Fantasy Bestiary 1
Fantasy Bestiary 1
Fantasy Bestiary 1
http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/index.html
http://www.d20srd.org/indexes/monsters.htm
BEAR........................................................................................................................................................................................3
A BEAR............................................................................................................................................................ 3
BEHOLDER...............................................................................................................................................................................3
A BEHOLDER..................................................................................................................................................... 4
EYE POWERS.................................................................................................................................................... 4
BUGBEAR.................................................................................................................................................................................5
A BUGBEAR...................................................................................................................................................... 5
CARRION CRAWLER................................................................................................................................................................6
A CARRION CRAWLER....................................................................................................................................... 6
DARKMANTLE..........................................................................................................................................................................7
A DARKMANTLE................................................................................................................................................. 7
DIRE RAT.................................................................................................................................................................................7
A DIRE RAT...................................................................................................................................................... 8
ELEMENTAL, EARTH................................................................................................................................................................8
A SMALL EARTH ELEMENTAL............................................................................................................................. 8
A MEDIUM EARTH ELEMENTAL........................................................................................................................... 9
A LARGE EARTH ELEMENTAL............................................................................................................................. 9
EARTH ELEMENTAL SPECIAL QUALITIES.............................................................................................................. 9
ETTERCAP...............................................................................................................................................................................9
AN ETTERCAP................................................................................................................................................. 10
GHOUL...................................................................................................................................................................................10
A GHOUL........................................................................................................................................................ 11
GOBLIN..................................................................................................................................................................................11
A GOBLIN....................................................................................................................................................... 12
GOBLIN GANG BOSS....................................................................................................................................... 12
HOBGOBLIN...........................................................................................................................................................................12
A HOBGOBLIN................................................................................................................................................. 13
ILLITHID..................................................................................................................................................................................13
AN ILLITHID..................................................................................................................................................... 14
KOBOLD.................................................................................................................................................................................14
A KOBOLD...................................................................................................................................................... 14
LIZARD MEN..........................................................................................................................................................................15
A LIZARD MAN................................................................................................................................................ 15
NEOGI....................................................................................................................................................................................15
A NEOGI......................................................................................................................................................... 16
OCTOPUS..............................................................................................................................................................................16
AN OCTOPUS.................................................................................................................................................. 16
OGRE.....................................................................................................................................................................................17
AN OGRE........................................................................................................................................................ 17
OGRE MAGE..........................................................................................................................................................................17
AN OGRE MAGE.............................................................................................................................................. 17
ORC .......................................................................................................................................................................................18
AN ORC.......................................................................................................................................................... 19
A HALF ORC................................................................................................................................................... 19
OTYUGH.................................................................................................................................................................................19
AN OTYUGH.................................................................................................................................................... 19
SKELETON.............................................................................................................................................................................20
A SMALL SKELETON (KOBOLD)........................................................................................................................ 20
A MEDIUM SKELETON (HUMAN)....................................................................................................................... 21
SPIDER, MONSTROUS...........................................................................................................................................................21
A TINY MONSTROUS SPIDER............................................................................................................................ 21
A MEDIUM MONSTROUS SPIDER...................................................................................................................... 22
SWARMS, RAT.......................................................................................................................................................................22
A RAT SWARM................................................................................................................................................ 23
TROLL....................................................................................................................................................................................23
A MINOR TROLL.............................................................................................................................................. 24
A TROLL......................................................................................................................................................... 24
UMBER HULK.........................................................................................................................................................................25
AN UMBER HULK............................................................................................................................................. 25
VAMPIRE SPAWN...................................................................................................................................................................25
WERERAT..............................................................................................................................................................................25
A WERERAT (HUMAN FORM)............................................................................................................................ 26
A WERERAT (HYBRID FORM)............................................................................................................................ 26
A WERERAT (DIRE RAT FORM)........................................................................................................................ 27
WOLF.....................................................................................................................................................................................27
A WOLF.......................................................................................................................................................... 27
WORG....................................................................................................................................................................................28
A WORG......................................................................................................................................................... 28
ZOMBIE..................................................................................................................................................................................29
A SMALL ZOMBIE (KOBOLD)............................................................................................................................. 29
A Medium Zombie (Human)........................................................................................................................... 29
normal range. Overpowering scents such as skunk
BEAR musk or troglodyte stench can be detected at three
times the normal range.
When the bear detects a scent, the exact location
is not revealed; only its presence somewhere within
range. With an action the bear can note the direction
of the scent and if he moves within 5 meters of the
source he can pinpoint the source as well.
A bear with the scent ability can follow tracks by
smell. The same common modifiers apply to the track
skill check except that modifiers for Clues, Urban
conditions, and Soft or Hard ground are ignored. This
ability when used to track can also ignore penalties
for visibility.
BEHOLDER
A BEAR
Strength 15 Intelligence 2
Dexterity 8 Will 14
Constitution 16 Personality 2
Durability: 24/24/12/12 Action check: 12+/11/5/2
Last Resorts: 1 # Actions: 3
Move: Sprint 22, Run 14, Walk 4,
Moral Attitude: Neutral
Size: Large
Attacks
Bite 16/8/4 d4w/d6+1w/d6+3w Li/O
2x Claws 16/8/4 d6+1s/d4+1w/d6+2w Li/O
SPECIAL QUALITIES
Bite: A Bugbear can bite with his sharp teeth using the
Unarmed Attack-brawl skill causing
1d4+1s/1d4+2s/1d4w including any modifiers for a
high strength score.
Darkvision: Bugbears have Darkvision with a range of
20m, allowing them to see in total darkness. What is
seen appears only as ‘Black and white’, and is in
contrast meaning that what is normally dark appears
bright, and what is bright appears dark.
Scent: Bugbears have an excellent sense of smell, and
normally use this sense when hunting for food. This
sensory ability allows the bugbear to detect
approaching enemies, sniff out hidden foes or objects,
and to track by sense of smell. The bugbear can
identify familiar odours just as others do by sight.
The bugbear can detect opponents within 10
meters by sense of smell. If the opponent is upwind,
the range increases to 20 meters. If the opponent is
Of the goblinoids, the Bugbear is the largest,
downwind the range is reduced to 5 meters. Strong
strongest, and most savage. Standing 7 feet tall, their
scents such as smoke or rotting garbage can be
hide ranges from light yellow to yellow-brown and their
detected at twice the normal range. Overpowering
scents such as skunk musk or troglodyte stench can be COMBAT
detected at three times the normal range. The carrion crawler can move along walls, ceilings
When the bugbear detects a scent, the exact and passages very quickly, using its many clawed feet
location is not revealed; only its presence somewhere for traction.
within range. With an action the bugbear can note the When attacking, the monster lashes out with its 2'
direction of the scent and if he moves within 5 meters of long tentacles, each of which produces a sticky
the source he can pinpoint the source as well. secretion that can paralyze its victims. A save versus
A bugbear with the scent ability can follow tracks by paralysation is allowed to escape these effects. They
smell. The same common modifiers apply to the track kill paralyzed creatures with their bite which inflicts 1-2
skill check except that modifiers for Clues, Urban points of damage. The monster will always attack with
conditions, and Soft or Hard ground are ignored. This all of its tentacles.
ability when used to track can also ignore penalties for Carrion crawlers are non-intelligent, and will
visibility. continue to attack as long as any of their opponents are
Skills: Bugbears impose a base +1 penalty to Awareness un-paralysed. Groups of crawlers attacking together will
checks to opponents when they are using a Stealth not fight in unison, but will each concentrate on
skill. paralyzing as many victims as they can. When seeking
out prey, they rely primarily on their keen senses of
sight and smell. Clever travellers have been known to
fool an approaching carrion crawler with a sight and
CARRION CRAWLER smell illusion, thus gaining time to make good their
escape.
HABITAT/SOCIETY
Carrion crawlers are much-feared denizens of the
underground world. They live in lairs, venturing out in
search of carrion or food every few days. Some
underground inhabitants such as goblins and trolls will
make use of carrion crawlers by leaving the bodies of
dead foes out in designated areas. This keeps the
creatures at a good distance from their own homes and
encourages them to "patrol" certain areas. Some orcs
have been known to chain live prisoners near the lairs
of these fearsome monsters.
Carrion crawlers will sometimes live with a mate or
in a small group numbering no more than 6. This does
not mean that they cooperate in hunting, but merely
share the same space and compete fiercely for the
same food. If 2 crawlers have made a kill or discovered
carrion, they will often fight over the food, sometimes
killing one another in the process.
The carrion crawler mates once a year. Several
days after mating, the female will go off in search of a
large kill. When she has found or killed an adequate
food supply, she lays about 100 eggs among the
carrion. The grubs hatch one week later and begin
feeding.
Maternal care ceases once the eggs have been
laid and it is not uncommon for eggs to later be eaten
The carrion crawler is a scavenger of subterranean by the female who laid them. Females die a few weeks
areas, feeding primarily upon carrion. When such food after laying their eggs, exhausted by the effort. Males
becomes scarce, however, it will attack and kill living live only a short time longer, having mated with as
creatures. many females as possible. Grubs have been known to
The crawler looks like a cross between a giant consume one another in feeding frenzies, and are a
green cutworm and a cephalopod. Like so many other favourite food of adult carrion crawlers. Few of the
hybrid monsters, the carrion crawler may well be the grubs reach maturity, but those who do have eaten
result of genetic experimentation by a mad, evil wizard. voraciously and will achieve their full size in a single
The monster's head, which is covered with a tough year. When they reach maturity, the mating cycle
hide that gives it Armour Class 3, sprouts eight slender, begins again.
writhing tentacles. The body of the carrion crawler is not These monsters exist on the most basic instinctual
well protected and has an armour class of only 7. The level, having no more intelligence than earthworms or
monster is accompanied by a rank, fetid odour which most insects. The carrion crawler is driven by two
often gives warning of its approach. urges: food and reproduction. It has absolutely no
These creatures are usually found in dark and dank interest in the collection of treasure.
areas. They prefer to dwell underground, but have been
down to inhabit thick forests, the basements of (large) A CARRION CRAWLER
buildings, and the sewer systems of cities. Scavengers, Strength 13 Intelligence 3
they feed on virtually any organic matter, although they Dexterity 9 Will 9
prefer meat. Large amounts of offal or corpses will be Constitution 9 Personality 9
used as a place to lay their eggs. Durability: 9/9/5/5 Action check: 12/6/3
Last Resorts: 1 # Actions: 2
Move: Walk 4, Glide 18, Fly 36
Moral Attitude: None A DARKMANTLE
Size: Large (9-10’ long) Strength 13 Intelligence 3
Dexterity 9 Will 9
Attacks Constitution 9 Personality 9
Tentacle 14/7/3 Paralyse Li/O Durability: 9/9/5/5 Action check: 12/6/3
Bite 1w/2w/3w Last Resorts: 1 # Actions: 2
Move: Walk 4, Glide 18, Fly 36
Defences Moral Attitude: None
+2 Strength Resistance Modifier Size: Small
SKILLS Attacks
Carrion Crawlers have the following skills: Slam 14/7/3 d4+2w/d4+3w/d4+4w Li/O
Athletics – Climb 2 15/7/3
Unarmed Attack – Brawl 1 14/7/3 Defences
Acrobatics – Dodge 1 10/5/2 +2 Strength Resistance Modifier
Stealth – Hide 6 15/7/3 -2 step
Stamina – Endurance 1 10/5/2
Awareness – Perception 2 11/5/2 -2 step
SKILLS
Darkmantles have the following skills:
Resolve 9/4/2 +1 step (U)
Athletics – Climb 2 15/7/3
Unarmed Attack – Brawl 1 14/7/3
SPECIAL QUALITIES
Blindsight: A darkmantle can “see” by emitting high- Acrobatics – Dodge 1 10/5/2
Stealth – Hide 6 15/7/3 -2 step
frequency sounds, inaudible to most other creatures,
that allows it to ascertain objects and creatures within Stamina – Endurance 1 10/5/2
Awareness – Perception 2 11/5/2 -2 step
30m. A silence spell negates this ability and effectively
blinds the darkmantle. Resolve 9/4/2 +1 step (U)
This ability gives the darkmantle a -2 step to all
Awareness – Perception rolls within 30m. This is SPECIAL QUALITIES
Blindsight: A darkmantle can “see” by emitting high-
cancelled out if the darkmantle’s blindsight ability is
negated. frequency sounds, inaudible to most other creatures,
that allows it to ascertain objects and creatures within
30m. A silence spell negates this ability and
DARKMANTLE effectively blinds the darkmantle.
This ability gives the darkmantle a -2 step to all
Awareness – Perception rolls within 30m. This is
cancelled out if the darkmantle’s blindsight ability is
negated.
Camouflage: The darkmantle can change the colour of
it’s skin to match any rocky surface, gaining a -2 step
to any Stealth – Hide skill checks against rocks.
Constrict: A darkmantle deals 1d4+4 points of Li/O
damage with a successful grab check (see grab
below).
Grab: To use this ability, a darkmantle must hit a Large
or smaller creature with its slam attack from above.
The target must then make a Strength feat check
(with a +2 penalty) in order to avoid the darkmantle
from smothering the head of the target.
If the target fails the strength check, it attaches to
the opponent’s head and can constrict (see constrict
ability above).
Darkness: Black Magic [Con 9] - Darkness [Rank 5
The darkmantle hangs from a ceiling by a muscular (14)] No RB, No check required, Cost 0, once per
“foot” at the top of its body. It can look like a stalactite, by day.
holding its tentacles stiffly under itself, or like a lump of
rock, spreading its tentacles so the membrane between
them covers its body. Its shell and skin usually resemble
limestone, but a darkmantle can change its color to
match almost any type of stony background.
DIRE RAT
A darkmantle is about 4 feet long from the tips of its
tentacles to the top of its head. It weighs about 30
pounds.
In combat a darkmantle attacks by dropping onto its
prey and wrapping its tentacles around the opponent’s
head. Once attached, it squeezes and tries to suffocate
the foe. A darkmantle that misses its initial attack often
flies up and tries to drop on the opponent again.
a +3 penalty. Each day, the character must make a
Constitution feat check: Critical Failure or Failure,
worsen to terminally ill; Ordinary, no change; Good,
improve to ill; Amazing, recover completely.
Terminally Ill characters are comatose, although
they can rouse themselves for a few words of
conversation with a Resolve-physical resolve check.
Every 6 hours, the character must attempt a
Constitution feat check: Critical Failure, suffer 2 points
of mortal damage; Failure, suffer 1 point of mortal
damage; Ordinary, no change; Good or Amazing,
improve to extremely ill. If the hero suffers mortal
damage it is treated as if suffered during combat.
Lowlight Vision: Dire rats have low light vision. Their
Dire rats are omnivorous scavengers, but will eyes are extraordinarily sensitive to ambient light.
attack to defend their nests and territories. They can grow This reduces obscurity penalties they would otherwise
to be up to 4 feet long and weigh over 50 pounds. Their suffer by 2 steps. This type of vision offers no benefit
backs and heads are covered in a series of bony plates. in total darkness.
Scent: Dire rats have an excellent sense of smell, and
normally use this sense when hunting for food. This
A Dire Rat sensory ability allows the dire rat to detect
Strength 9 Intelligence 3 approaching enemies, sniff out hidden foes or objects,
Dexterity 13 Will 10 and to track by sense of smell. The dire rat can
Constitution 6 Personality 5 identify familiar odours just as others do by sight.
Durability: 6/6/3/3 Action check: 10/5/2 The dire rat can detect opponents within 10
Last Resorts: 0 # Actions: 2 meters by sense of smell. If the opponent is upwind,
Move: Sprint 40, Run 22, Walk 8, the range increases to 20 meters. If the opponent is
Moral Attitude: None downwind the range is reduced to 5 meters. Strong
Size: Small scents such as smoke or rotting garbage can be
detected at twice the normal range. Overpowering
Attacks scents such as skunk musk or troglodyte stench can
Bite 11/5/2 d4w/d4+1w/d4+2w Li/O be detected at three times the normal range.
plus disease When the dire rat detects a scent, the exact
location is not revealed; only its presence somewhere
Defences within range. With an action the dire rat can note the
+2 Dexterity Resistance Modifier direction of the scent and if he moves within 5 meters
of the source he can pinpoint the source as well.
A dire rat with the scent ability can follow tracks by
SKILLS smell. The same common modifiers apply to the track
Dire rats have the following skills: skill check except that modifiers for Clues, Urban
Athletics – Climb 5 14/7/3 conditions, and Soft or Hard ground are ignored. This
Unarmed Attack – Brawl 1 10/5/2 ability when used to track can also ignore penalties
Acrobatics – Dodge 1 14/7/3 for visibility.
Stealth – Hide 4 17/8/4
Sneak 2 15/7/3
Movement – Swim 5 14/7/3
Stamina – Endurance 1
Awareness – Perception 4
13/6/3
14/7/3
DRAGON, GREEN
Resolve – Mental resolve 1 11/5/2
SPECIAL QUALITIES
Disease: Filth fever; bite (marginal disease), Constitution
feat check (-1 step), incubation period 1d4 days.
FRIGHTFUL PRESENCE
GREEN DRAGONS IN COMBAT Effect: All creatures within the area must make a
Green dragons initiate fights with little or no Resolve – Mental Resolve skill check with a +3
provocation, picking on creatures of any size. If the target modifier.
is intriguing or seems formidable, the dragon stalks the Range: 50m radius.
creature to determine the best time to strike and the most Resist: Will
appropriate tactics to use. If the target appears weak, the
dragon makes its presence known quickly—it enjoys SPELL LIKE ABLILITIES
evoking terror. Sometimes the dragon elects to control a Effect: One sentient being (of greater than Animal
humanoid creature through intimidation and suggestion. intelligence) behaves towards the Beholder as if
Green dragons especially like to question adventurers to having a Charmed attitude.
learn more about their society and abilities, what is going Range: 100 metres
on in the countryside, and if there is treasure nearby. Resist: Will
They are extremely cunning and duplicitous foes,
and love double-crossing others. A traveler who stumbles BREATH WEAPON
into a green dragon's territory may be able to bribe the Effect: Green Dragons can breath a cone of corrosive
dragon for safe passage, but more often than not the gas once every 1d4 combat rounds. This corrosive
dragon will pretend to agree and then attack the gas effectively splashes anyone left in the area of
unsuspecting offender once her guard is down effect. A constitution Feat check must be made: CF
3d4w*/ F 2d4w*/ O d4w / G no damage/ A no
damage. All damage is En/O.
A YOUNG ADULT GREEN DRAGON *Damage continues each round, diminishing by 1d4
Strength 17 Intelligence 11 each round.
Dexterity 9 Will 12 Range: 12 metre cone.
Constitution 15 Personality 11 Resist: Acrobatics – Dodge with a +1 penalty to avoid.
Durability: 23/23/11/15 Action check: 13/6/3
Last Resorts: 2 # Actions: 3
Move: Run 12, walk 4, easy swim 4, swim 12, fly 36, glide 18 EYE 3 - SLEEP
Moral Attitude: Selfish or Corrupt Effect: Effected being falls asleep for 20 minutes less
Size: Large (Durability @ 1.5, Stealth at a +1 penalty) their Constitution score in minutes.
Range: 25 meters
Attacks Resist: Will
Bite 21/10/5 d6+6w/d8+7w/d6+2m Li/O
2x Claws 21/10/5 d4+3w/d6+4w/d6+1m Li/O GREEN DRAGON SPECIAL QUALITIES
2x Wings 21/10/5 d4+2w/d6+2w/d6+4w Li/O Blindsense: Green Dragons can pinpoint creatures
Tail slap 18/9/4 d4+1w/d6+2w/d4m Li/O within 20m. Opponents the dragon can’t actually see
Acid Cone 40ft cone See below En/O gain total concealment.
Darkvision: Green Dragons have Darkvision with a
Defences range of 40m, allowing them to see in total darkness.
Natural Armour: d6+3/d6-3/d6-3 What is seen appears only as ‘Black and white’, and
Damage Reduction 2 / Magic is in contrast meaning that what is normally dark
+4 Melee Resistance Modifier appears bright, and what is bright appears dark.
+0 Ranged Resistance Modifier Immunities: Green Dragons are immune to sleep and
+1 Intelligence Resistance Modifier paralysis effects, as well as acid.
+1 Will Resistance Modifier Water Breathing: A green dragon can breathe
+/-1 FX Resistance underwater indefinitely and can freely use its breath
Immune to Acid weapon, spells, and other abilities while submerged
SKILLS
Last Resorts: 1 # Actions: 2
ELEMENTAL, EARTH Move: Sprint 18, Run 12, Walk 4
Moral Attitude: Apathetic
Size: Medium
Attacks
Slam 17/8/4 d6+4s/d4+4w/d6+4w Li/O
Defences
Natural armour d6/d6-3/d6-3
+3 Strength Resistance Modifier
SKILLS
Medium Earth Elementals have the following
skills:
Athletics 16/8/4
Unarmed attack – Brawl 1 17/8/4
Acrobatics – Dodge 1 8/4/2
Stamina – Endurance 2 15/7/3
Awareness – Perception 3 12/6/3
Resolve – Mental Resolve 1 10/5/2
SKILLS
ETTERCAP Ettercaps have the following skills:
Athletics – Climb 5 16/8/4
Jump 1 12/6/3
Unarmed attack – Brawl 1 12/6/3
Acrobatics – Dodge 1 14/7/3
Crafting – Trap making 2 13/6/3
Stealth – Hide 4 17/8/4
Stamina – Endurance 1 12/6/3
Awareness – Perception 6 18/9/4
Resolve – Mental Resolve 2 14/7/3
SPECIAL QUALITIES
Poison: Ettercaps have a poisoned bite. The ettercap
must cause damage through the targets armour to
poison them. The poison is an injected Neurotoxin,
and the onset time and duration is outlined below.
The damage is in the second table.
During the onset time, the character feels
progressively worse. The exact symptoms depend on
the poison involved, but nausea, seizures, blindness,
numbness, paralysis, bleeding, and difficulty
breathing are all possible.
At the end of the onset time, the poison runs its
course over the duration of the attack. Roll the
damage and divide its effects over the duration. When
the attack ends, the character suffers no more
damage.
Ettercaps resemble hunched, grey-purplish
humanoids with distended white underbellies, spider-like Onset Duration Mod*
faces (fangs and eyes and such), and two sharp, black Ettercap 1 round 5 rounds +1 step
chitinous claws instead of hands and feet. They are not
particularly bright. Ettercaps possess the capability to *This column is the modifier to the victims
shoot sticky webs and have an affinity for spiders. Constitution feat check.
An ettercap is about 6 feet tall and weighs about
200 pounds. Ettercaps speak Common. Poison CF M O G A
Ettercaps are very fond of spiders and other Type
Neurotoxin d6+1m d4+1m d8+1w d6+1w d6+1s
arachnids and often keep them as others keep bees.
From time to time, however, an ettercap has a number of
Web: (Ordinary), Conscious, 8 per day, [Athletics –
monstrous spiders as pets, which are as loyal to it as a
Throw], medium sized targets only by accuracy [20m],
dog to a human master.
Dexterity resistance modifier.
In combat ettercaps are not brave creatures, but
The single target caught in the webs may attempt
their cunning traps often ensure that the enemy never
to break out of them on every phase that they have an
draws a weapon. When an ettercap does engage its
action. This requires a Strength feat check and the Ghouls have the following skills:
quality of the check determines damage to the webs as Athletics – Climb 2 13/6/3
if the character used the Unarmed Attack - Brawl skill. Jump 1 12/6/3
The web surrounding the target has a durability of 3 Unarmed attack – Brawl 1 12/6/3
and has a toughness of Ordinary and an armour value Stealth – Hide 2 14/7/3
of 1d4. Weapons may also be used but a Strength feat Sneak 2 14/7/3
check is called for in order to do so. In addition the Stamina - Endurance 10/5/2
weapon’s attack result cannot be better than the result Awareness – Perception 3 14/7/3
of the feat check. This means that if a character wanted
to hack his way out with a broad sword he would roll a SPECIAL QUALITIES
Strength feat check. As a Good result is generated he Darkvision: Ghouls have Darkvision with a range of
would then roll an attack with the sword (in the same 20m, allowing them to see in total darkness. What is
phase) that could have no better than a Good result. seen appears only as ‘Black and white’, and is in
contrast meaning that what is normally dark appears
bright, and what is bright appears dark.
Durability: Ghouls do not have stun or mortal wounds,
GHOUL and are therefore immune to stun damage. Mortals
translate across at a ratio of 1 mortal equals 1 wound.
Instead they have 1.5 times their constitution in
Ghouls are monstrous, undead humans who reek of wounds. Once this wound total is used up, the
carrion. A ghoul is said to be created on the death of a skeleton is destroyed.
man or woman who savored the taste of flesh. They not Ghoul fever: Filth fever; bite (ordinary disease),
only eat the dead, but also prey on the unwary living. Constitution feat check, incubation period 1d4 days.
Ghouls can paralyze their victims with a touch, though
elves are immune. Check Result Effect
Ghouls speak the languages they spoke in life Critical failure Terminally Ill
(usually Common). Failure Extremely Ill
Ordinary Ill
Good No effect
Amazing No effect
GOBLIN
Goblin Gang Boss
Strength 11 Intelligence 9
Dexterity 11 Will 9
Constitution 10 Personality 7
Attacks
Short Sword 13/6/3 d4+1w/d6+1w/d6+3w Li/O
Defences
Leather Armour d6-2/d6-4/d6-2
+1 Strength Resistance Modifier
+1 Dexterity Resistance Modifier
SKILLS
The Goblin Gang Boss has the following skills:
Goblins are small humanoid monsters. They vary Armour Optimisation – Shield 2 13/6/3
in height from about 3 to 3 ½ feet and weigh 40 to 45 Athletics – Throw 2 13/6/3
pounds. They walk upright even though their arms
Melee Weapons – Blades 2 13/6/3
nearly reach their knees. Their eyes vary from red to
Acrobatics – Dodge 1 12/6/3
yellow and are usually dull and glazed. They have a
Stealth – Hide 1 12/6/3 -1 step
broad nose that sits on a flat face with pointed ears and
Sneak 1 12/6/3 bonus
a wide mouth. Their mouth contains small, but sharp
Movement – Trailblazing 1 11/5/2
fangs. Their skin pigment ranges from a deep red
Stamina - Endurance 10/4/2
though nearly any shade of orange to yellow. Members
Knowledge – Goblin 10/5/2
of the same tribe tend to have the same skin color.
Common 1 10/5/2
Based on their ability scores the average goblin would
First Aid 1 10/5/2
be able to lift about 60 pounds over his head.
Tactics – Infantry Tactics 1 10/5/2
Awareness – Perception 2 11/5/2
A Goblin Intuition 1 10/5/2
Strength 7 Intelligence 8 Resolve 9/4/2
Dexterity 11 Will 9 Warcraft – Crude armour 1 10/5/2
Constitution 8 Personality 7 Interaction – Taunt 2 9/4/2
Intimidate 2 9/4/2
Durability: 8/8/4/4 Action check: 10/5/2
Last Resorts: 0 # Actions: 2 SPECIAL QUALITIES
Move: Walk 4, Run 10, Sprint 14 Darkvision: Goblins have Darkvision with a range of
Moral Attitude: Selfish or Despicable 20m, allowing them to see in total darkness. What is
Size: Small seen appears only as ‘Black and white’, and is in
contrast meaning that what is normally dark appears
Attacks bright, and what is bright appears dark.
Club 7/3/1 d4+1s/d4w/d4+1w Li/O
Javelin 8/4/2 d4+2w/d6+2w/d4+1m Li/O
(13/26/52) (-1/+1/+2)
HOBGOBLIN
DEFENCES
Leather Armour d6-2/d6-4/d6-2
Hobgoblins are stocky humanoids with hairy, dark
+1 Dexterity Resistance Modifier red to dark grey hides. The typical hobgoblin is as tall
as an above average height human male, has yellow or
SKILLS dark brown eyes, and sharp yellow teeth. they favour
Goblins have the following skills: brightly coloured garments, especially outfits of blood
Athletics - Throw 8/4/2 red.
Melee Weapons 7/3/1 This fierce race wages a perpetual war against
Acrobatics 11/5/2 other humanoid races. They exist in a military society,
Ranged Weapons 11/5/2 proud of their status, their fighting prowess, their battle
Stealth – Hide 13/6/3 -1 step standards, and the quality of their weapons. War is their
Sneak 12/6/3 bonus way of life, and to be a warrior is the highest calling a
Stamina - Endurance 9/4/2 hobgoblin can have. Even when different tribes of
Awareness – Perception 11/5/2
hobgoblins meet, there will likely be verbal abuse (85%) +1 Dexterity Resistance Modifier
or open warfare (15%) unless a strong leader is present.
Most hobgoblins dwell in subterranean complexes.
SKILLS
A few tribes build fortified surface villages. Still others will
Bugbears have the following skills:
build defences to protect a valued asset or spoil of war,
Athletics – Throw 1 12/6/3
living practically anywhere possible to do so. Hobgoblins
Armour Operation 11/5/2
consider themselves superior to the ‘lesser races’, lording
Melee Weapons – Blade 1 12/6/3
over goblins and orcs whenever possible. The lesser
Acrobatics – Dodge 0 11/5/2 +1 step (U)
races have only one good purpose in the hobgoblin
Stealth – Hide 1 12/6/3
mindset – they make decent battle fodder. In mixed
Sneak 1 12/6/3
groups, hobgoblins often serve as officers in units of
Stamina – Endurance 2 13/6/3
goblins and orcs.
Awareness – Perception 2 11/5/2
Resolve 9/4/2
SPECIAL QUALITIES
Military Cohesion: When hobgoblins serve under a
leader from their own tribe or military unit they add an
additional –1 step bonus to the use of Leadership and
Tactics skills. Hobgoblins are considered as being
easy to lead, or use to being given orders, and grant
those modifiers in addition to this benefit.
Racial Enmity: Certain races like Dwarves gain a
bonus to attack rolls against Hobgoblins. This penalty
is discussed in those racial entries.
Subterranean Senses: Hobgoblins gain a -2 Situation
Modifier to all Awareness-perception, Awareness-
direction sense, and Investigate-search checks that
deal with underground phenomenon, tunnels, and
stonework. This can include the Engineering-mining
skill also. They may also use this ability to determine
the depth under-ground in a way similar to human
sensing which way is up.
Thermal Vision: Hobgoblins have thermal vision, or
‘Infravision’. This has a range of 20m, and allows the
character to see into the infrared spectrum,
recognising objects and beings by their heat
signatures. As long as the objects and beings have a
different temperature to the surrounding area, the
character recieves a 3 step reduction to penalties
related to obscure situations, including total darkness
A HOBGOBLIN
Strength 11 Intelligence 9
Dexterity 11 Will 9
Constitution 11 Personality 7
Attacks
Long sword 12/6/3 d4+2w/d6+3w/d4+2m Li/O
Javelin 12/6/3 d4+1w/d4+2w/d4+3w Li/O
(16/34/68) (-1/+1/+2)
Defences
Leather armour, and small shield d6-1/d6-4/d6-2 The Illithid (otherwise known as a mindflayer)
+1 Strength Resistance Modifier attitude is one of total domination, however they are
wise enough to understand that they cannot with stand those plans among the tribe. General plans and goals
the force of all of those who would oppose them. are common knowledge, and detailed plans are
Instead they, as a species, belong to a loose trading shared with all who ask to allow them to work fruitfully
organization that recognizes territory and areas of for the good of the tribe.
control by others of their kind. The strong urge to ‘hunt Kobolds have specialized laborers, yet the
and dominate’ has been replaced with one of ‘trade majority of Kobolds are miners. Kobold prefer exile to
and dominate’. They live in enclaves near human execution, and in some disputes, Kobolds will split
settlements if they do business, but prefer to keep their tribes in order to spread their kind over a larger
communities apart from other races. Their diet of grey region. Kobolds are also extremely
matter doesn’t change, however they resort to feeding
on non-thinking creatures, or the brains of enemy
sentients of the race they are dealing with.
AN Illithid
Strength 9 Intelligence 14
Dexterity 10 Will 13
Constitution 10 Personality 13
Durability: 10/10/5/5 Action check: 13/6/3
Last Resorts: 1 # Actions: 2
Move: sprint 18, run 12, walk 4, swim 4, easy swim 2
Moral Attitude: Corrupt
Size: Medium
Attacks
Tentacles (x4) 13/6/3 d4-2w/d4w/d4-2m Li/O
Mind Blast 18/9/4 d4+2s/d6+2s/d8+2s special
Defences
Natural armour d6-1/d6-2/d6-1
+/-4 FX Resistance Modifier
+2 Intelligence Resistance Modifier
+2 Will Resistance Modifier
SKILLS
Athletics 9; Unarmed Attack 9-brawl 13; Movement 10-
fecund egg layers having the highest birth rate among
swim 12; Stamina 10; Knowledge 14-deduce 15;
humanoids and mature quickly, in 6 years. They often
Metaphysics 14; Science 14; Awareness 13-intuition 14;
lay eggs in a common nest, with specialized foster
Lore 13-space lore 14, psionic lore 14; Resolve 13-
parents to watch over the eggs and wyrmlings (young
mental resolve 14; Deception 13; Interaction 13-bargain
under 1 year).
14, intimidate 15.
KOBOLD SOCIETY
SKILLS
Kobold society is influenced by their lawful evil
Kobolds have the following skills:
alignment. They will plan and dig mines industriously,
Athletics 6/3/1
while laying cruel traps for interlopers. If they must
Melee Weapons 6/3/1
confront an enemy, they will mass their troops for an
ambush. Among the monstorous humanoids, they are Acrobatics – dodge 11/5/2
known for cunning plans, unlike many they also share Crafting – Trap making 13/6/3
Ranged Weapons 11/5/2 Dexterity 9 Will 9
Stealth – Hide 13/6/3 -1 step Constitution 11 Personality 9
Sneak 12/6/3 bonus Durability: 11/11/6/6 Action check: 10/5/2
Stamina 7/3/1
Last Resorts: 1 # Actions: 2
Engineering – Mining 9/4/2
Move: Sprint 18, Run 12, Walk 4, Swim 12, Easy swim 4
Awareness – Perception 11/5/2
Resolve – Mental resolve 9/4/2 Moral Attitude: Usually Apathetic
Size: Medium
SPECIAL QUALITIES
Darkvision: Kobolds have Darkvision with a range of Attacks
20m, allowing them to see in total darkness. What is 2 Claws 12/6/3 d4+2s/d4+2w/d6+2w Li/O
seen appears only as ‘Black and white’, and is in Tail slam 12/6/3 d4+1s/d4+3s/d8+2s Li/O
contrast meaning that what is normally dark appears Club 12/6/3 d4+2s/d4+1w/dw+2w Li/O
bright, and what is bright appears dark.
Javelin 12/6/3 d4+1w/d4+2w/dw+3w Li/O
Light Sensitivity: Kobolds are sensitive to light, and
(16/32/64) (-1/+1/+2)
suffer a +1 step penalty to all rolls when in normal or
bright light.
Defences
Natural Armour d6-1/d6-4/d6-4
With small wooden shield d6/d6-4/d6-4
LIZARD MEN +1 Strength Resistance Modifier
SKILLS
Lizard men have the following skills:
Athletics – Jump 1 12/6/3
Throw 1 12/6/3
Melee Weapons – Bludgeon 1 12/6/3
Unarmed Attack – Brawl 1 12/6/3
Acrobatics – Dodge 1 10/5/2
Stamina 11/5/2 +1 step (U)
Awareness – Perception 1 10/5/2
Resolve 9/4/2 +1 step (U)
SPECIAL QUALITIES
Natural Attacks: Lizard Men may attack with their
claws causing 1d4+1s/1d4+1w/1d6+1w and their tails
at 1d4s/1d4+2s/1d8+1s. They may add bonus
damage for high strength scores and use the
Unarmed Attack-brawl skill to determine attack
values.
Low Light Vision: The eyes of Lizard Men are
As the name implies, Lizard Men are humanoid extraordinarily sensitive to ambient light, which
lizards with greenish-brown skin, clawed fingers, and reduces penalties he would otherwise face by 2 steps.
heavy, thick tails. They are both short tempered and This ability provides no help in total darkness.
emotional; finding humans and other ‘mammals’ difficult Powerful Lungs: A Lizard Man can hold his breath for
to deal with. Diplomacy with Lizard Men involves moving one minute per point of constitution, or ten minutes on
fast enough to keep them from becoming bored, but average, before having to make endurance checks.
proceeding slow enough so they can keep up. They make checks every minute instead of every
Lizard Men come in an astounding array of physical combat round, however the cumulative +1 penalty still
features resembling geckos, skinks, monitor lizards, and applies.
even Gila monsters. None of these forms change their Dehydration: Lizard Men characters must either wet
abilities, however mutations are not unheard of and are their skin or drink one gallon of water per day or they
quite common among some sub-species. All-in-all; Lizard will not be able to naturally heal any Wound, Mortal,
Men relate to each other in a manner similar to mankind or Fatigue damage. Once they drink or submerse
and all of its diversity. themselves they may begin to heal normally again.
Lizard men speak Draconic. Dry Environments: Lizard Men who spend time in dry
In combat, Lizard men fight as unorganized or desert environments begin to suffer Exposure
individuals. They prefer frontal assaults and massed checks after the first day. One endurance check is
rushes, sometimes trying to force foes into the water, made per day after the first day with a cumulative +1
where the lizard men have an advantage. If outnumbered penalty per check. Note that desert and dry
or if their territory is being invaded, they set snares, plan environments do not always
ambushes, and make raids to hinder enemy supplies.
Advanced tribes use more sophisticated tactics and have
better traps and ambushes. They are usually equipped
with primitive clubs and javelins, and sometimes have NEOGI
small wooden shields. However, they can also attack with
their sharp claws and thrashing tails.
A LIZARD MAN
Strength 11 Intelligence 8
Poison Bite: If at least one point of primary damage is
caused, the victim rolls a Constitution feat check. The
poison is a mild paralytic with the following rules:
Penalty: +1, Onset: 1d4 Phases, Duration: 1d8
rounds. Effect is based on the feat check: Critical
Failure, +3 penalty to all actions; Failure, +2 penalty;
Ordinary, +1 penalty; Good or Amazing, no effect.
OCTOPUS
Neogi appear as a cross between a wolf spider
and a moray eel. The short, furry, eight-limbed body is
topped by a bare, lithe, fleshy neck with a serpentine
head, its mouth filled with needle-sharp teeth. The light
brown fur of the body is often dyed in bands of colour
to signify rank. A Neogi with a bare pelt has no status.
They have their own language and most speak
common.
The Neogi are hated and are often attacked on
sight. The reason is that Neogi are ruthless slayers
and plunderers to the last being, thinking nothing of
eating their enemies, servants, or fallen comrades. Of
the variety that exists in space there is one truth; the
Neogi are a hateful, xenophobic race with no friends.
Neogi are found only in the deepest regions of the
Underdark. They are slavers with an inborn sense of
property. Everything is either owned or owner, slave or
Neogi. Even Neogi are slaves to other Neogi, but these
slave-Neogi may have slaves of their own in a vicious These bottom-dwelling sea creatures are dangerous
hierarchy of domination. Their most important slaves only to their prey. If disturbed, they usually try to
are Umber Hulks. These creatures are trained from escape.
birth to follow their small lords, caring for their needs.
Each Neogi has at least one Umber Hulk slave and
those without any are outcasts and easily enslaved by AN OCTOPUS
their brothers. All other slaves are no more than extra Strength 10 Intelligence 3
muscle, fodder for battle, and eventually food.
Dexterity 13 Will 10
Constitution 8 Personality 4
A Neogi
Strength 8 Intelligence 10 Durability: 8/8/4/4 Action check: 10/5/2
Dexterity 9 Will 10 Last Resorts: 0 # Actions: 2
Constitution 9 Personality 9 Move: Walk 4, Swim 14, Easy Swim 22
Durability: 9/9/5/5 Action check: 10/5/2 Moral Attitude: Apathetic
Last Resorts: 0 # Actions: 2 Size: Small
Move: run 12, walk 4
Moral Attitude: Despicable or Unscrupulous Attacks
Size: Small (Lift as if strength was a 6) Tentacle 11/5/2 None/none/1s Li/O
Bite Special (see below) d4s/d3w/d4w Li/O
Attacks
Bite 12/6/3 d4w/d4+1w/d4+2w + Li/O Defences
poison Hide Armour plus natural armour d6-4/none/none
Claw 12/6/3 d4-1w/d4w/d4+1w Li/O +2 Dexterity Resistance Modifier
Defences
Natural Armour d6-3/d6-4/d4-3 SKILLS
Octopuses have the following skills:
+1 Strength Resistance Modifier Athletics 10/5/2
+1 Dexterity Resistance Modifier Unarmed Attack – Brawl 1 11/5/2
Acrobatics – Dodge 2 15/7/3
SKILLS Stealth – Hide 3 16/8/4 -3 step
Athletics 8; Unarmed 8-brawl 12; Acrobatics 9; Vehicle Stamina 8/4/2
Operation 9; Stamina 9; Business 10-illicit 11; Knowledge Awareness – Perception 1 13/6/3
10-deduce 11, common tongue 13; Navigation 10; Ship Resolve 12/6/3
Operation 10; Awareness 10-perception 11; Street
Smarts 10-criminal elements 11; Deception 9-bluff 11; SPECIAL QUALITIES
Interaction 9-intimidate 12. Camouflage: The octopus’s skin can change colour,
giving it a -3 step bonus to all Stealth – Hide checks.
SPECIAL QUALITIES Grab: To use this ability, an octopus must hit it’s target
with its tentacle attack. The target must then make a
Strength feat check (with a +1 penalty) in order to avoid Huge 18/9/4 d4+2s/d4w+1w/d4+2w Li/O
being grappled by the octopus. Greatclub
If the target fails the strength check, it attaches to Javelin 17/8/4 d4+3w/d4+4w/d4+5w Li/O
the target, and deals automatic bite damage. The target (22/44/88) -1/+1/+2
can retake this strength check once per action.
Ink cloud: An octopus can emit a cloud of jet-black ink Defences
3m high by 3m wide by 3m long once per minute as a Hide Armour plus natural armour d6/d4/d6-1
free action. The cloud provides total concealment,
+3 Strength Resistance Modifier
which the octopus normally uses to escape a losing
fight. All vision within the cloud is obscured.
Jet: An octopus can jet backward once per round, at a SKILLS
speed of 200 feet. It must move in a straight line, and Ogres have the following skills:
cannot do anything else during that round. Athletics – Throw 1 17/8/4
Low Light Vision: The eyes of octopuses are Melee Weapons – Bludgeon 2 18/9/4
extraordinarily sensitive to ambient light, which reduces Acrobatics – Dodge 1 8/4/2
penalties he would otherwise face by 2 steps. This Stamina – Endurance 1 13/6/3
ability provides no help in total darkness. Resist pain 1 13/6/3
Awareness – Perception 1 10/5/2
Resolve – Physical Resolve 1 10/5/2
OGRE MAGE
AN Ogre
Strength 16 Intelligence 6 The ogre mage is a more intelligent and
Dexterity 7 Will 9 dangerous variety of its mundane cousin.
Constitution 12 Personality 7 An ogre mage stands about 10 feet tall and
Durability: 19/18/9/6 Action check: 9/4/2 weighs up to 700 pounds. Its skin varies in colour from
Last Resorts: 0 # Actions: 2 light green to light blue, and its hair is black or very dark
Move: Sprint 22, Run 14, Walk 4, brown. Ogre mages favour loose, comfortable clothing
Moral Attitude: Despicable or Unscrupulous and lightweight armour.
Size: Large (1.5x Durability, +1 pen to Stealth checks) Ogre mages speak Giant and Common.
Ogre mages rely on their spell-like abilities,
resorting to physical combat only when necessary.
Attacks When faced with obviously superior forces, they prefer
Brawl 8/4/2 d6+3s/d6+4s/d6+5s Li/O
to retreat using gaseous form rather than fight a losing can reattach it by holding the severed member to the
battle. stump. Reattachment takes 1 minute. If the head or
some other vital organ is severed, it must be
reattached within 10 minutes or the creature dies. An
AN OGRE MAGE ogre mage cannot regrow lost body parts.
Strength 16 Intelligence 11 Spell-Like Abilities: Ogre Mages have the following
Dexterity 9 Will 11 spell like abilities.
Invisibility: Illusion/Phantasm [Dex (9)] – Invisibility
Constitution 13 Personality 13
[Rank 4 (13)], ‘No RB’ (No Check Required), Cost: 0.
Durability: 19/19/10/7 Action check: 12/6/3
Darkness: Black Magic [Con 13] - Darkness [Rank 4
Last Resorts: 3 # Actions: 3
(17)] No RB, No check required, Cost 0.
Move: Sprint 24, Run 16, Walk 6, Glide 24, Fly 48
Charm Person: Enchantment [Per 13] – Charming
Moral Attitude: Usually Corrupt [Rank 2 (15)] No RB, affects humanoids only, Cost 0,
Size: Large (1.5x Durability, +1 pen to Stealth checks) once per day.
Cone of Cold: Invocation [Con 13] – Ice [Rank 6 (19)]
Attacks Cone of Cold only, Cost 0, once per day.
Huge 17/8/4 d8+5w/2d4+6w/d6+2m Li/O Gaseous Form: Wind Magic [Dex 9] – Body of Air
Greatsword [Rank 6 (15)] Gaseous Form only, Cost 0, once per
Huge Longbow 10/5/2 d6+1w/d8+1w/d6m Li/O day.
(40/80/200) 0/+1/+3 Sleep: Enchantment [Per13] – Hinder [Rank 4 (17)]
Sleep only, Cost 0, once per day.
Defences
Leather Armour plus natural armour d6/d6-1/d6-1
+3 Strength Resistance Modifier
+1 Intelligence Resistance Modifier ORC
+1 Will Resistance Modifier
SKILLS
Ogre Mages have the following skills:
Athletics 16/8/4
Melee Weapons – Blades 1 17/8/4
Acrobatics – Dodge 1 8/4/2
Ranged Weapons – Bow 1 10/5/2
Stamina – Endurance 2 15/7/3
Metaphysics – Magical Theory 5 16/8/4
Awareness – Perception 6 17/8/4
Resolve – Mental Resolve 5 17/8/4
SPECIAL QUALITIES
Darkvision: Ogre mages have Darkvision with a range of
30m, allowing them to see in total darkness. What is
seen appears only as ‘Black and white’, and is in
contrast meaning that what is normally dark appears
bright, and what is bright appears dark.
Lowlight Vision: Ogre mages have low light vision. Their
eyes are extraordinarily sensitive to ambient light. This
reduces obscurity penalties they would otherwise suffer
by 2 steps. This type of vision offers no benefit in total
darkness.
Regeneration: Ogre mages have a natural regenerative
ability. As a result, the ogre mage is assumed to have a
durability one rank greater than the weapon, (for an
effective durability of Good against most weapons) Orcs vary widely in appearance as a result of
against all damage except fire and acid energy types. frequent crossbreeding with other species. In
These damage types do damage as normal. This general, they resemble primitive humans with grey-
applies even to magical or well crafted weapons which green skin covered with coarse hair. Orcs have a
normally do Good damage. slightly stooped posture, a low jutting forehead, and a
In addition, an ogre mage regenerates 2 points snout instead of a nose, though comparisons
of stun at the beginning of it’s first action phase each between this facial feature and those of pigs are
round. An ogre mage cannot regenerate wound or exaggerated and perhaps unfair. Orcs have well-
mortal damage (which can only be inflicted by fire and developed canine teeth for eating meat and short
acid damage). Ogre mages cannot regenerate lost pointed ears that resemble those of a wolf. Orcish
limbs snouts and ears have a slightly pink tinge. Their eyes
Flight: An ogre mage can cease or resume flight without are human, with a reddish tint that sometimes makes
expending an action. While using gaseous form it can them appear to glow red when they reflect dim light
fly at its normal speed and has perfect manoeuvrability. sources in near darkness. This is actually part of their
Change Shape: An ogre mage can assume the form of optical system, a pigment which gives them
any Small, Medium, or Large humanoid or giant. infravision.
Regeneration: Fire and acid deal normal damage to an Male orcs are about 5½ to 6 feet tall, with
ogre mage. An ogre mage that loses a limb or body part females averaging about 6 inches shorter than
males. Orcs prefer to wear colors that most humans Hide Armour d6-3/d4-3/d6-4
think unpleasant: blood red, rust red, mustard yellow, +1 Strength Resistance Modifier
yellow green, moss green, greenish purple, and
blackish brown.
Their armor is unattractive besides -- dirty and SKILLS
often a bit rusty. Orcs speak Orcish, a language Half orcs have the following skills:
derived from older human and elvish languages. There Athletics 12/6/3 +1 step (U)
is no common standard of Orcish, so the language has Melee Weapons 12/6/3 +1 step (U)
many dialects which vary from tribe to tribe. Orcs have Unarmed – Brawl 1 13/6/3
also learned to speak local common tongues, but are Movement 10/5/2 +1 step
not comfortable with them. Some orcs have a limited Stamina 10/5/2 +1 step
vocabulary in goblin, hobgoblin, and ogre dialects. Survival 10/5/2 +1 step
Awareness – Perception 1 11/5/2
AN Orc Outdoors 10/5/2 +1 step (U)
Strength 12 Intelligence 8 War Craft 10/5/2 +1 step (U)
Dexterity 9 Will 7
Constitution 9 Personality 7 SPECIAL QUALITIES
Darkvision: Half Orcs have Darkvision with a range of
Durability: 9/9/5/5 Action check: 11/5/2
20m, allowing them to see in total darkness. What is
Last Resorts: 0 # Actions: 2
seen appears only as ‘Black and white’, and is in
Move: Sprint 18, Run 12, Walk 4,
contrast meaning that what is normally dark appears
Moral Attitude: Despicable or Unscrupulous bright, and what is bright appears dark.
Size: Medium
Attacks
Great Axe
Javelin
11/5/2
13/6/3
d4+2s/d4w+1w/d4+2w
d4w/d4+1w/d4+2w
Li/O
Li/O
OTYUGH
(18/36/72) -1/+1/+2
A typical otyugh has a body 8 feet in diameter and
Defences weighs about 500 pounds. Otyughs speak Common.
Hide Armour d6-3/d4-3/d6-4 An otyugh attacks living creatures if it feels
+1 Strength Resistance Modifier threatened or if it is hungry; otherwise it is content to
remain hidden. Otyughs slash and squeeze opponents
with their tentacles, which they also use to drag prey
SKILLS into their mouths.
Orcs have the following skills:
Athletics – Throw 1 13/6/3
Melee Weapons – Blade 1 13/6/3
Acrobatics 9/4/2 +1 step (U)
Stamina – Endurance 1 10/5/2
Awareness – Perception 2 9/4/2 -1 step
Resolve 7/3/1 +1 step (U)
SPECIAL QUALITIES
Thermal Vision: Orcs have thermal vision, or
‘Infravision’. This has a range of 20m, and allows the
character to see into the infrared spectrum, recognising
objects and beings by their heat signatures. As long as
the objects and beings have a different temperature to
the surrounding area, the character recieves a 3 step
reduction to penalties related to obscure situations,
including total darkness. AN Otyugh
Strength 9 Intelligence 5
A HALF Orc Dexterity 9 Will 10
Strength 12 Intelligence 8 Constitution 11 Personality 6
Dexterity 11 Will 10 Durability: 17/17/8/6 Action check: 9/4/2
Constitution 10 Personality 8 Last Resorts: 0 # Actions: 2
Durability: 9/9/5/5 Action check: 10/5/2 Move: Sprint 18, Run 12, Walk 4,
Last Resorts: 0 # Actions: 2 Moral Attitude: Apathetic
Move: Sprint 18, Run 12, Walk 4, Size: Large (Durability x1.5, +1penalty to stealth)
Moral Attitude: Despicable or Unscrupulous
Size: Medium Attacks
Tentacle 11/5/2 d4+2s/d4w+1w/d4+2w Li/O
Attacks Bite 11/5/2 1d4w/1d4+1w/1d4+2w Li/O
Great Axe 12/6/3 d4+2s/d4w+1w/d4+2w Li/O
+1 step (U) Defences
Javelin 13/6/3 d4w/d4+1w/d4+2w Li/O Natural Armour d6/d8-5/d6-4
(18/36/72) 0/+2/+3 (U) +1 Strength Resistance Modifier
Defences
SKILLS A successful Strength feat check (with a +1
Otyughs have the following skills: penalty) is needed to break out of the Otyugh’s grasp.
Athletics 9/4/2 +1 step (U) Scent: Otyughs have an excellent sense of smell, and
Unarmed Attack – Brawl 2 11/5/2 normally use this sense when hunting for food. This
Acrobatics – Dodge 1 10/5/2 sensory ability allows the Otyugh to detect
Stealth – Hide 1 10/5/2 +1 step (L) approaching enemies, sniff out hidden foes or objects,
Stamina – Endurance 1 12/6/3 and to track by sense of smell. The Otyugh can
Awareness – Perception 6 16/8/4 identify familiar odours just as others do by sight.
Resolve – Mental resolve 2 12/6/3 The Otyugh can detect opponents within 10
meters by sense of smell. If the opponent is upwind,
SPECIAL QUALITIES the range increases to 20 meters. If the opponent is
Constrict (Ex): An otyugh deals automatic tentacle downwind the range is reduced to 5 meters. Strong
damage once it has successfully grappled a target (see scents such as smoke or rotting garbage can be
the Grab special attack below). detected at twice the normal range. Overpowering
Darkvision: Otyughs have dark vision which has a range scents such as skunk musk or troglodyte stench can
of 30m, allowing them to see in total darkness. What is be detected at three times the normal range.
seen appears only as ‘Black and white’, and is in When the Otyugh detects a scent, the exact
contrast meaning that what is normally dark appears location is not revealed; only its presence somewhere
bright, and what is bright appears dark. within range. With an action the Otyugh can note the
Disease (Ex): Filth fever— bite (ordinary disease), direction of the scent and if he moves within 5 meters
Constitution feat check, incubation period 1d4 days. of the source he can pinpoint the source as well.
A Otyugh with the scent ability can follow tracks by
Check Result Effect smell. The same common modifiers apply to the track
Critical failure Terminally Ill skill check except that modifiers for Clues, Urban
Failure Extremely Ill conditions, and Soft or Hard ground are ignored. This
Ordinary Ill ability when used to track can also ignore penalties
Good No effect for visibility.
Amazing No effect Skills: *An Otyugh gains a -4 step bonus to all Stealth
– Hide skill checks (-3 overall) in it’s lair due to it’s
If the disease cannot be prevented, the victim natural colouration.
becomes sick. Diseases have the following effects.
Ill characters suffer a +2 penalty to all actions. Each
day, the character must attempt a Constitution feat
check: Critical Failure or Failure, worsen to extremely SKELETON
ill; Ordinary, no change; Good or Amazing, the
character recovers.
Extremely Ill characters are almost completely Skeletons are the remains of long dead people
incapacitated. In desperate situations, an extremely ill animated by foul necromanctic magics. Whilst some
character may attempt a Resolve-physical resolve necromancers are good, the use of undead is
check to force himself to his feet, but all actions receive generally considered an evil act, and most undead
a +3 penalty. Each day, the character must make a are in the service of evil necromancers.
Constitution feat check: Critical Failure or Failure, Skeletons are fast and relatively immune to non-
worsen to terminally ill; Ordinary, no change; Good, budgening weapons due to their lack of organs or
improve to ill; Amazing, recover completely. tissue. However, they are mindless and follow
Terminally Ill characters are comatose, although they instructions to the letter, and so can be destroyed
can rouse themselves for a few words of conversation easily by a well prepared foe.
with a Resolve-physical resolve check. Every 6 hours,
the character must attempt a Constitution feat check:
Critical Failure, suffer 2 points of mortal damage;
Failure, suffer 1 point of mortal damage; Ordinary, no
change; Good or Amazing, improve to extremely ill. If
the hero suffers mortal damage it is treated as if
suffered during combat.
Grab: If an otyugh hits with a tentacle attack, it can try
and perform a Grab action. The target must make an
Acrobatics – Dodge check to see if the tentacle grabs
the target..
SKILLS
Small sized skeletons have the following skills:
Athletics 9/4/2
Melee Weapons 9/4/2
Stamina - Endurance 6/3/1
Awareness – Perception 9/4/2
Poison CF M O G A
Defences Type
-2 Strength Resistance Modifier Neurotoxin d6+1m d4+1m d8+1w d6+1w d6+1s
+3 Dexterity Resistance Modifier
Web: (Ordinary), Conscious, 8 per day, [Athletics –
Throw], Target up to one size category of spider only,
SKILLS
by accuracy [20m], Dexterity resistance modifier
Tiny Monstrous Spiders have the following skills:
applies.
Athletics - Jump 5/2/1
The single target caught in the webs may attempt
Melee Weapons – Bite 13/6/3
to break out of them on every phase that they have an
Ranged Weapons – Web 13/6/3 action. This requires a Strength feat check and the
Stealth – Hide 17/8/4 -1 step quality of the check determines damage to the webs
Stamina - Endurance 8/4/2 as if the character used the Unarmed Attack - Brawl
Awareness – Perception 12/6/3 skill. The web surrounding the target has a durability
of 3 and has a toughness of Ordinary and an armour
A Medium Monstrous Spider value of 1d4. Weapons may also be used but a
Strength 9 Intelligence 0 Strength feat check is called for in order to do so. In
Dexterity 13 Will 12 addition the weapon’s attack result cannot be better
Constitution 10 Personality 3 than the result of the feat check. This means that if a
Durability: 10/10/5/5 Action check: 9/4/2 character wanted to hack his way out with a broad
Last Resorts: 0 # Actions: 2 sword he would roll a Strength feat check. As a Good
Move: Sprint 12, Run 8, Walk 2, Climb 2 result is generated he would then roll an attack with
Moral Attitude: Animal the sword (in the same phase) that could have no
Size: Medium (2” high and 6’ across) better than a Good result.
Web-spinners often create sheets of sticky
webbing from 5 to 60 feet square, depending on the
Attacks size of the spider (see table below).
Bite 14/7/3 d4w/d4+1w/d4+2w + Li/O
poison Size Web size
Tiny 2m²
Defences Small 4m²
Natural Armour: d6-2/d6-4/d6-2 Medium 8m²
+2 Dexterity Resistance Modifier
SPECIAL QUALITIES CF F O G A
Disease: Filth fever; bite (marginal disease), Constitution d4+2w d4+1w d4w No No
feat check (-1 step), incubation period 1d4 days. damage damage
Check Result Effect Any attack which causes damage to the target
Critical failure Terminally Ill also passes on Filth fever (see above).
Failure Extremely Ill
Ordinary Ill
Good No effect
Amazing No effect
TROLL
If the disease cannot be prevented, the victim
becomes sick. Diseases have the following effects. The average troll stands nine feet high and
Ill characters suffer a +2 penalty to all actions. Each weighs roughly 500 pounds, though females tend to
day, the character must attempt a Constitution feat be a bit larger than males. The hide of trolls is
check: Critical Failure or Failure, worsen to extremely rubbery, and usually either moss green, putrid grey,
ill; Ordinary, no change; Good or Amazing, the or mottled gray and green. Their coarse hair is
character recovers. typically iron grey, or greenish-black.
A Troll
Strength 16 Intelligence 6
Dexterity 11 Will 8
Constitution 17 Personality 6
Durability: Action check: 10/5/2
26/25/12/12
Last Resorts: 0 # Actions: 3
Move: Run 16, Walk 6
Moral Attitude: Unscrupulous or Despicable
Size: Large (Durability @ x1.5, +1 penalty to Stealth checks)
Attacks
2 Claws 18/9/4 d4w+3/d6w+3/d6+5w Li/O
Defences
Natural Armour d6-1/d6-4/d6-4
+3 Strength Resistance Modifier
+1 Dexterity Resistance Modifier
SKILLS
Trolls initially seem to be somewhat shorter, due
Trolls have the following skills:
to their sagging shoulders and tendency to hunch
Athletics 16/8/4
forward. They walk with an uneven gait, and their arms
Unarmed Attack - Brawl 18/9/4
dangle and drag the ground when running. Despite this
apparent awkwardness, trolls are quite agile. Acrobatics – dodge 14/7/3
Stamina – Endurance 20/10/5
SOCIETY Resist Pain 18/9/4
Trolls tend to live on their own or in small groups. Awareness – Perception 12/6/3
Occasionally, they’ll gather in larger tribes to plunder Resolve – Mental resolve 10/5/2
settlements, but these associations rarely last for long. Physical Resolve 9/4/2
Trolls worship Vaprak the destroyer, who is an
enemy of the giant pantheon led by Annam. Vaprak
has a humanoid form, colored exceedingly horrid INNATE POWERS/SPECIAL ABILITIES
mottled brown and green. Vaprak makes his home in Darkvision: Trolls have darkvision which has a range
Shatterstone, the 524th layer of the Abyss. Vaprak's of 30m.
priests wear blood red plate mail and war helms, and Lowlight Vision: Trolls have low light vision. Their
worship him in their dens. eyes are extraordinarily sensitive to ambient light.
This reduces obscurity penalties they would otherwise
suffer by 2 steps. This type of vision offers no benefit
A MINOR Troll in total darkness.
Strength 14 Intelligence 5 Regeneration: Trolls have a natural regenerative
Dexterity 10 Will 7 ability. As a result, the troll is assumed to have a
Constitution 12 Personality 6 durability one rank greater than the weapon, (for an
Durability: 18/18/9/9 Action check: 8/4/2 effective durability of Good against most weapons)
Last Resorts: 0 # Actions: 2 against all damage except fire and acid energy types.
Move: Run 16, Walk 6 These damage types do damage as normal. This
Moral Attitude: Unscrupulous or Despicable applies even to magical or well crafted weapons
Size: Large (1.5x Durability, +1 penalty to Stealth checks) which normally do Good damage.
In addition, a troll regenerates 2 points of stun at
the beginning of it’s first action phase each round. A
Attacks troll cannot regenerate wound or mortal damage
2 Claws 15/7/3 d4w+2/d4w+3/d4+4w Li/O (which can only be inflicted by fire and acid damage).
Rend: If a troll hits with both of it’s claw attacks, it can
Defences try and perform a Rend action. The target must make
Natural Armour d6-2/d6-4/d6-4 a Stamina – Endurance check to see if any extra
damage is caused, as the troll tries to rip the target in
+2 Strength Resistance Modifier half.
WERERAT
AN Umber Hulk
Strength 15 Intelligence 7
Dexterity 10 Will 12
Constitution 15 Personality 8
Durability: 22/22/11/11 Action check: 10/5/2
Last Resorts: 0 # Actions: 3
Move: run 16, walk 6, burrow 3
Moral Attitude: Despicable
Size: Large (Durability @ x1.5, Lift as if strength was a
23, +1 penalty to Stealth checks)
Attacks
Bite 18/9/4 1d8w/1d8+2w/1d4+1m Li/O
Claw 18/9/4 2d4w/2d4+2w/3d4+1w Li/O
Confusion 14/7/3 special special
Gaze
Defences
Natural Armour d6+1/d4/d4-1
+3 Strength Resistance Modifier
+1 Will Resistance Modifier
SKILLS
Umberhulks have the following skills:
SPECIAL QUALITIES
Lowlight Vision: Wererats have low light vision. Their
eyes are extraordinarily sensitive to ambient light.
This reduces obscurity penalties they would otherwise
suffer by 2 steps. This type of vision offers no benefit
in total darkness.
Alternate form: A wererat can assume a bipedal hybrid
form or the form of a dire rat. This takes one round,
and is usually accompanied by snarling.
Rat Empathy: Communicate with rats and dire rats,
and -2 step bonus on Personality based skill checks
against rats and dire rats.
Attacks
Bite 11/5/2 d4w/d4+1w/d4+2w Li/O
plus disease
Rapier 9/4/2 d4w/d4+1w/d4+2w Li/O
-1 step
A wererat in humanoid form tends to be a thin,
wiry individual of shorter than average height. The eyes Defences
constantly dart around, and the nose and mouth may Natural Armour d6-3/d4-3/d6-4
twitch if he or she is excited. Males often have thin,
+3 Dexterity Resistance Modifier
ragged mustaches.
Damage reduction The wererat ignores the first 5 points
A Wererat (human form) Silver: of non-silver, non-magical damage
per attack (after natural armour).
Strength 8 Intelligence 9
Dexterity 11 Will 9
Constitution 9 Personality 7
SKILLS
Wererats in hybrid form have the following skills:
Durability: 9/9/5/5 Action check: 12/6/3
Athletics – Climb 5 13/6/3
Last Resorts: 0 # Actions: 2
Melee Weapons – Blade 1 9/4/2 -1 step bonus
Move: Sprint 18, Run 12, Walk 4,
Unarmed Attack – Brawl 3 11/5/2
Moral Attitude: Corrupt Acrobatics – Dodge 2 12/6/3
Size: Medium Stealth – Hide 2 13/6/3
Sneak 1 12/6/3
Attacks Movement – Swim 2 13/6/3
Rapier 9/4/2 d4w/d4+1w/d4+2w Li/O Stamina – Endurance 2 13/6/3
-1 step bonus Awareness – Perception 4 13/6/3
Light 11/5/2 d4+2w/d6+2w/d4+1m Li/O Resolve – Mental resolve 1 10/5/2
Crossbow
SPECIAL QUALITIES
Defences Lowlight Vision: Wererats have low light vision. Their
Leather Armour (plus natural) d6-1/d6-3/d6-1 eyes are extraordinarily sensitive to ambient light.
+1 Dexterity Resistance Modifier This reduces obscurity penalties they would otherwise
suffer by 2 steps. This type of vision offers no benefit
in total darkness.
SKILLS Alternate form: A wererat can assume a bipedal hybrid
Wererats in human form have the following skills: form or the form of a dire rat. This takes one round,
Athletics 9/4/2 +1 step (U) and is usually accompanied by snarling.
Armour Operation 9/4/2 +1 step (U) Curse of Lycanthropy: Any humanoid or giant hit by a
Melee Weapons – Blade 1 9/4/2 -1 step bonus wererat’s bite attack in animal or hybrid form must
Acrobatics – Dodge 1 12/6/3 succeed on a Constitution feat check or contract
Ranged Weapons – Crossbow 1 12/6/3 lycanthropy.
Stealth – Hide 1 12/6/3 Disease: Filth fever; bite (marginal disease),
Sneak 11/5/2 Constitution feat check (-1 step), incubation period
Movement – Swim 4 13/6/3 1d4 days.
Stamina – Endurance 2 11/5/2
Awareness – Perception 4 13/6/3 Check Result Effect
Resolve – Mental resolve 1 10/5/2 Critical failure Terminally Ill
Failure Extremely Ill Bite 11/5/2 d4w/d4+1w/d4+2w Li/O
Ordinary Ill plus disease
Good No effect
Amazing No effect Defences
Natural Armour d6-3/d4-3/d6-4
If the disease cannot be prevented, the victim
+3 Dexterity Resistance Modifier
becomes sick. Diseases have the following effects.
Ill characters suffer a +2 penalty to all actions. Each Damage reduction The wererat ignores the first 5 points
day, the character must attempt a Constitution feat Silver: of non-silver, non-magical damage
check: Critical Failure or Failure, worsen to extremely per attack (after natural armour).
ill; Ordinary, no change; Good or Amazing, the
character recovers. SKILLS
Extremely Ill characters are almost completely Wererats in dire rat form have the following
incapacitated. In desperate situations, an extremely ill skills:
character may attempt a Resolve-physical resolve Athletics – Climb 5 13/6/3
check to force himself to his feet, but all actions receive Unarmed attack – Brawl 3 11/5/2
a +3 penalty. Each day, the character must make a Acrobatics – Dodge 2 13/6/3
Constitution feat check: Critical Failure or Failure, Stealth – Hide 2 13/6/3
worsen to terminally ill; Ordinary, no change; Good, Sneak 1 12/6/3
improve to ill; Amazing, recover completely. Movement – Swim 5 16/8/4
Terminally Ill characters are comatose, although they Stamina – Endurance 2 13/6/3
can rouse themselves for a few words of conversation Awareness – Perception 4 13/6/3
with a Resolve-physical resolve check. Every 6 hours, Resolve – Mental resolve 1 10/5/2
the character must attempt a Constitution feat check:
Critical Failure, suffer 2 points of mortal damage; SPECIAL QUALITIES
Failure, suffer 1 point of mortal damage; Ordinary, no Lowlight Vision: Wererats have low light vision. Their
change; Good or Amazing, improve to extremely ill. If eyes are extraordinarily sensitive to ambient light.
the hero suffers mortal damage it is treated as if This reduces obscurity penalties they would otherwise
suffered during combat. suffer by 2 steps. This type of vision offers no benefit
Rat Empathy: Communicate with rats and dire rats, and in total darkness.
-2 step bonus on Personality based skill checks against Alternate form: A wererat can assume a bipedal hybrid
rats and dire rats. form or the form of a dire rat. This takes one round,
Scent: Wererats have an excellent sense of smell, and and is usually accompanied by snarling.
normally use this sense when hunting for food. This Curse of Lycanthropy: Any humanoid or giant hit by a
sensory ability allows the wererat to detect approaching wererat’s bite attack in animal or hybrid form must
enemies, sniff out hidden foes or objects, and to track succeed on a Constitution feat check or contract
by sense of smell. The wererat can identify familiar lycanthropy.
odours just as others do by sight. Disease: See wererat hybrid entry.
The wererat can detect opponents within 10 meters Rat Empathy: Communicate with rats and dire rats,
by sense of smell. If the opponent is upwind, the range and -2 step bonus on Personality based skill checks
increases to 20 meters. If the opponent is downwind the against rats and dire rats.
range is reduced to 5 meters. Strong scents such as Scent: See wererat hybrid entry.
smoke or rotting garbage can be detected at twice the
normal range. Overpowering scents such as skunk
musk or troglodyte stench can be detected at three
times the normal range.
When the wererat detects a scent, the exact
WOLF
location is not revealed; only its presence somewhere
within range. With an action the wererat can note the
direction of the scent and if he moves within 5 meters of
the source he can pinpoint the source as well.
A wererat with the scent ability can follow tracks by
smell. The same common modifiers apply to the track
skill check except that modifiers for Clues, Urban
conditions, and Soft or Hard ground are ignored. This
ability when used to track can also ignore penalties for
visibility.
Attacks
Bite 13/6/3 d4+1w/dw+2w/d4+3w Li/O
Defences
+1 Strength Resistance Modifier
SKILLS
Wolves have the following skills:
Athletics – Jump 1 12/6/3
Unarmed attack – Brawl 2 13/6/3
Acrobatics – Dodge 1 13/6/3
Stealth – Hide 1 13/6/3
Sneak 2 14/7/3
Stamina – Endurance 1 13/6/3
Awareness – Perception 3 15/7/4
Investigate – Search 1 11/5/2 Mated pairs or packs work together to bring down
Track 1 11/5/2 large game, while lone worgs usually chase down
Resolve 10/5/2 creatures smaller than themselves. Both often use hit-
SPECIAL QUALITIES and-run tactics to exhaust their quarry. A pack usually
Lowlight Vision: Wolves have low light vision. Their circles a larger opponent: Each wolf attacks in turn,
eyes are extraordinarily sensitive to ambient light. This biting and retreating, until the creature is exhausted, at
reduces obscurity penalties they would otherwise suffer which point the pack moves in for the kill. If they get
by 2 steps. This type of vision offers no benefit in total impatient or heavily outnumber the opponent, worgs
darkness. attempt to pin it.
Scent: Wolves have an excellent sense of smell, and
normally use this sense when hunting for food. This A WORG
sensory ability allows the wolf to detect approaching Strength 13 Intelligence 6
enemies, sniff out hidden foes or objects, and to track Dexterity 12 Will 11
by sense of smell. The wolf can identify familiar odours Constitution 12 Personality 9
just as others do by sight.
Durability: 12/12/6/6 Action check: 12+/11/6/3
The wolf can detect opponents within 10 meters by
Last Resorts: 0 # Actions: 2
sense of smell. If the opponent is upwind, the range
increases to 20 meters. If the opponent is downwind the Move: Sprint 48, Run 26, Walk 10,
range is reduced to 5 meters. Strong scents such as Moral Attitude: Neutral
smoke or rotting garbage can be detected at twice the Size: Medium
normal range. Overpowering scents such as skunk
musk or troglodyte stench can be detected at three Attacks
times the normal range. Bite 15/7/3 d4+2w/d6w+2w/d6+4w Li/O
When the wolf detects a scent, the exact location is
not revealed; only its presence somewhere within Defences
range. With an action the Wolf can note the direction of +2 Strength Resistance Modifier
the scent and if he moves within 5 meters of the source +1 Dexterity Resistance Modifier
he can pinpoint the source as well.
A wolf with the scent ability can follow tracks by
smell. The same common modifiers apply to the track SKILLS
skill check except that modifiers for Clues, Urban Worgs have the following skills:
conditions, and Soft or Hard ground are ignored. This Athletics – Jump 1 14/7/3
ability when used to track can also ignore penalties for Unarmed attack – Brawl 2 15/7/3
visibility. Acrobatics – Dodge 2 14/7/3
Trip: Wolves can trip opponents in combat. Whenever a Stealth – Hide 2 14/7/3
wolf hits an opponent with their bite attack, the Sneak 3 15/7/3
opponent must make a Strength feat check and add the Stamina – Endurance 2 14/7/3
wolf’s strength resistance modifier (+1). If the opponent Awareness – Perception 3 14/7/3 -1 step
fails, then the wolf has managed to trip the opponent, Investigate – Search 1 12/6/3
and they become prone. Track 2 13/6/3
Resolve 11/5/2
Attacks
Club 11/5/2 d4+2s/d4w+1w/d4+2w Li/O
Slam 11/5/2 d4+1s/d4+1w/d4+2w Li/O
DEFENCes
+2 Strength Resistance Modifier
SKILLS
Medium sized zombies have the following skills:
Athletics 11/5/2 +1 step (U)
Melee Weapons 11/5/2 +1 step (U)
Unarmed 12/6/3 +1 step (U)
Stamina – Endurance 1 11/5/2
Awareness – Perception 1 10/5/2
SPECIAL QUALITIES
Toughened Durability: Zombies are even tougher
than most other undead, and so do not have stun or
A zombie is the result of foul magics being used to mortal wounds, and are therefore immune to stun
raise the body of the recently deceased, and retains the damage. Mortals translate across at a ratio of 1 mortal
visage of humanity. However, it continues to equals 1 wounds. Instead they have 2 times their
decompose, albeit at a slower rate, making even the constitution in wound. Once this wound total is used
hardened adventurer a little ill. up, the zombie is destroyed.
Undead: Zombies are undead, and therefore pass any
stamina checks, as well as any Resolve checks. They
are immune to mind affecting spells. They are also
immune to venoms and poisons.
Tough as Nails: Zombies gain an extra +1 Strength
Resistance bonus. This is included in the tables above.