EZD6 Book of Beasts
EZD6 Book of Beasts
EZD6 Book of Beasts
Beasts
Bestiary
Acheri
A female skeleton wearing a skin dress singing to her victims.
Strikes To-Hit
• Sing Disease - all those who can hear her song must make a roll of 3+ once be day or
become diseased (diseased make all rolls with a bane until cured)
Ankheg
Massive chiton armored burrowing insect-like creature.
Strikes To-Hit
• Acid Spray - the ankheg can shoot a spray of acid from an abdominal
gland shooting out in a cone up to far targets
Basilisk
Large six-legged lizard like monster.
Strikes To-Hit
• The basilisk turns its food to stone and has glands in its mouth that turn the stone back to
esh during feeding; an alchemist can attempt to extract the glands to make a cure to
petri cation
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Black Pudding
Large black ooze.
Strikes To-Hit
• 1 attack (Pseudopod)
3 4
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• Pseudopod - if target is wearing non-magical metal armor, target must take a bane to all
armor save rolls
• Splatter - if hit with normal weapons, the ooze splatters onto nearby characters and
dissolves any armor making all armor saves 6 with a bane. Also, the ooze splits into 2
di erent oozes, each with 3 strikes each.
• Sensitive to re: re damage does 2 strikes per hit to the black pudding.
Bugbear
Large, hairy humanoids that crave battle.
Strikes To-Hit
Carrion Crawler
Slimy caterpillar-like creature with 6 waving tentacles.
Strikes To-Hit
• Boon to strength
• Paralyzing tentacles - if target is hit by one of the tentacles, perform a contest roll. If the
target looses, they become paralyzed for 1D6 turns.
• 3 = confusion, you attack the closest target to you until the fog dissipates
• 4 = the mind slows, bane on all rolls for until fog dissipates
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• 6 = take 1 strike
• The only way to avoid the e ects/attacks of the fog are to get in a location that can block
the fog
Elder Brain
Enormous brain with tentacles extending from it underside. Strikes To-Hit
• Psychic Armor - all ranged and melee attacks against the elder brain must be done with
a bane
• Awareness - the elder brain is aware of all sentient creatures within 5 miles
• Telepathic Hub - can initiate and maintain telepathic communications between itself and
several other creatures
• Sense Thoughts - the elder brain can detect surface thoughts of creatures within 100
feet
• Mind Blast - once per turn, psionic energy blasts outward in a circle hitting all up to far
range for 1 strike; this is a magickal ability
• Tentacle Attack - target must roll magickal defense or take1 1 strike of psionic energy
and become grappled (near targets only)
Fire Beetle
Giant beetle with glands that glow.
Strikes To-Hit
• 1 attack (bite)
1 3
• Glands glow and shed light, will continue to glow for 1D6 days after
beetle dies
Gelatinous Cube
All but transparent ooze that clears paths in dungeons.
Strikes To-Hit
• Slow-moving
3 6
• Near transparent, players must make roll of 4+ to spot unless
looking closely, otherwise surprises the players
• Engulf - if the ooze hits a target, the target becomes engulfed; if engulfed, the target
takes 1 strike of acid damage per turn until the target can escape by rolling a 6; other
players can attempt to pull out engulfed target by rolling a 5+, and if the player fails, the
player attempting the contest takes 1 strike (miraculous save to avoid)
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Gnoll
Hyena-like humanoid that inhabit borderlands and attack in packs.
Strikes To-Hit
Goblin
Small, sel sh humanoids that dwell in caves, mines, and dungeons.
Strikes To-Hit
• Boon on stealth
Ghoul
Undead that hunt in packs for living esh.
Strikes To-Hit
Ghouls are ravenous and hunt in packs. They will take down the weakest target rst and
feast on its esh in a feeding frenzy.
Giants
Giants are descendants from ancient immortal beings. Although many think that giants are
related, the giants do not consider di erent types as brethren. They often live out their long
lives with little to no contact with humans… even when living in relative proximity.
Giant (Fire)
Larger of the giants with thick skin resembling dried lava.
Strikes To-Hit
• Immune to re damage
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• Double Damage - 2 strikes of damage per hit
• Sweep Attack - the re giant can strike at all targets within melee range that are in front
of the giant
• Fire Rage - when enraged in battle, their body temperature rises and any creature within
melee range must roll 3+ with 1D6 or take a strike
Giant (Frost)
Lanky giants with icy blue skin. Disrupting the beauty of their frigid
home draws their ire.
Strikes To-Hit
• Infrared Vision - the frost giants are able to see in blizzard and low-light conditions
• Blizzard - in combat, snow and ice swirl around a frost giant; if there are 3 or more frost
giants together, a blizzard forms nearly blinding all in far range (double bane to attackers)
Giant (Hill)
The smallest of the giants, but no less mighty... but they are stupid.
Strikes To-Hit
• They will often trade valuable ores for inexpensive items or food
Giant (Stone)
Reclusive, peaceful, and artistic giants living in caverns and mountains. Although they
respect dwarves for their stonework, they feel dwarves have lost focus (too much ale and
ghting, not enough crafting). Stone giants have some limited ability to tap into Druidic
magick.
Strikes To-Hit
• Their gray-brown skin is rock-like and helps camou age them (boon to stealth)
• Double Damage - 2 strikes of damage per hit (club, st, thrown rock)
• Fling Creature - in melee, they may grab and ing targets high into the air and let gravity
do the work (contest roll to grab; if successful, roll 1D6: on 5+ see Sure Death rule,
otherwise in ict 2 strikes)
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• Erupting Earth - a fountain of earth erupts from the ground within far range; targets must
roll magick defense against 2D6, hits do 1 strike of damage; can hit small groups of
targets if they are next to each other
• Entangling Vines - Within far range, a stone giant can summon magickal vines to
entangle a target; the target must roll magickal defense against 2D6 or become restrained
— to escape the vines, continue to roll magickal defense against 2D6, if successful, they
escape from the vines
Giant (Storm)
Largest of all giants. Benevolent stewards of sea and sky.
Strikes To-Hit
• Can levitate
• Double Damage - 2 strikes of damage per hit (sword, st, thrown rock)
• Fling Creature - in melee, they may grab and ing targets high into the air and let gravity
do the work (contest roll to grab; if successful, roll 1D6: on 5+ see Sure Death rule,
otherwise in ict 2 strikes)
• Control Weather - (magick ability) a storm giant is able to control the weather within 5
miles; this weather can make conditions di cult to those opposing the giant leading to a
bane on actions/attacks
Storm giants are contemplative seers that live in places far removed from mortal civilization.
They like to recall the ancient glories of the giant’s empires. With their historical knowledge,
prophesying, and reading of omens, they have learned vast secretes and troves of lore
forgotten.
Gray Ooze
Formless biomass that absorbs their prey.
Strikes To-Hit
• 1 attack (pseudopod)
2 3
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• Pseudopod - if target is wearing non-magical metal armor, target must take a Bane to all
armor save rolls
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Grendel
Large endish humanoid monstrosity.
Strikes To-Hit
• Boon on melee
• Magick Armor - normal weapons do not harm the Grendel, only magick e ects or
magickal weapons can cause a strike
Hobgoblin
Red/orange skinned humanoids that love battle and warfare.
Strikes To-Hit
Kobold
Craven, small reptilian humanoids that worship evil dragons.
Strikes To-Hit
• Unless special circumstances, kobolds will ee or surrender if battle turns against them
Kobold Chieftain
Larger, stronger kobold who leads with brutality.
Strikes To-Hit
• 1 attack (axe)
1 3
• Pack Attack - if melee target is near 2+ other kobolds, kobold
attacks with a Boon
• The presence of the chieftain prevents other kobolds from surrendering or eeing
• Boon to melee
Illithid
Humanoid with a tentacled mouth, which it uses to suck out and
Strikes To-Hit
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consume humanoid brains.
• Boon to grapple
• Can levitate
• Mind Blast - psionic energy blasts outward in a circle hitting all within near range for 1
strike, crits on 5+ (magick attack)
• Tentacle Attack - target takes 1 strike of psionic energy and becomes grappled (magick
attack)
• Extract Brain - if target is grappled by the illithid, the illithid bores into the skull and
extracts the brain of the target (see sure certain death rules)
Illithid begin life as a parasitic tadpole hatched from eggs. Most tadpoles do not survive to
reach maturity, but the few that do are inserted into a humanoid host captured for this
purpose. The tadpole then burrows into the host’s brain eventually replacing the brain. The
body then begins a transformation that takes 3-4 months. During this transformation period,
the illithid is vulnerable and weak lacking its feared attacks.
When an illithid dies, its brain is removed in a sacred ceremony and placed into the
spawning pool and absorbed by the Elder Brain. It is a great punishment to be denied
joining with the Elder Brain upon death.
Lich
Gaunt and skeletal humanoid.
Strikes To-Hit
• 1 attack
20 4
• The lich starts with 3 random scrolls that it can use during combat
• Paralyzing Touch - (melee magick attack) target becomes paralyzed for 1D6 turns
• Death Tether - the lich shoots out a tether of cracking dark energy to one creature it can
see in near range as a magick attack; while tethered, the creature takes half the damage
in icted against the lich; at then end of the creature’s turn, roll magick defense to end
e ect
• Call Undead - lich rolls magick against 2D6; if successful, 1D6 undead rise from the
ground under the lich’s command; roll 1D6 for type: 1-3 = skeleton, 4-5 = zombie, 6=
wight
• Life Drain - (melee magick attack) causes 1 strike of damage while healing 1 strike to the
lich
• Rejuvenation - a destroyed lich will gain a new body in 2D6 days if its phylactery is intact
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A lich must feed souls into its phylactery in order to preserve its form. If it fails to do so, it
begins to physically fall apart and make become a demilich.
Lizardman
Primitive reptilian humanoids that make swamps their den.
Strikes To-Hit
Man-at-Arms
Regular foot soldier.
Strikes To-Hit
Medusa
A once beautiful woman, now a terrifying visage.
Strikes To-Hit
• Tail Attack - she will try and grapple those nearby and force them 5 3
to see her gaze; if her gaze fails to work, she will try to bite target
(bite does no strike damage but target is poisoned)
• Bow Attack - will re arrows to force victims into tail attack range
• Petrifying Gaze - If you meet her gaze, roll magic defense; avoid petri cation with
success, but gain a bane to all actions for encounter
Minotaur
Massive beast with hooves and horns that live for the hunt.
Strikes To-Hit
Mountain Lion
Large tan feline that is fast and strong.
Strikes To-Hit
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• Boon to stealth and ambush attacks
Ogre
Huge brutes whose strength outweighs their wits.
Strikes To-Hit
Orc
Piggish faced savage raiders.
Strikes To-Hit
Owlbear
Bear-like creature with jaws that look like a beak.
Strikes To-Hit
• Boon to ambush
Rat (Giant)
Giant vermin with red eyes and sharp needle-like teeth.
Strikes To-Hit
• 1 attack (bite)
1 3
• Cannot crit
• Carry Disease - if the rat’s attack roll was a 6, the target becomes
diseased (miraculous save to avoid); disease lasts 1D6+1 scenes; roll 1 D6 each scene
and on a roll of 3+, player looses a strike
Skeleton
Decayed corpses turned magic automatons.
Strikes To-Hit
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Sprite
Tiny magickal fey humanoid being with wings of a dragon y.
Strikes To-Hit
• Heart Sight - if the sprite touches a creature, it will know their surface thoughts and
intentions; this is a magickal ability
• Invisibility - can become invisible until it attacks, casts a spell, or looses anchoring
• Poisoned Arrows - if a creature is hit by a sprite’s arrow, roll magickal defense to avoid
falling into a deep slumber that lasts 2D6 turns
• Hatred of Evil - sprites will do everything the can to thwart evil (boon on attacks against
evil creatures or those attempting to do evil)
Stirge
Large bat-like beast with long snout to suck blood.
Strikes To-Hit
• Able to y
Treeman
A sentient tree-creature.
Strikes To-Hit
• Boon to strength
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• Fire Hatred - the use of re against them causes the treemen to go into a rage allowing
them to have 4 attacks per turn
• Animate Plants - (once per scene) a treeman can animate vines, trees, and other plants
within far range
Troll
Large, boorish humanoids fond of tearing enemies to bits.
Strikes To-Hit
Vampire
Lord of the undead. Drinker of blood.
Strikes To-Hit
• Blood Bite - if the target is grappled, the vampire bite causes paralysis for as long as the
bite is maintained and drains 1 strike of blood per turn
• Regeneration - unless hit by holy water or other holy force (e ect lasts 1D6 turns), the
vampire regenerates 3 strikes per turn
• Charm - once per scene, creatures nearby must roll magick resistance against 3D6 to
avoid being charmed and open to the vampire’s suggestions and requests
• Sunlight Reveal - a vampire in sunlight is revealed in its true form: a hideous fanged
humanoid beast; in the dark, it appears as an attractive humanoid matching its origin race
• Vampire Creation - if the vampire drains a creature of blood completely, it may spill its
own blood into the mouth of the immediately deceased target; the next night, the target
will rise as a vampire
Vampires are territorial creatures that rarely tolerate other vampires in its area. This often
leads to violent con ict leaving one or more vampires dead.
Warp Ferret
Small mammal with sharp fangs and claws, crackles with energy.
Strikes To-Hit
1 6
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• Spoiled Pet - can be distracted for 1D4 rounds by chicken or other meat
• Inside Out - this is dreaded by anyone facing a warp ferret; for 1D4 rounds, it shakes and
sparks violently until it attempts to warp inside a target; this is a 1D6 magick attack; it will
take 1D4 rounds to chew its way out of the victim (use sure death rules); while in icted,
the victim takes a bane; another hero can pierce the victim in attempt to hit ferret — in
this case, the victim takes a strike and the ferret To-Hit roll has a bane.
Watcher Fiend
Large oating endish head with central eye and 6 eye stalks.
Strikes To-Hit
• Can levitate
• Bite crits on 5+; if attacking a paralyzed or asleep target, consider rst roll an automatic 6
• Anti-magick Cone - the large central eye creates a cone of anti-magick out to 120 feet;
anyone in the cone cannot cast or use magick
• Eye Rays - the watcher end shoots 2 random eye ranged magickal attacks:
The watcher end will use telekinesis to raise a target into the air and let them fall (see Sure
Death rules).
Watcher ends are highly intelligent but also very paranoid and a bit crazy. Each watcher
end believes that it is the most superior being in the universe. They must feed regularly and
dispatch their minions to capture humanoids and return them to the lair. The ends like to
eat their food alive and will use paralyzing rays or the minions will chain a humanoid to a
feeding post.
Wight
Undead warrior that was once a mortal chasing dark desires.
Strikes To-Hit
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• Immune to poison
• Life Drain - (melee) causes 1 strike of damage while healing 1 strike to the wight; players
killed by Life Drain rise 24 hours later as a zombie under its control (unless body is
destroyed)
Zombie
Animated corpses. Terrible in vast numbers.
Strikes To-Hit
• Mindless - their rotten brains cannot be a ected by mental powers, fear, or persuasion
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Diseases
Black Death
• Infected are covered in black boils that ooze blood and pus for 2D6 days.
• Potential cure: dryad’s saddle fungus, honey, crushed garlic, and blue cheese. If ingested,
roll 1D6, on a 4+, the infection is cured.
• All that come in close contact with an infected person must roll 1D6 — on a roll of 1, the
contact becomes infected as well.
Cavern Cough
• A frequent and persistent cough caused by spores found in caves and underground
dungeons.
• Can be immediately cured by drinking pine needles steeped in hot water with honey and
dried and crushed blister fungus.
Cholera
• Cholera is a disease that causes an impressive and disgusting amount of vomiting and
diarrhea.
• Unless the infected is attended to and given water and salts daily, they will take a strike.
• Anyone attending to the infected has a chance of becoming infected as well: roll 1D6
daily — on a roll of 1, the attendant becomes infected.
Ogre Fly
• The ogre ies are large (palm-sized). The males have a red abdomen, the females have a
green abdomen. The have a painful bite, but the females have a fang-like organ on their
abdomen where they lay their eggs into a host.
• In areas where ogre ies are found, roll 1D6 daily. On a roll of 1, the target becomes a host
for ogre y larvae.
• Hosts will develop a classic, easy to recognize rash. The red blotches progress to blisters.
The blisters erupt and a developed larvae falls out to continue its life cycle.
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• Most people can recognize the rash and will not allow the infected to be anywhere near
others. They know that the infected could lead to ogre ies in their area.
Red Dread
• The victims eyes turn blood red and they develop a pronounced tremor. The tremor
causes a bane on all tasks that require any dexterity (e.g. ranged weapon use, lock
picking, etc).
• At a random time each day of infection, roll 1D6. On a roll of 1, the infected falls to the
ground and has a seizure. A new Devil Fog pours fourth from the mouth of the victim.
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Beastmen
Background
• Beastmen are savage mutant humanoids with the head of a beast and the body of a man
and often have hooves and claws.
• Beastmen are created from humanoids that come into contact with the proto-magick of
chaos.
Appearance
Roll 2D6 for head (once for general type, once for speci c appearance), and 1D6 for body.
Attacks/Strikes/To-Hit
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Special Abilities
Roll 1D6 for number of abilities, and 1D6 for ability feature.
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Named Beasts
Background
The beasts on below are single, named beasts. These monsters are a “one and only”
monster and not a general race of creatures.
• Able to y
• Acid Breath - all in the near area in front of the dragon are potentially hit (treat as magick
attack)
• Disease of the Mind - (magick attack) a spectral worm invades the target’s mind; each
round roll 1D6: 1 = in ict 1 strike of damage, 6 = target is cured of the worm
• Dominate - (magick attack) target becomes charmed and will comply with reasonable
requests; e ect ends if the targets rolls a 6 at the end of its turn
Grendel
Large endish humanoid monstrosity.
Strikes To-Hit
• Boon on melee
• Magick Armor - normal weapons do not harm the Grendel, only magick e ects or
magickal weapons can cause a strike
Shoggoth
A rolling pool of black ooze covered in eyes that appear and get
resorbed. Called forth from a dark place of existence.
Strikes To-Hit
20 4
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• 3 attacks (any combination of below attacks)
• Create Tendril - a tendril appears shooting out from the main body (up to 50 feet from the
body, then can move 30 feet per turn); see below for tendril attacks
• Submission - (magick attack) single target becomes charmed and will follow reasonable
suggestions; at the end of the target’s turn, can attempt to overcome e ect using a
contest roll
• Terror - (magick attack) single target becomes terri ed and attempts to ee; at the end of
the target’s turn, can attempt to overcome e ect using a contest roll
• Cripple Mind - (magick attack) single target within far range takes 1 strike of psionic
damage
• Grapple and Restrain - target must make contest roll to resist or be come grappled and
restrained; restrained target can attempt contest roll at the end of it turn to overcome
e ect
• Enter and Control - (1D6 magick attack) if the target is restrained, tendrils enter the
target through the nose or mouth and the target becomes a puppet under the control of
Shoggoth and will do any bidding; only severing the tendril ends the e ect
Tul’Gazeen (Nightscream)
Large humanoid with long claws, and a skull-like head.
Strikes To-Hit
• Immune to poison
• Unholy Screech - twice per scene, it can emit a terrifying scream that
extinguishes all light sources with a roll of 3+ per light source (both natural and
magical)
• Fetid Cloud - all players in near range must make a D6 roll of 3+ each round or
become overtaken with dizziness and nausea for that turn (all actions by the
player must be done with a Bane)
Tul’Gazeen, also called the Nightscream, does not remember when it came to
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be. Perhaps it was the Primordial Ones that brought it forth. Perhaps it formed itself from the
Chaos. Regardless, it has been on this world for millennia. It feeds on both the dead and the
living. Feeding on old corpses and carrion sustains it, but does not give it pleasure. The joy
is the fear, panic, screams, and pain from ripping something living apart.
If defeated, Tul’Gazeen will eventually return rising from a pool of dark ichor located in a
foreboding forest at the base of a mountain far to the north. It will be very hungry and must
feed. After that, it will seek revenge on those that vanquished it.
Verogyld
Grendel’s mother: a daemon disguised as a beautiful woman.
Strikes To-Hit
• Crits on 5+
• Magick Armor - normal weapons do not harm the Grendel, only magick e ects or
magickal weapons can cause a strike
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