Deep by Steve Jackson.
Sea Snake from Demons of the Deep by Steve Jackson. Illustration by Bob Harvey.
Illustration by Bob Harvey.
SERPENT
SEA SPIDER
Serpent Chameleon Great Scitalis
SKILL: 7 Serpent Serpent
STAMINA: 10 SKILL: 7 6 9 8
ATTACKS: 2 STAMINA: 7 7 12 10
WEAPON: Large Bite ATTACKS: 1
ARMOUR: Medium WEAPON:
DAMAGE MODIFIER: None Serpent – Large Bite
HABITAT: Sea Chameleon Serpent – Small Bite
NUMBER ENCOUNTERED: 1-2 Great Serpent – Very Large Bite
TYPE: Insect Scitalis – Small Bite
REACTION: Hostile ARMOUR: Light
INTELLIGENCE: Low DAMAGE MODIFIER: None
HABITAT:
Serpent – Deserts, Wilderness, Hills, Jungles
Chameleon Serpent – Dungeons, Ruins, In the company
of a witch or wizard
Great Serpent – Marshes, Jungles, Deserts
Scitalis – Dungeons, Ruins, Caves, Deserts,
NUMBER ENCOUNTERED: 1
TYPE: Reptile
REACTION: Unfriendly-Hostile
INTELLIGENCE: Low
Roll Mutation
1 Poisonous – bite kills instantly unless treated with RES spell or priest’s Cure Poison power
2 Breathe Fire – Roll a die each Attack Round: 1 or 2 means opponent is burned for 1 STAMINA
3 Two Heads or Tails – Roll another die to determine which:
1-5 Two heads (Serpent has 2 ATTACKS),
6 Two tails (2 ATTACKS; second attack is Small Bite).
4 Horns and Spikes – +1 STAMINA for Serpent and skin is Medium armour
5 Wings – Serpent can fly; roll another die to determine wing type:
1-3 Bat wings,
4-6 Insect wings.
6 Roll two times on this table, ignoring further rolls of 6
118 SERPENT
of the Serpent Ring are unknown. Likewise, the Serpent EARTH SERPENT
Staff, carved from Oak Sapling in the shape of a snake,
will allow its wielder to deduct 2 SKILL points from any SKILL: 14
Serpents they fight. It is currently in the possession of the STAMINA: 21
sorceress Dintainta of the Steppes, otherwise known as ATTACKS: 2
The Sham. WEAPON: Large Bite
ARMOUR: Medium
Further details on each of the Serpents, including their DAMAGE MODIFIER: None
powers and weaknesses, are given below under the HABITAT: Wilderness, Plains, Deserts, Hills
relevant entry. NUMBER ENCOUNTERED: 1
TYPE: Reptile
REACTION: Hostile
AIR SERPENT INTELLIGENCE: High
MOON SERPENT
SKILL: 13
STAMINA: 18
ATTACKS: 2
WEAPON: Large Bite
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Wilderness, Plains, Hills, Desert
NUMBER ENCOUNTERED: 1
TYPE: Reptile
REACTION: Hostile
INTELLIGENCE: High
dodge blows, inflict wounds, avoid magic spells and so winged serpent with a spike-crested head. The Sun
on. This is reflected in its enhanced combat scores given Serpent can shoot bolts of flame from its eyes every other
above, but from a victim’s point of view they will not even Attack Round; these hit on a roll of 1-4 on one die and
see the serpent strike, only the end result: blood on the cause one die worth of STAMINA damage. The Sun Serpent
creature’s fangs and a gaping wound on their own body! is immune to lightning and fire-based attacks. Its
weakness is that it detests water and it will be utterly
The only weakness of the Serpent of Time is to recite an destroyed if the contents of a water-bottle are thrown at
ancient chant before it. Parchments containing the chant it, requiring a successful Test for Skill. If slain, it will shrivel
were originally scribed in the mysterious community of away to nothingness, leaving behind a glowing Sun Jewel.
Throben to combat the ZED spell, but work just as well When commanded by the Serpent Ring to reveal secrets
against the serpent’s powers. Unfortunately, they are of Mampang Fortress, the Sun Serpent will advise to
extremely rare. One of the few known examples was in beware the breath of the Mucalytics. Rumour has it that
the possession of the Black Elf sorceress Fenestra. during a recent visit to the Baklands, the Sun Serpent was
However, she gave it to the Marsh Goblins of the lured down from the skies by a Rain Spell cast by the Black
Vischlami Swamp so that they might combat the Serpent Elf sorceress Fenestra and imprisoned within a Glass Orb.
of Time, but none of them could read and so the scroll was Apparently she seeks to use it as bait in her feud with the
lost. When commanded by the Serpent Ring to reveal Water Serpent (see below).
secrets of Mampang Fortress, the Serpent of Time will
simply state that the Archmage is in disguise and thus not
who he seems. WATER SERPENT
SKILL: 12
SUN SERPENT STAMINA: 15
ATTACKS: 2
SKILL: 13 WEAPON: Large Bite
STAMINA: 18 ARMOUR: Heavy
ATTACKS: 2 DAMAGE MODIFIER: None
WEAPON: Large Bite HABITAT: Lakes, Rivers, Seas
ARMOUR: Medium NUMBER ENCOUNTERED: 1
DAMAGE MODIFIER: None TYPE: Reptile
HABITAT: Deserts, Wilderness, Forests REACTION: Hostile
NUMBER ENCOUNTERED: 1 INTELLIGENCE: High
TYPE: Reptile
REACTION: Hostile The WATER SERPENT is thought to have been made in
INTELLIGENCE: High imitation of either Hydana the Sea God or Aqualis, God
of Rivers. It appears as a huge serpent made of water itself,
The SUN SERPENT was fashioned after Glantanka, with liquid wings and a gaping fish-like maw. The Water
Goddess of the Sun. It appears as a great golden-scaled Serpent is immune to lightning and fire-based attacks. Its
weakness is that it cannot abide oil and it will be utterly
destroyed if the contents of a flask of oil are thrown at it,
requiring a successful Test for Skill. When commanded by
the Serpent Ring to reveal secrets of Mampang Fortress,
the Water Serpent will advise to pay respects to
Naggamanteh the Torture Master. During a recent visit to
the Baklands, the Water Serpent slew the father of the
Black Elf sorceress Fenestra; she now seeks vengeance
against it, and has accordingly stocked up on flasks of oil!
SHE-SATYR
SKILL: 7
STAMINA: 7
ATTACKS: 1
WEAPON: Javelin (if thrown) or Spear (if held)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Mountains
NUMBER ENCOUNTERED: 1-3 or 4-24
TYPE: Animal/Humanoid
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
SHIKOME
SKILL: 7
STAMINA: 7
ATTACKS: 1
WEAPON: Sword, Spear, Mace or Polearm
ARMOUR: Chainmail Hauberk and Small Shield
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins, Mountains
NUMBER ENCOUNTERED: 1-6 or 3-18 attentions of Samurai or other emissaries in the employ of
TYPE: Humanoid the Shogun, these villages are temporary, as the semi-
REACTION: Unfriendly-Hostile nomadic Shikome wander the mountainous highlands
INTELLIGENCE: Average that encircle Hachiman, searching for a new hidden valley
or system of caves in which to make their lair.
The strange and isolated eastern kingdom of Hachiman
has its own unique traditions that are quite different to Shikome from Sword of the Samurai by Mark Smith and Jamie
the rest of Khul, and this also applies to the monsters that Thompson. Illustration by Alan Langford.
dwell there. Instead of Dragons, for example, Hachiman
has the Tatsu; instead of Orcs, they have the bestial
SHIKOME. Like Orcs, they are vile humanoid beings,
hairy as apes and smelling of rancid butter, with claws, SIGHTMASTER
fangs and horrible snouted faces. Shikome dress in dirty
and tattered imitations of Samurai armour, equal to a SKILL: 7
Chainmail Hauberk, and may also have a spiked Small STAMINA: 5
Shield. Their weapons are typically in excellent condition, ATTACKS: 1
and include swords, spears, maces and ornately bladed WEAPON: Polearm, Greatsword, or Scimitar (as per Sword)
polearms. Shikome are usually found in the service of an ARMOUR: Chainmail Hauberk or Leather Cuirass
evil leader as guards and mercenaries, such as the DAMAGE MODIFIER: None
renegade Lord Tsientsin, or the utterly evil Ikiru, Master HABITAT: Towns, Ruins, Plains, Forests
of Shadows. NUMBER ENCOUNTERED: 2-7
TYPE: Humanoid
When not commanded by a power-crazed warlord or dark REACTION: Friendly
sorcerer, Shikome live in crude mountain villages, of INTELLIGENCE: High
which three to eighteen inhabitants will be warriors
described as above, and another four to twenty four
females and children, who are non-combatants. Leading The SIGHTMASTERS are a strange race of creatures found
the Shikome village will be the toughest, most battle- mainly in the kingdom of Analand, in the south-eastern
scared individual, with SKILL 8, STAMINA 9. To avoid the reaches of the Old World. Thought to have once been
SIREN 125
SIREN
SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Dagger
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Sea, Lakes, Rivers
NUMBER ENCOUNTERED: 1-3
TYPE: Humanoid
REACTION: Friendly (see below)
INTELLIGENCE: High
SLEEPLESS RAM
SKILL: 13
STAMINA: 12
ATTACKS: 4
WEAPON: Charge (as per Very Large Claw)
ARMOUR: Heavy
DAMAGE MODIFIER: Double Damage
HABITAT: Anywhere its master is, Dungeons, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Magical Creature
REACTION: Hostile
INTELLIGENCE: Low
Skull Beast from Keep of the Liche Lord by Dave Morris and
Jamie Thompson. Illustration by David Gallagher.
128 SLEEPLESS RAM
threat, smashing into its victims repeatedly until they are Although not the most powerful of demonkind, the
either dead or have fled the room. Any kind of edged SMOKE DEMON is certainly one of the more disgusting.
weapon does no damage to the Sleepless Ram, and even It is a filthy, diseased thing, reeking of burnt flesh and
blunt weapons only do 1 STAMINA point per successful hit. brimstone, fluid oozing from reddened welts on its torso.
No one has ever come close to slaying the creature, and A misty, foul-smelling aura of foetid blue smoke
while hurling vials of acidic gas or liquid, or Hogweed surrounds the body of the Smoke Demon, choking all who
Essence, will slow it down and render it immobile for one attempt to engage it in melee combat. Anyone fighting a
Attack Round, they will do no lasting damage! It is not Smoke Demon must therefore deduct 1 point from their
known how the Archmage constructed such a powerful SKILL score temporarily because of the effect of the stench-
servant and some suggest he was using forbidden lore laden haze. These demons may be found lurking in old
stolen from the Necromancers’ Guild of Throben. Others ruins or shattered temples, but are more commonly
consider the powerful sorceress Dintainta of the Steppes summoned by demon-worshipping spellcasters and sent
(otherwise known as The Sham) to be involved in the on special missions to slay and sow discord. For example,
creation of the Sleepless Ram, given she apparently knows Tasrin the Sage, a well-respected lore-master who dwelled
much lore concerning the beast. Whatever the case, let us in the foothills of the Frozen Plateau, was killed by a
pray to the gods that no more of these near-invulnerable Smoke Demon conjured by the evil wizard Zeverin.
beasts are ever magically animated again!
Smoke Demon from Tower of Destruction by Keith Martin.
Sleepless Ram from The Crown of Kings by Steve Jackson. Illustration by Pete Knifton.
Illustration by John Blanche.
SNOW BEAST
SMOKE DEMON
SKILL: 9
SKILL: 9 STAMINA: 10
STAMINA: 12 ATTACKS: 1
ATTACKS: 2 WEAPON: Large Claw
WEAPON: Small Claw ARMOUR: Light
ARMOUR: None DAMAGE MODIFIER: None
DAMAGE MODIFIER: None HABITAT: Sea (on iceberg), Mountains, Ice
HABITAT: Ruins, Dungeons, Anywhere their victim is, NUMBER ENCOUNTERED: 1-3 or 3-18
Demonic Plane TYPE: Monster
NUMBER ENCOUNTERED: 1-2 REACTION: Hostile
TYPE: Demon INTELLIGENCE: Average
REACTION: Hostile
INTELLIGENCE: High The icy northern wastes of Titan harbour many ferocious
creatures such as the Yeti and the Toa-Suo. Southern Titan,
on the other hand, has the dreaded SNOW BEAST, which
roams the pack-ice and rocky islets that make up this
isolated corner of the planet. Yeti-like in appearance (and
thought to be related), the Snow Beast is somewhat smaller
– around man-size – though still powerfully built. Despite
also being known as the Ice Beast, it lacks the freezing
touch of the Yeti, and instead attacks its prey with great
claw-studded paws. The rest of it is covered in a thick pelt
of white fur, and a toothy grimace forever contorts its
ape-like face.
Across Titan, dogs have been bred into many shapes and
sizes, such as Wolfhounds, Kalagarian Ridgebacks, and
Rottwilds. Possibly the strangest hails from Khul, and is
known as the Zagoulan SNUFF HOUND, a tracking beast
used by the nomadic tribes and others who dwell in the
arid wastes south of Lake Mlubz. Snuff Hounds are
curious-looking creatures, with low-slung distended
bellies, white hairless skin, and a short, almost human-like
face, except for its elongated nose that terminates in a
snuffling, trumpet-shaped orifice. This is of course what
gives the dog its name for it is capable of finding and
tracking down absolutely anything if it has a starting scent
to work with. Snuff Hounds are also quite aggressive and,
if not restrained, will attack whatever they have been
following. Fortunately they lack the strong bite of other
dog breeds and are reduced to using their clawed
forepaws as weapons. This means that Snuff Hounds are
usually kept tightly leashed as they are too expensive a
resource to waste by letting them attack things more
powerful than themselves!
SNUFF HOUND
SKILL: 5
STAMINA: 4
ATTACKS: 1
WEAPON: Small Claw
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Anywhere their master is, Towns, Ruins
NUMBER ENCOUNTERED: 1-3
TYPE: Animal
REACTION: Neutral-Unfriendly
INTELLIGENCE: Low
130 SPECTRE
SPECTRE
Greater Lesser
SKILL: 10 9
STAMINA: 14 9
ATTACKS: 2
WEAPON: Large Claw
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Ruins, Dungeons, Caves
NUMBER ENCOUNTERED:
Lesser Spectre – 1-3
Greater Spectre – 1
TYPE: Undead
REACTION: Hostile
INTELLIGENCE: High
the bodies of the Giant Spike Spider’s victims (some of flee if their web attack misses or they are reduced to 2
which may be still alive) will be inside the structure, and STAMINA points in combat, scuttling back into the woods
they too will be incinerated! from whence they sprang.
SPIKE DEMON
SKILL: 16
STAMINA: 12
ATTACKS: 2
WEAPON: Large Claw
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Dungeons, Ruins, Anywhere their summoner is,
Demonic Plane
NUMBER ENCOUNTERED: 1
TYPE: Demon
REACTION: Hostile
INTELLIGENCE: High
STEGOCEPHALIAN
Not all of the fairy folk are fey, whimsical creatures with
carefree dispositions. SPRIGGANS, for example, are a SKILL: 3
grotesquely ugly race of beings with misshapen heads, STAMINA: 19
lumpy skin and tattered wings. They are cowardly thieves ATTACKS: 1
who specialise in robbing lone wayfarers, old women and WEAPON: Tongue (as per Small Bite, and see below)
isolated farming homesteads. Legend has it that Spriggans ARMOUR: Medium
were once identical to normal Fairies before being cursed DAMAGE MODIFIER: -1 to Damage Roll
by a Hag over some trivial misdemeanour, and have HABITAT: Caves, Marshes, Rivers, Forests, Hills
wandered the forests and hills of Titan ever since, in small NUMBER ENCOUNTERED: 1
thieving bands. Certainly they share the Fairy ability to TYPE: Amphibian
alter their size and they are capable of bloating or growing REACTION: Hostile
up to human-size and over, with the ability scores and INTELLIGENCE: Low
equipment given above, though in this form they cannot
fly. When threatened by more powerful beings however, A forest idyll at dusk: wild boars drinking from a stream,
near a shallow cave in a crumbling cliff-face. Suddenly the
peace is broken by a long black ribbon-like tongue that
shoots from the cave, sticks like glue to a boar and drags
it shrieking back into the cave to be consumed by the
tongue’s owner, a STEGOCEPHALIAN! These enormous
amphibians look like a cross between a gigantic toad and
a scaly reptilian monster, with a horned head and a gaping
maw lined with many tiny sharp fangs. Their main
weapon however is their tongue and at the start of combat,
roll a die. On a 1, 2, or 3, their victim is entangled in the
tongue and must reduce their SKILL by the number rolled,
however they can still attack the Stegocephalian with their
weapon. On a 4 or 5, they must reduce their SKILL by the
number rolled, and they cannot use their weapon so must
deduct another 4 SKILL for being unarmed. If this reduces
their SKILL to 1 or less, the die roll counts instead as a 6.
On a 6, the victim is dragged into the Stegocephalian’s
mouth and slain instantly (unless they have companions
to help free them). If they manage to reduce the
Stegocephalian’s STAMINA to 12 or less, the monster will
instantly let go with its tongue and retreat back into their
lair, where it can be attacked and slain in normal combat.
Stegocephalians are rare but widespread, found
throughout Khul, usually lurking in some dark cave near
a pond or creek, feasting on whatever they can entangle
with their tongue-trap.
GIANT STORMBIRD
SKILL: 8
STAMINA: 12
ATTACKS: 2
WEAPON: Large Claw and Large Bite
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Sea, Sea-shore
NUMBER ENCOUNTERED: 1-2
TYPE: Bird
REACTION: Unfriendly-Hostile
INTELLIGENCE: Low STRIDER
SKILL: 9
Not all giant birds on Titan are birds of prey such as Rocs STAMINA: 9
and Giant Bloodhawks. On the rocky islets of the Ocean ATTACKS: 2 (see below)
of Tempests and neighbouring waters, dwells the GIANT WEAPON: Polearm
STORMBIRD, an avian more closely related to albatrosses ARMOUR: None
and petrels. This huge seabird has a wingspan of six to DAMAGE MODIFIER: None
eight metres, a broad yellow beak and yellow-tipped black HABITAT: Plains, Hills, Ruins, Caves
talons. Usually it feeds on large fish, and the eggs and NUMBER ENCOUNTERED: 1 or 1-3
chicks of smaller seabirds, but it has also been known to TYPE: Humanoid
attack ships and boats, attempting to carry off lone sailors REACTION: Unfriendly-Hostile
stranded in the rigging or atop the crows’ nest. A pair of INTELLIGENCE: High
136 STRIDER
STURRAMAK
SKILL: 11
STAMINA: 25
ATTACKS: 3
WEAPON: Very Large Bite and Very Large Claw
ARMOUR: Medium
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Mountains, Hills, Wilderness
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: High
SWORD TREE
SKILL: 9
STAMINA: 12
ATTACKS: 6
WEAPON: Sword
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Marshes, Forests
NUMBER ENCOUNTERED: 1 Glade (6 Trees)
TYPE: Plant
REACTION: Hostile
INTELLIGENCE: Low
TAILSPIKER
SKILL: 7
STAMINA: 10
ATTACKS: 3
WEAPON: Large Bite and Large Claw; Spiked Tail (as per
Morning Star)
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Caves, Dungeons, Mountains
NUMBER ENCOUNTERED: 1
TYPE: Reptile
REACTION: Hostile
INTELLIGENCE: Low
TEMPLE GUARDIAN
SKILL: 9
STAMINA: 10
ATTACKS: 2
WEAPON: See below
ARMOUR: See below
DAMAGE MODIFIER: None
HABITAT: Ruins, Dungeons
NUMBER ENCOUNTERED: 1
TYPE: Magical creature
REACTION: Neutral-Unfriendly
INTELLIGENCE: High
TENTALLUS 141
TENTALLUS
As adventurers explore ancient ruins and decaying
dungeons they often come across long-abandoned shrines SKILL: 8
and temples that are now home to the strange beings STAMINA: 12
known as TEMPLE GUARDIANS. These are thought to ATTACKS: 4
be agents of the gods themselves, coalescing out of WEAPON: Tentacles (as per Large Claw)
nowhere to attack looters and desecrators, only to ARMOUR: Light
disappear just as mysteriously once the threat has been DAMAGE MODIFIER: None
dealt with. The physical appearance of a Temple Guardian HABITAT: Lakes, Rivers, Caves, Dungeons, Ruins
varies widely, depending on the god or goddess whose NUMBER ENCOUNTERED: 1
temple it is protecting. The adventurer Aidoclus of TYPE: Mollusc
Vernale for example, told of meeting a scarlet-armoured REACTION: Hostile
Temple Guardian brandishing twin longswords, in a INTELLIGENCE: Low
ruined shrine of Lhyss (the name by which Sindla,
Goddess of Luck, is known among the inhabitants of the
Arrowhead Islands). In Allansia, the renowned tomb- The TENTALLUS is what results when evil sorcerers such
robber Jerran Farr has encountered many Temple as Razaak meddle with creatures such as Giant Octopuses
Guardians in the lost cities of the Desert of Skulls, and and Tentacled Things, trying to hybridise them to create
describes them as animal-headed humanoids with spears even more fearsome beasts for their dungeons. Squid-like
and white kilts, harkening back to the bestial gods of the in appearance, the Tentallus has long gray-green tentacles
Djaratian civilisation that once flourished here. Below are up to five metres long that are covered in suckers and
further suggestions for some types of Temple Guardians warty growths. It often lurks in subterranean lakes, deep
that may be encountered: pools and forgotten streams, but it is also capable of
aestivating and sometimes lies dormant under a damp
Goddess: Sindla (or Lhyss), Appearance: Tall being in patch of ground, woken only by the footsteps of an
antique scarlet armour, Weapon: Sword, Armour: Plate unfortunate victim. The Tentallus always attacks with its
Armour, Special Abilities: When the Guardian is wounded, flailing tentacles, attempting to subdue its prey before
roll one die. On a roll of 1-4, the blow is slightly deflected devouring it. Should it be encountered underwater, the
by some ludicrously unlucky event, and the damage done victim must win at least one Attack Round in three or
is reduced by 1 point. On a roll of 5 or 6, the blow is drown. However, like the Tentacled Thing, it is repelled
rendered even more effective by some equally by a Bracelet of Mermaid Scales, which will cause it to
142 TENTALLUS
THASSALOSS
Minor Major
SKILL: 8 10
STAMINA: 11 15
ATTACKS: 2
WEAPON: Scythe (as per Polearm)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins, Anywhere their master is
NUMBER ENCOUNTERED: 1
TYPE: Magical Creature
REACTION: Hostile
INTELLIGENCE: Low
happens every Attack Round regardless of whether or not locally as the THRASHER. Roughly bear-sized, its
the creature wins the Attack Round or not. The strength muscular body is covered in a thick matted pelt of black
of this chilling attack depends on the type of Thassaloss. bristly fur. It uses its short forelimbs for grasping, and its
For a Major Thassaloss, roll one die every Attack Round. long powerful hind legs for leaping, powering itself across
On a roll of 1-5, the ray strikes its victim who must deduct all terrain in a series of bounding hops. The Thrasher’s
1 point of STAMINA. On a roll of 6, the victim manages to head is hyena-like, with a mouth full of sharp teeth, and
dodge the ray. its name comes from its long tail, which ends in a solid
club-like ball of cartilage and bone. This makes for a
Thassaloss from Vault of the Vampire by Keith Martin. devastating weapon and if the Thrasher ever rolls an 11
Illustration by Martin McKenna. or 12 for its Attack Strength regardless of whether it wins
that Attack Round, it has hit its opponent automatically
with its tail club (doing damage as per a Mace). Thrashers
usually prey on deer and wild goats, but sometimes
THRASHER terrorize remote hamlets, eating both villagers and their
livestock until a brave adventurer or hunter can be
SKILL: 7 persuaded to rescue them by slaying the beast. Tracking
STAMINA: 13 the Thrasher back to its lair is the easy part as it leaves
ATTACKS: 2 behind an unmistakable path of large footprints,
WEAPON: Large Bite and Tail Club (as per Mace) splintered trees and shattered rocks, and it also makes a
ARMOUR: Light horrid grinding and crashing noise as it rampages through
DAMAGE MODIFIER: None the undergrowth.
HABITAT: Hills, Plains, Forests
NUMBER ENCOUNTERED: 1-2 Thrasher from Keep of the Lich-Lord by Dave Morris and
TYPE: Animal Jamie Thompson.
REACTION: Unfriendly Illustration by David Gallagher.
INTELLIGENCE: Low
Tigers are even known from the islands of the Arrowhead Icefinger and Freezeblood Mountains. Although it has a
Archipelago. Tigers have long history on Titan. They grey-white pelt adorned with jagged black stripes, its long
fought on the side of Good, alongside Magir the Tiger curved fangs and stub of a tail show that it is more closely
Goddess during the First Battle, and it is said that a related to the Sabre-Toothed Tiger of warmer southern
gigantic golden Tiger guards the accursed ruins of the lost lands. The Snow Tiger preys on deer and moose, tracking
city of Kharnek, somewhere in southern Allansia. them tirelessly across the tundra, but it will resort to
scavenging and eating carrion when times are hard. They
Looking like a cross between a normal Tiger and a are hunted by Frost Giants, Barbarians, and the Toa-Suo,
Sabre-Toothed Tiger, but smaller than either of them, are and as a consequence are rare throughout their range.
the FANGTIGERS of south-western Khul. With their
orange and black pelts, and the enormous curved fangs Snow Tiger from Tower of Destruction by Keith Martin.
that give them their name, they are impressive beasts and Illustration by Pete Knifton.
much intertwined with the cultures of the small kingdoms
of this area, such as Kazan, where they are the totem of
the clan and city of Yigenik, and Zamarra. Indeed,
Fangtigers can be domesticated to an extent and used as
battle-mounts, typically reined in pairs, with their rider
TOADMAN
placing one foot on the back of each animal. Noted
warriors who ride a pair of Fangtigers into battle include SKILL: 9
the notorious Beshbalik, leader of the Kazanid mercenaries STAMINA: 9
known as Beshbalik’s Marauders, and the commander of ATTACKS: 1
a group of renegade Amazons operating in the vicinity of WEAPON: Trident (as per Spear)
the city-state of Zamarra. ARMOUR: None
DAMAGE MODIFIER: None
The SNOW TIGER is a hunter of the northern Ice Wastes HABITAT: Marshes, Rivers
of Allansia, ranging as far south as the foothills of the NUMBER ENCOUNTERED: 1-6
TYPE: Amphibian/Humanoid
REACTION: Unfriendly
INTELLIGENCE: High
If the enemy is too big or numerous, they will try and trick
or push them into the muddy Sinkpits that form part of
their marshy realm. These are treacherous patches of
quicksand that the Toadmen excavate at various spots
throughout the swamp, and anyone unfortunate enough
to fall into a Sinkpit will quickly drown unless they
possess some kind of enchanted rope or are helped out by
others. The most well-known community of Toadmen in
Allansia lives in the Bu Fon Fen (otherwise known as the
Swamp of the Toadmen), on the southern bank of the
Deedlewater. Here they cultivate extensive herb gardens
containing rare plants such as Sculliweed, Fishbait Flower,
TOOLFISH 145
TOOLFISH
SKILL: 8 (Sawfish only)
STAMINA: 10 (Sawfish only)
ATTACKS: 1 (Sawfish only)
WEAPON: Saw (as per Sword; Sawfish only)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Anywhere Merfolk are, Sea
NUMBER ENCOUNTERED: 1-6 (1 of each type plus 1
extra)
TYPE: Fish
REACTION: Neutral
INTELLIGENCE: Low
UNICORN
SKILL: 11
STAMINA: 11
ATTACKS: 2
WEAPON: Horn (as per Sword) and Hooves (as per Large
Claw)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Forests, Hills, Marshes
NUMBER ENCOUNTERED: 1
TYPE: Animal
REACTION: Neutral (Friendly towards maidens)
INTELLIGENCE: High
The Unicorn is a magical type of horse, pure white in liquid, with vulpine fangs and powerful, claw-tipped
colour, with a long spiral-shaped horn protruding from hands on grossly elongated arms. The Vitriol Essence’s
its brow. They are extremely rare, and found only in the real weapon however is the fact it is composed entirely of
most primeval forests, lonely hills and mist-wreathed strong acid and every successful hit will inflict 4 STAMINA
marshes. Unicorns are intelligent, though opinion differs points of damage to its victim, with armour offering no
on whether they communicate through thought, similar protection, as the acid eats through its opponent’s flesh.
to an ESP Spell, or by speech. They are extremely Should the Vitriol Essence be reduced to 2 STAMINA points,
distrustful of most people except Wood Elves and Fairies, it will immediately flee to the depths of whatever body of
for cruel men and Orcs often hunt them as their pelts and liquid it currently calls home. After a short recuperation
horns are highly prized. It is well known that a beautiful period, it will return to attack, but in this reduced form it
human maiden wreathed in flowers can be used as an only has SKILL 8, STAMINA 4, and does 2 STAMINA points
effective Unicorn lure, although it is unknown if Orcs are of damage per successful hit, regardless of armour. The
able to employ a similar stratagem! Vitriol Essence is usually summoned by a wizard or
elementalist and placed in a vat of acid or deep
The horn of a Unicorn is not simply a trophy but a magical underground pool, to guard something of great value.
artefact in its own right. It counts as a lucky amulet and Smart adventurers will realise though that the creature
anyone who has one in their possession may permanently cannot leave its aquatic lair, and will no doubt devise some
add 2 to their LUCK score. The horn may have other powers method for holding off or distracting the Vitriol Essence
(certainly there are plenty of mages who claim it does!), while carefully removing any riches it may guard!
and can be sold at any market for fifty Gold Pieces or
more. Less well known is the fact that a captured or Vitriol Essence from Beneath Nightmre Castle by Peter
injured Unicorn may provide a wish to those who help it. Darville-Evans. Illustration by Jason Lenox.
The power of the wish is limited to the current condition
of the Unicorn, and may range from revealing the location
of a nearby hidden treasure, to completely restoring a
character’s SKILL, STAMINA, or LUCK score. Good knights
often use the symbol of a Unicorn upon their shields, while
it is said that tattooing a white unicorn in a golden sun
upon your forehead provides protection from the
mesmerism attack of greater Undead, such as Zanbar Bone
the Night Prince.
VITRIOL ESSENCE
SKILL: 8
STAMINA: 6
ATTACKS: 1
WEAPON: Acid Touch (see below)
ARMOUR: None
DAMAGE MODIFIER: See below
HABITAT: Caves, Dungeons, Magical Plane of Water,
Anywhere their master is
NUMBER ENCOUNTERED: 1-2
TYPE: Magical Creature
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
Too many travellers in Khul have approached a lonesome the Weevil Man has managed to take the blow on his
ford of stepping stones across a stream and, as they jump carapace armour and suffers only 1 STAMINA point loss
from boulder to boulder, are suddenly dragged down by instead.
powerful tentacles towards a clacking beak, as what they
thought was a boulder reveals itself to be a GIANT Most Weevil Men live solitary existences in forested areas,
WATERSNAIL! The spiral shells of these carnivorous subsisting on a simple diet of maggots, grubs, and various
molluscs can be over two metres in diameter, though only kinds of fungi. They also set crude traps to catch small
the top portion will usually be showing above the animals such as rabbits and young deer. A favourite trap
waterline. The head of the creature is similar to that of a consists of several sharpened stakes tied to a stick, that,
normal snail, with two long eye-stalks, but below that are when triggered by stepping on an innocuous piece of
six grasping tentacles surrounding a sharp-beaked mouth. wood, causes the stakes to spring up and impale their
Anyone surprised by a Giant Watersnail must subtract 2 victim. This requires a successful Test for Luck to avoid;
from their SKILL as the tentacles wind themselves around anyone who is Unlucky must deduct 1-6 STAMINA points
their victim’s legs, and then reduce their SKILL by a further for their troubles. Weevil Men are terrified of sorcery
point at the end of every Attack Round as they are however, and any display of spectacular spellcasting,
dragged towards the creature’s mouth. Once their SKILL regardless of whether or not it has any tangible effect, will
is zero, they will automatically take Large Bite damage usually send the creatures scampering back to their lair.
every Attack Round from the Giant Watersnail’s beaked This is typically a hole or burrow at the base of a large tree
jaws, until they are freed by any companions or they are or moss-covered boulder, and contains the Weevil Man’s
dead. Giant Watersnails are found in marshier areas across meagre possessions, among which will be a whetstone to
Khul from the Mizokumo Fens in the east to Scorpion keep the blade of its hatchet sharp and ready for danger!
Swamp in the west, and are the primary reason that
Khulians in these parts approach half-submerged Weevil Man from Phantoms of Fear by Robin Waterfield.
boulders and stepping-stones with due care. Illustration by Jason Lenox.
WEEVIL MAN
SKILL: 8
STAMINA: 11
ATTACKS: 1
WEAPON: Hatchet (as per Handaxe)
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Forests, Caves
NUMBER ENCOUNTERED: 1-2
TYPE: Insect/Humanoid
REACTION: Unfriendly
INTELLIGENCE: Average
WOOD DEMON
SKILL: 9
STAMINA: 10
ATTACKS: 2
WEAPON: Large Claw
ARMOUR: Medium
DAMAGE MODIFIER: None
HABITAT: Forests, Jungles
NUMBER ENCOUNTERED: 1
TYPE: Demon Wood Demon from Crypt of the Sorcerer by Ian Livingstone.
REACTION: Hostile Illustration by John Sibbick.
INTELLIGENCE: High
WRAITH
Found in dark forests, lonesome glades and stinking
jungles, it is not certain whether the strange-looking SKILL: 8
WOOD DEMON is an actual entity summoned from the STAMINA: 9
Demonic Pit, or whether it is a manifestation of malign ATTACKS: 1
intelligence in a woodland area. Whatever the case, it has WEAPON: Small Claw
a hideous appearance, being humanoid in shape but with ARMOUR: None
dark, crusty bark-like skin, that is covered in moss and DAMAGE MODIFIER: None
fungus, and crawling with bloated insects. Also known as HABITAT: Ruins, Dungeons, Wilderness, Forests
the Forest Demon, the creature has a crumpled, skull-like NUMBER ENCOUNTERED: 1-2
face and sunken eyes as dark as the earth itself. Its initial TYPE: Undead
attack is with long vine-like arms that require a Test for REACTION: Hostile
Skill to avoid. If this is successful the intended victim may INTELLIGENCE: High
fight the Wood Demon normally; however, if the test is
failed, the victim is entwined within the demon’s arms
and needs a hunting knife or dagger to cut themselves When an undead spirit has been trapped on Titan for too
free. Woe betide those who do not have a dagger to hand long, it becomes a tortured, tormented soul, in constant
as they will be squeezed to death by the Wood Demon conflict with life around it: in other words, a WRAITH!
and their body used as a source of nutrients to feed the Appearing as a smoky, wailing apparitional figure
earth of its beloved wood. The demon does not have a lair, radiating a hideous chilly malice, it will float towards its
but the remains of unfortunate travellers may be found enemies with wispy claws outstretched, attempting to
scattered throughout the Wood Demon’s territory, their drain their very life-force. In addition to STAMINA loss,
belongings and possessions still attached to their rotting anyone who is hit by a Wraith and survives the battle must
corpses... roll a die, and on a roll of 1-4, they have also lost 1 SKILL
point as well. This loss of SKILL is permanent, unless the
154 WRAITH
ZOALINTH
SKILL: 9
STAMINA: 14
ATTACKS: 3
WEAPON: Large Claw and Large Bite
ARMOUR: Light
DAMAGE MODIFIER: +2 to Damage Roll
HABITAT: Dungeons, Ruins, Caves
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Unfriendly-Hostile
INTELLIGENCE: Average
156 TREASURE
Special Items
Directors should feel free to substitute their own favourite items for those already on this table. Give a powerful item a high or low
number so it isn’t chosen quite so often as the regular items, and always sprinkle a few nastier items to balance up all the nice ones!
Also, don’t forget to consult Advanced Fighting Fantasy (pp. 142-149) for a much more extensive list of treasure and magical items.
DUNGEONS/RUINS
Roll I II III
3 Death-Knight Hellfire Spirit Maijem-Nosoth
4 Spike Demon Chaos Warrior Death Skull
5 Spectre Half-Ogre Ghost
6 Temple Guardian Bone Devil Thassaloss
7 Coldclaw Diadrone Shade
8 Homunculus Blood-Lurcher Hornet Assassin
9 Ape-Dog Chest Creature Maze Fiend
10 Blood Orc Murkuron Scout
11 Minion Replicanth Shikome
12 Fire Imp Snuff Hound Lava Imp
13 Chameleon Serpent Vlodblad Scitalis
14 Nightgaunt Obligath Skeleton King
15 Ishkarim Baobhan Sith Smoke Demon
16 Half-Troll Wraith Bonecrusher
17 Iron Cyclops Skull Beast Night Horror
18 Zoalinth Spider King Lich
CAVES
Roll I II
3 Mukade Stegocephalian
4 Rad-Hulk Vitriol Essence
5 Armoured Mole Manic Beast
6 Two-Headed Troll Giant Moth
7 Hag Tailspiker
8 Weevil Man Chaos Mutant
9 Prowler Man-Octopus
10 Tusker Carrion Bug
11 Flesh-Feeder Scuttlie
12 Mottled Kraken Long-Tooth Bear
13 Fairy Blackheart
14 Scitalis Muck Demon
15 Giant Hornet Half-Ogre
16 Devourer Bakk-Ruman
17 Khuddam Tentallus
18 Gargantis Cesuoshe
PLAINS
Roll I
3 Stegosaurus
4 Black Elk
5 Giant Bloodhawk
6 Strider
7 Mamlik
8 Pygmy Orc
9 Jabberwing
10 Nomad
11 Common Raven
12 Fangtiger
13 Whirlwind
14 Sightmaster
15 Struthiomimus
16 Rock Man
17 Thrasher
18 Triceratops
158 ENCOUNTERS
FOREST ICE
Roll I II Roll I
3 Arctolyce Shael-Beast 3 Chion
4 Ophidiotaur Grizzly Bear 4 none
5 Dryad Fairy 5 Polar Bear
6 Gnarled Oak Blog 6 Ice Golem
7 Whipperwolf Ant Symbiote 7 Snow Tiger
8 Scurrellor Carnivorous Plant 8 Ice Elf
9 Forest Panther Giant Spitting Spider 9 none
10 Killer Bee Spriggan 10 none
11 Mite Common Raven 11 Snow Beast
12 Giant Moth Fangtiger 12 Coldclaw
13 Bark-Biter Half-Elf 13 none
14 Weevil Man Giant Hornet 14 Chthonian Trapper
15 Wood Demon Sword Tree 15 Ice Hulk
16 Minimite Hag 16 Polar Worm
17 Carnivorous Ape Rokuro-Kubi 17 none
18 Unicorn Tatsu 18 Ice Ghost
HILLS DESERT
Roll I Roll I
3 Ankylosaurus 3 Roc
4 Rokuro-Kubi 4 Gunderwal
5 Pilfer Grass 5 Dragonman
6 Giant Hornet 6 Whirlwind
7 Halfling 7 Awkmute
8 Wild Elf 8 Grypvulture
9 Barbarian 9 Desert Lizard Man
10 Scuttlie 10 Nomad
11 Mordida 11 Saltsucker
12 Spriggan 12 Khomatad
13 Chameleonite 13 Serpent
14 Black Fairy 14 Desert Elf
15 Giant Bloodsucking Spider 15 Sand Snapper
16 Cangui 16 Great Serpent
17 Blackheart 17 Phoenix
18 Groundhog 18 Blue Dragon
MOUNTAINS JUNGLE
Roll I Roll I
3 Sturramak 3 Iguanodon
4 Griffin 4 Arena Beast
5 Chion 5 Ophidiotaur
6 Ice Hulk 6 Hac-Quel-Rat
7 Ectovult 7 Jungle Elf
8 Amazon 8 Bark-Biter
9 Shikome 9 Dromaeosaurus
10 Tribesman 10 Native
11 She-Satyr 11 Pygmy Lizard Man
12 Snow Tiger 12 Carnivorous Plant
13 Black Flyer 13 Panther Warrior
14 Chthonian Trapper 14 Tiger
15 Snow Beast 15 Giant Spike Spider
16 Polar Worm 16 Black Panther
17 Roc 17 Giant Chameleon
18 Tatsu 18 Shael-Beast
ENCOUNTERS 159
MARSH WILDERNESS
Roll I II Roll I II
3 Mudgrinder Kalamite 3 Manticore Sulphur Ghost
4 Pool Beast none 4 Baddu-Beetle Giant Bloodhawk
5 Kappa Bloodworm (Adult) 5 Pterodactyl Pilfer Grass
6 Giant Watersnail Sword Tree 6 Neanderthal Wild Elf
7 none Chrabat 7 Giant Aardwolf Whirlwind
8 Hag Elkiem 8 Calacorm Amazon
9 Elverine Kreehul 9 Giant Firefly Serpent
10 Swamp Orc none 10 Wild Dog Nomad
11 none Giant Frog 11 Black Elf Giant Raven
12 Man-Octopus Harpoon Fly 12 Night Hawk Klattaman
13 Yuemo Muck Demon 13 Centaur Saltsucker
14 Toadman Marsh Fiend 14 Harpy Barbarian
15 Crab Grass none 15 Sleeping Grass Pteranodon
16 none Nothosaurus 16 Giant Fly Dragonman
17 Xanthic Horror Stegocephalian 17 Aakor Phororhacos
18 Swamp Mutant Great Serpent 18 Cockatrice Chaos Manticore
RIVERS/LAKES TOWNS
Roll I Roll I II
3 Tentallus 3 Weretiger Chaos Warrior
4 Yuemo 4 Mik Half-Ogre
5 Giant Watersnail 5 Calacorm Fire Imp
6 Sea Elf 6 Ogre Mamlik
7 Toadman 7 Krell (trained) Murkuron
8 Elkiem 8 Red-Eye Half-Elf
9 Harpoon Fly 9 Man-Orc Bay
10 Elverine 10 Dwarf Halfling
11 Giant Frog 11 Black Elf Minion
12 Sea Snake 12 Wolf Dog Snuff Hound
13 Chrabat 13 Orc Sightmaster
14 Dolphin 14 Flayer Khomatad
15 Siren 15 Common Troll Pygmy Orc
16 Giant Anemone 16 Werewolf Hornet Assassin
17 Xanthic Horror 17 Lizardine Half-Troll
18 Kraken 18 Vampire (night only) Rokuro-Kubi
SEA/SEASHORE
Roll I II TOWNS (SEWERS)
3 Sea Hydra Tylosaurus Roll I II
4 Roc none 3 Giant Slug Quagrant
5 Siren Sea Ogre 4 Slime Sucker Pool Beast
6 none Sea Hag 5 Mucalytic Bloodworm (Adult)
7 Pteranodon Krell 6 Wererat Mottled Kraken
8 Giant Anemone Lionfish 7 Giant Centipede Necrotic Jelly
9 Batfish none 8 Sewer Snake Flesh-Feeder
10 Barracuda Moray Eel 9 Giant Leech Man-Octopus
11 Dolphin Sea Spider 10 Giant Rat Carrion Bug
12 none Bloodworm (Young) 11 Flesh Grub Sea Snake
13 Sea Elf Sea Snake 12 Rat Man Chaos Mutant
14 Toolfish Swordfish 13 Snapperfish Hag
15 Devilfish none 14 Giant Toad Elverine
16 Nothosaurus Anemorus 15 Fish Man Muck Demon
17 none Giant Stormbird 16 Crocodile Tentallus
18 Kraken Sea Dragon 17 Tentacled Thing Xanthic Horror
18 Slime Eater Cesuoshe