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MultiOSRv2.3 - Pages

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166 views85 pages

MultiOSRv2.3 - Pages

Uploaded by

gilbpaul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 85

Diego Barreto

Multi OSR
Creature
Codex

COMPATIBLE

24XX
Writing and Layout
Diego Barreto - itch.io

Illustrations
Felipe Faria - itch.io

Fonts: Sigmar One, Germania One, Sofia Sans, IM FELL DW Pica.

The creatures stats present in this book are compatible with:


• 24XX by Jason Tocci under a Creative Commons Attribution 4.0 license (CC BY 4.0).
• Cairn by Yochai Gal under a Creative Commons Attribution 4.0 license (CC BY 4.0).
• Knave by Ben Milton under a Creative Commons Attribution 4.0 license (CC BY 4.0).
• Into the Odd by Chris McDowall (www.bastionland.com)
• Troika! by Melsonian Arts Council. Multi OSR Creature Codex is an independent production by
Deep Light Games and is not affiliated with the Melsonian Arts Council.
Index
How to use this book 4 Mindwhipper 48

Amalgore 6 Mossheart 50

Baboonquill 8 Octolisk 52

Bloomweaver 10 Oozern 54

Bootbill 12 Reshaped Crone 56

Catlery 14 Rockatrice 58

Cindergeist 16 Rockmaw 60

Cursed Grasp 18 Royal Bat 62

Doctor Plague 20 Sagehorn 64

Dry Body 22 Sharp-Horned Phite 66

Embercluck 24 Shelljolter 68

Feathered Grim 26 Sirenbull 70

Frostback 28 Stingerkin 72

Fuzz 30 Stormwing 74

Gemini Wyrm 32 Straw Reaper 76

Half-Mimic 34 Talon Stalker 78

Hairy Jane 36 Thramm 80

Meta-Chimera 38 Thunderwing Manta 82


Ignea Order 40 Valley Disciples 84

Kashtusk 42

Lavish Stinger 44

Lych 46
How to use this book
Every spread of this book provides information about a creature. These are split in 6 parts:
• Name: How the creature is most known for.

• Size: Use the images here as a scale. Rule of thumb: each size is aprox.
the double of the previous size. Medium size is 6ft/180cm.

• Lore: This are the most known facts about the creature, either by
common knowledge or at least known to locals.

• Hooks: Ideas on how to add that creature to an adventure, be as a


mission or as an opportunitty for cool things.

• Loot: What reward can be gained in an encounter with this creature.


‘Kill it’ may not always be the answer.

• Stats: There are stats for the 4 rulesets in this book. Some pointers:
◦ 24XX
Drives is what the creature want and how bad it wants it.
Risks are the ways it can threaten you.
Traits are things that add difficulty or complications.
◦ Into the Odd / Cairn
Assume Charisma=Willpower when needed.
Assume STR/DEX/WIL/CHA=10 unless said otherwise. Huge
CD=Critical Damage.
◦ Knave
NA only uses die size. Reduce 2 sizes if unlikely to meet.
Add 1 die if likely to meet. Tweak on need.
◦ Troika
Damage # = ignores 1 point of Armor.
Large

Medium

Small

Tiny
Colossal

Gargantuan
Amalgore
Size: Large

• One of the worse fates a defeated party cand endure at the tower of Nazarck.
• A demilich creation, joining the bodys of 4 adventures in a living abomination.
• The creature retains parts of the skills of the beings used as material.

• Guardians of some rooms at low/mid levels at the tower of Nazarck.


• An errant one has been seen near a village, it’s trying to find someone.
• Rich family from an adventurer is hiring a rescue party.

• At its core, you can find a Ruby Heart, a gem used on healing rituals and smite undead.
• If put to rest with mercy after some lucidty returns to it, d4 of its spirits may aid you as
a companion at the next time you fail a roll they could help.

6
24XX
• Drives Obeys its creator’s command.
• Risks Slashed, Backstabbed, Parried, Burn by magic
• Traits One dedicated arm for defense (Maybe 1 arm for healing)

Into the Odd/Cairn


HP 15, Armor 1, STR 16, CHA 6
Broad sword 2d8, Fireball d10 Blast (at distance)
• It takes a while to decided when presented choices outside combat.
• 1 Arm dedicated for defense at all times. Always blocks the first attack it receives.
• CD: An extra arm backstabs you, additional d6 damage that ignores armor.

Knave 2e
• AP 4 (AC 15), LVL 8, HP 32x4
• MOV 40’, MRL 12, NA d4
• ATK 2 Broadsword (1d8) or 1 Fireball (d10 area)
• Extra arms block the first attack (STR check) and can backstab you at close range
(1d6 damage that ignores armor if fail DEX check).

Troika!
• Skill 13, Stamina 32, Armor 2 Mien
• Initiative 6, Damage as Great Sword* 1 Confused
2 Sad
• Special: Once per Combat it can cast Fireball (Damage as 3 Unstable
Dragon-Fire, Damage Roll -1). 4 Barbaric
• Special: At melee range, test Luck or take a backstab 5 Oblivious
(damage as Knife, Damage Roll+1) 6 Tormented

7
Baboonquill
Size: Small

• Seen in jungles, moves in packs, all brown but use fruit colors to separate tribes.
• If neighbors are specially helpful/aggressive, they learn and follow suit.
• Its spines are barbed and prevent healing for 2d6 minutes after you remove them.

• There’s rare fruit that only they know where it grows.


• A secret cult practiced hex spells in the forest, somehow they learned the spells too.
• The offspring of the 2 greatest tribes was captured, neihgbours of a war camp.

• Alchemist can use some brains to make a potion that let you copy a technique to
perfection for a brief amount of time. Risk of behaving like a monkey for some time.
• Close by, you may find some weird fruits. Effects may range from good ration to potent
poison, mild healing to flammable combustible….
8
24XX
• Drives Learn, protect the tribe
• Risks Scratched, Bitten, Spine pierced.
• Traits Fast learners, Good copycats, Teamwork

Into the Odd/Cairn


HP 6, Armor 0, DEX 12, CHA 14
Scratchs and bites d6, Spines 1 damage if contact .
• The group watch one or 2 members fight before joining.
• The patterns painted with fruit colors are influenced by the surroundings.
• If they see the same technique/spell/attack more than 2 times, they gain Armor 2
against that action. Half of the watchers can replicate it.

Knave 2e
• AP 2 (13), LVL 3, HP 12
• MOV 40’, MRL 7, NA d10
• ATK 1 scratch (1d4) and 1 bite (1d4) or Copied attack.
• Characters take -5 against them if they’ve seen the same attack/technique/spell
more than 2 times. Half of the observes can copy the attack.

Troika!
• Skill 8, Stamina 12, Armor 0 Mien
• Initiative 3, Damage as Small Beast 1 Watchful
2 Curious
• Special: After a character uses the same skill more than 2 3 Playful
times, increase the skill of the Baboonquill watching 4 Defensive
by 1 during this combat only. If they can replicate the 5 Bored
skill, half of them succeed. 6 Aggresive

9
Bloomweaver
Size: Small

• Seen in deserts, sometimes close to oasis. It avoids direct confrotation


• The scent and polen of it’s flowers are hallucinogenous, boosted by the heat.
• It uses webs to set traps and boost movement, even for fast escape.

• Druids of the region need help to stay in contact with one long enough to attune.
• A new breed appearaded, imitating plantations and are attacking farmers.
• An extinct flower was seen over one, a bounty is attracting mnay hunters.

• Flowers took while it’s still alive can be used to create mirage grenades.
• Inside it’s abdomen, you can find a gem that grants the wearer high resistance to heat
and reduce the chances of desert creatures attacking you.

10
24XX
• Drives Deceive an easy meal.
• Risks Charmed, Tangled, Bitten.
• Traits Web weaver, Hallucinagenous spores

Into the Odd/Cairn


HP 6, Armor 1, DEX 16, CHA 12
Web traps d6 blast (CD: Tangled in the web)
• Mimics the bushes that indicate presence of water underground in the desert.
• It has set 4 web traps around it when baiting, counts as an extra attack.
• If near it and breathing, Spores d6 (CD: d4 CHA damage. If CHA=0, mesmerized)

Knave 2e
• AP 4 (AC 15), LVL 4, HP 16
• MOV 60’, MRL 4, NA d6
• ATK 2 Web traps (1d6) and Spores (Charmed if fail a CON check).
• When trying to disengage/escape, double it’s movement.

Troika!
• Skill 9, Stamina 16, Armor 1 Mien
• Initiative 7, Damage as Modest Beast 1 Patient
2 Sleeping
• Special: Once per Combat it can launch spores in the area. 3 Mischievous
Test luck or become Charmed and unable to see the 4 Vicious
spider as a threat. 5 Hungry
6 Smug

11
Bootbill
Size: Large

• Seen in savanahs and open fields, move in flocks.


• They mostly eat fruits and scare easily. A stampede is really fast and follow the leader..
• It’s feathers indicate qualities. Brown ones are stronger, Yellow ones are faster, Blue
ones are smarter and Purple ones have sharper beaks and talons. Leader has 2-3.

• A rich breeder is hiring scorts on a pack travelling to be sold in a far town.


• A wild flocks is releasing captive ones from farms.
• An egg from a leader is worth a fortune. One was spotted having 4 colors.

• Druids can make amulets using feathers from the same bird to provide boons.
• Earning the respect of a flock leader may reward you with a companion or an egg or a
secret phrase which only wild birds know.

12
24XX
• Drives Run away, boey the leader.
• Risks Overrun by Stampede, Bitten, Slashen
• Traits Strong(brown), Fast(yellow), Smart(blue), Sharp beak/talons (Purple)

Into the Odd/Cairn


HP 6, STR 8, DEX 14, CHA 6
Beak d6 (CD: Drags you while running fast, drop all gear not straped tight.)
• Jump fairly high, can’t fly. Avoid confrontantion unless no escape route.
• +2 to appropriate stat if brown,yellow or blue. If purple, increase damage to d8.
• A stampede causes d12 blast damage that ignore armor.

Knave 2e
• AP 2 (AC 13), LVL 3 (4 blue), HP 12 (16 brown)
• MOV 60’ (80’ yellow), MRL 4 , NA d12
• ATK Beak (1d6) (and Talons 1d8, purple).
• It will spend its first 2 rounds trying to escape then fight.

Troika!
• Skill 8 (9 blue), Stamina 12 (16 brown), Armor 0 Mien
• Initiative 4 (6 yellow), Damage as Small Beast (Modest 1 Afraid
Beast purple) 2 Careful
3 Insecure
• Special: Once per Combat per flock, the flock will 4 Hesitant
stampede. Test luck or take damage as a Large Beast#. 5 Panicked
If all group takes 10 or more damage, the flock escapes. 6 Suspicious

13
Catlery
Size: Tiny

• Seen in dense urban areas, specially industrious cities or iron mining towns.
• Lizard spine and tail, hands instead of front paws, maniac eyes.
• Rumor says it’s an imp that barge forth cutlery and small metals of all kinds.

• One is leading a clowder of cats that is sabotaging all kinds of business.


• Series of murders have been happening, different types of wounds in a small area.
• Creature has been seen breaking in houses of scholars. It’s looking for something.

• A magic smith can turn its teeth in a very good master key.
• An alchemist can turn it’s eyes in crystals that boost intimidation.
• If you cut it’s tail but let it live, the tail could be exchanged for favor from a minor devil.
14
24XX
• Drives Chaos
• Risks Pierced by cutlery
• Traits Dreadful Eyes

Into the Odd/Cairn


HP 3, Armor 1, CHA 14
Cutlery d6
• It always has the color more present in the whole town.
• When you meet it’s gaze, it’s very hard to look away and move forward.
• It leads a pack of 4d6 Stray Cats (HP 2, Armor 0, STR 2, DEX 6, CHA 6, Claws and
bites 1).

Knave 2e
• AP 2 (13), LVL 2, HP 8
• MOV 30’, MRL2, NA 1
• ATK Cutlery (d6)
• Characters take -5 while meeting its gaze, also take -5 to look away.
• It leads a pack of Stray Cats (AP 0 (11), LVL 1, HP 4, MOV 30’, MRL 7, NA 3d6, Claws 1)

Troika!
• Skill 7, Stamina 8, Armor 1 Mien
• Initiative 8, Damage as Knife 1 Laughing
2 Watchful
• Special: Share it’s initative with 4 packs of cats (Skill 4, 3 “Playful”
Stamina 4, Armor 0, Damage as Unarmed). 4 Surprised
• Special: Spend 1 Iniative to gaze upon a Character, they 5 Violent
test Luck to not discard their next Initiative. 6 Scared

15
Cindergeist
Size: Small

• Seen in places where vampires were burnt to death while making vengeance vows.
• You feel the taste of ash in your mouth before seeing one. Immaterial until bites.
• Rumor says that enough bites may ressurect it as an ember vampire.

• Long ago, a city was attacked and them saved. Now it’s abandoned with many of these.
• A gargantuan one was seen by a fleet near Black Rock Island.
• A warlock needs information only a known vampire knew, and she was burned.

• Plucked teeth grant smoke form when chewed for a few minutes. It might trigger blood
hunger if used often..
• An alchemist can turn it’s ashes into potent (and incendiary) smoke bombs.

16
24XX
• Drives Inflict pain, Take revenge, Feed to ressrurect as Ember Vampire
• Risks Bitten, Burned, Blind, Suffocated
• Traits Non-physical body.

Into the Odd/Cairn


HP 6, Armor 0, STR 6, CHA 14
Ashen bite d6 (CD: burns the area, blocks healing and -1 Max HP until cleansed)
• It curses, mocks, threats and other angry dialogues.
• Immune to non magical attacks unless hit when biting.
• After 6 bites of 5+ damage, they make a CHA check. If pass they disappear and
ressurge a week later as an Ember vampire (Armor 2, all stats 14, immune to fire,
Ember bite d10, CD Split damage between Stats however you like)

Knave 2e
• AP 3 (14), LVL 4, HP 16
• MOV 30’, MRL9, NA d6
• ATK Ashen bite (d6)
• Immune to non magical attacks unless hit when biting. (-5 to hit)
• After 6 bites of 5+ damage, disappears and ressurge a week later as an Ember
vampire (AP 6 (17), LVL 7, HP 28, MOV 50’, MRL 10, Ember bite d10).

Troika!
• Skill 9, Stamina 16, Armor 0 Mien
• Initiative 3, Damage as Knife 1 Angry
2 Scornful
• Special: Immune to non magical attacks unless hit when 3 Mad
biting. 4 Ballistic
• Special: After 6 bites of 5+ damage, disappears and 5 Violent
ressurge a week later as an Ember vampire 6 Vindictive

17
Cursed Grasp
Size: Tiny

• Seen in places of power where necromantics rites gone awry.


• For all means, it’s an undead hand, covered in twisted tattoos that grant’s it unlife.
• It’s always sneaky, trying to get weapons first, prefers backstabbing.

• A series of murders on the road. There’s an old ritual graveyard nearby.


• An old manor holds secrets you need from a family. Rumors says it’s haunted.
• A warlock needs the hands of a certain decease person but the hands are not there.

• With a proper ritual, you can cut off your hand off and attach the death grasp instead.
Your separate hand obeys you as a minion.
• You could turn the bones in arrow heads that deal extra necrotic damage. Too many
arrows could turn the target undead.
18
24XX
• Drives Ambush and Kill
• Risks Choked, Robbed, Backstabbed
• Traits Spider-like, Slightly ignore gravity

Into the Odd/Cairn


HP 3, Armor 0, STR 12, DEX 12
Choke d6, Backstab d8 (CD: Steals other weapon)
• Moves like a spider, walking on walls and ceilings effortlessly.
• It can slightly ignore gravity briefly, almost simulating a man from a whole body.
• CD: Steals a weapon of yours. If Backstab, you need help to extract the blade.

Knave 2e
• AP 2 (AC 13), LVL 1, HP 4
• MOV 40’, MRL 2, NA 6
• ATK Choke d6 OR Backstab (by weapon)
• It walks on walls and ceilings. Prefer to ambush.

Troika!
• Skill 6, Stamina 4, Armor 0 Mien
• Initiative 4, Damage as Small Beast or by Weapon. 1 Probing
2 Aggressive
• Special: If it causes damage, the target tests Luck for not 3 Vicious
have one weapon stolen by it. 4 Hostile
5 Violent
6 Obsessed

19
Doctor Plague
Size: Medium

• Seen near swamps, river, small villages, almost anywhere humid and not very populated.
• Boar-folk witch doctors, wander to “heal” and “learn”. “Learn” seems to change them.
• They’ll always say they can heal something even if they have no idea how to.

• One is being recruited to serve as royal physician. They someone to track their past.
• Rumor says they are gathering the diseases to make something. A cure? A mutation?
• A plague is spreading, one seems to be the mastermind. You need other to find a cure.

• Bring a vial of their blood to an alchemist, they can create a strong spreading poison. IF
you manage to find one crazy enough to do it and good enoug to not mess it up.
• They only tend for the poor and humble folk. If you manage to get a session, there’s 50%
chance you heal WHATEVER you have and 50% to develop a new issue a week later.
20
24XX
• Drives Try to Heal
• Risks Sick, Poisoned, Paralyzed, Any sense deprivation
• Traits Regeneration, Immune to physical debuffs

Into the Odd/Cairn


HP 2, Armor 0, STR 10, DEX 8, CHA 16
Vials of who-knows-what d6 blast
• Vibe of highly trained doctor mixed with excepctional con artist being helpful.
• Each vial affects a random stat (STR,DEX,CHA).
• You need to reduce the body to smithereens in order to stay dead. Otherwise, it
heals all damage very fast.

Knave 2e
• AP 0 (AC 13), LVL 5, HP 20
• MOV 30’, MRL 12, NA 1
• ATK 1 Vials of who-knows-what d6 (area)
• Each vial also applies -5 to a random Attribute.
• It heals all damage unless reduce to smithereens in the process.

Troika!
• Skill 10, Stamina 20, Armor 0 Mien
• Initiative 4, Damage as Small Beast # 1 Nervous
2 Focused
• Special: Damage is dealt by throwing vials in the enemies. 3 Helpful
Each one harmed must test Luck to not have a penalty 4 Curious
of -1 in their next die roll. Cumulative. 5 Bored
• Special: Heals all damage unless reduce to smithereens. 6 Sleepy

21
Dry Body
Size: Medium

• A special kind of undead, teethless, retaining some human feelings: guilt, pain, sorrow...
• It’s said to be cursed wrongdoers whose bad acts are too unforgivable.
• Their scream is broken and high pitched like a thousand rusty blades shaken in a box.

• On inhabits a valley whose wind andacoustics are driving a neighbor town mad.
• A proeminent figure is hiring to find one and put it out of it’s misery. The client is sad.
• A trail of bodies found totally dried out across states, but people were spared.

• Killing one transfer partially the curse too you. Part of your body dries up proportional
to many act you dont forgive yourself for.
• The small bones could be put in a special satchel by wizard so they rattle when anyone is
lying to you. The rattle sound is greater the more distant from the truth the lie is.
22
24XX
• Drives Pass the suffering to others
• Risks Deafened, Bloody ears, Dried body parts, Totally dried up
• Traits Immune to water and fire

Into the Odd/Cairn


HP 9, Armor 0/2 , STR 12, DEX 8
Shriek d8 blast, Arid Touch d6
• If close range, they don’t scream. Instead they blabber about their guilt and repent
or accuse others of their problems.
• Immune to water and fire, Armor 2 only against slashing and piercing.
• CD: Shriek=bloody ears, moving attacks are impaired; Arid Touch=They hug you and
you dry out d4 limbs (useless) and tales d8 STR damage.

Knave 2e
• AP 0 (AC 11), LVL 5, HP 20
• MOV 40’, MRL 10, NA d2
• ATK 1 Shriek (2d6 area) or 1 Arid Touch (d6)
• Bloody ears if fail a CON check after a Shriek, Dried useless limbs if fail a CON check
after a Arid Touch;
• Immune to water and fire, AC 15 only against slashing and piercing.

Troika!
• Skill 10, Stamina 20, Armor 0 Mien
• Initiative 3, Damage as Large Beast 1 Depressive
2 Angry
• Special: +1 to Damage roll if attacking from a distance 3 Sad
(Shriek, area). Test Luck for not taking a -1 penalty. 4 Guilty
• Special: Armor 2 slashing and piercing. Immune to water 5 Wailing
and fire 6 Distressed

23
Embercluck
Size: Tiny

• Some say birds are descedants of lizards. This chicken is descedant of fire dragons.
• Its ancestry manifests in moments of pure rage and threat to its eggs.
• Aside from going ablaze, no other abilities have been reported.

• A cleric needs to consume dragon meat and is willing to try this as easier replacement.
• One ran away after setting fire to a village. People want to discover who was its owner.
• A druid believes eggs hatched or layed while ablaze could give birth to a mini red dragon.

• Eating it’s meat raw has 1 in 6 chance of giving you fire resistance and 3 in 6 chance of
being sick for a month. If cooked, no sickness, 1 in 100 chance of fire resistance.
• An artifact crafter could turn it’s feather into a fan that produces fire wind magic.
• 1 in 10 chance of having a golden fragile egg inside. It’s a fire grenade, 30m range.
24
24XX
• Drives Protect eggs, if visible
• Risks Burnt, Bitten
• Traits Ablaze

Into the Odd/Cairn


HP 3, Armor 0, STR 4, DEX 7, CHA 4
Blazen bite d4 (CD: Your clothes catch on fire, 1 damage per turn.)
• If one is hit more than twice or killed, the whole flock pursues the attacker.
• For each chiken there is usually d4 eggs. Flocks have 4d10 chickens.
• They are unnatentive and distract easily. May even forget how many eggs they had.

Knave 2e
• AP 0 (AC 11), LVL 1, HP 4
• MOV 20’ , MRL 2, NA d20
• ATK Blazen bite d4 (On fire if fails DEX check with advantage).
• The whole flock attacks and pursues the last attacker of a chicken.

Troika!
• Skill 6, Stamina 4, Armor 0 Mien
• Initiative 2, Damage as Small Beast-1 1 Happy
2 Distracted
• Special: The whole flock attacks the last attacker of a 3 Dreamy
chicken. 4 Absent
5 Smug
6 CHOLERIC

25
Feathered Grim
Size: Large

• Originally from Murkwood, found in almost any dark forest with ancient history.
• Fast and very silent flight. Smirks all the time but only laughs when up close.
• Knows many secrets and information, usually ask different ones in return.

• A wizard need a book from a ruined library that is now a domain of a gang of Grims.
• A Grim was sold a top secret information that must not be spread.
• An urban Grim is building a powerful organization in Cawis City.

• A cape made with many feathers makes your movement total silent while the arms and
head are tucked in.
• A mask made out of its teeth and feathers improves your chances to get information
and make deals.
26
24XX
• Drives Witness and Learn secrets
• Risks Confused, Slashed
• Traits Silent, Fast Flight, Sharp Claws

Into the Odd/Cairn


HP 14, Armor 0, STR 8, DEX 14, CHA 16
Claws 2d6 (CD: Target is carried up and left to fall from high heights.)
• Always pry and entice answers to learn something. Make CHA save every 2 rounds.
• Only attack from blind spots and try to create ones.
• If learns something of value, they may leave the fighters behind.

Knave 2e
• AP 7 (AC 18), LVL 7, HP 28
• MOV 60’ (90’ if only flying short distances), MRL 2, NA d4
• ATK 2 Claws d6
• Characters must pass a CHA check every 2 rounds or reveal a valuable secret or
information.

Troika!
• Skill 12, Stamina 28, Armor 3 Mien
• Initiative 5, Damage as Modest Beast 1 Curious
2 Creepy
• Special: It can spend 1 turn to make all characters test 3 Maniac
Luck or reveal a valuable secret or info. Max 2 per 4 Playful
round. 5 Provocateur
6 Tempter

27
Frostback
Size: Large

• Seen at the icy jungle near Fang Mountains.


• Not the most aggressive species on the region, definetely the most territorial.
• They’ll tackle as form of saying ‘hi’ and to size up ‘character’.

• A King built a temple to homage the creatures deep inside the forest.
• The thundra papaya can never be found without tracking a frostback first.
• Dwarfs are concerned, many packs are moving towards a fort built recently.

• It’s fur and hide can be crafted in a good armor with protection against cold spells.
• A necrosmith may craft a club with it’s arm. It has a chance to know prone a target and
slow them briefly.

28
24XX
• Drives Face any trespasser
• Risks Broken bones, Bashed, Teared limbs
• Traits Freezing hide, Powerful arms, Immune to Cold

Into the Odd/Cairn


HP 10, Armor 1, STR 14 Immune to cold
Bashing Arms d8
• They ‘ll act like not minding your presence until suddenly dashing for you.
• One will tackle first. Pass a STR check to resist and they’ll respect you for today.
• CD: Make a STR check or lose a limb. They’ll use it as a weapon for +d4 damage for
the next attack then they’ll toss it away.

Knave 2e
• AP 3 (AC 14), LVL 5, HP 20
• MOV 40’, MRL 7, NA d8
• ATK 1 Bashing Arms (1d8)
• STR check to resist the first attack (tackle). If success, they respect you for today.

Troika!
• Skill 10, Stamina 20, Armor 10-4 Mien
• Initiative 4, Damage as Modest Beast 1 Curious
2 Hungry
• Special: At the first attack of the Combat, test Luck to 3 Aggressive
endure it. If succes, they won’t attack anymore unless 4 Hostile
attacked. 5 Suspicious
6 Stirred

29
Fuzz
Size: Small

• An almost extinct species that lives mostly in isolated green areas.


• Anything out of the ordinary makes it run around in panic, screaming.
• It’s scream is very taunting. They bait you so a larger local predator can deal with you.

• Some are being used as a natural alarm system for a camouflaged house.
• A recent tunnel is now amplyfing the screams from a region. Fortune to deal with them.
• A Druid guild needs help relocating a pack. Good luck not going crazy.

• Successfully calming one is an herculeous task and almost impossible to pull off. If you
do, your eyes and voice evolve magically. Using both together, you can stop any
aggressive act about to happen as you didn’t start the quarrel.

30
24XX
• Drives Live quietly and peacefully
• Risks Taunted, Slapped
• Traits Agile when in panic

Into the Odd/Cairn


HP 1, Armor 0, STR 6, DEX 14, CHA 14
Slaps d4 (only if grabbed)
• Not very perceptive of things moving too slowly.
• If panicked, anyone not local that fails a CHA test gets taunted and must pursue any
to shut them up.
• It’ll bait pursuers to nearest large predator they know.

Knave 2e
• AP 0 (11), LVL 2, HP 8
• MOV 20’ (50’ if panicked), MRL 2, NA d8
• ATK Slaps d4 (if grabbed)
• If panicked, anyone not local that fails a CHA test gets taunted and must pursue any
to shut them up.

Troika!
• Skill 7, Stamina 8, Armor 0 Mien
• Initiative 2, Damage as Unarmed (Damage Roll-1) 1 Sleepy
2 Bored
• Special: If panicked, test Luck. If fails, add the closest 3 Contemplative
predator to the combat as the creatures lures you. 4 Playful
5 Calm
6 Lazy

31
Gemini Wyrm
Size: Huge

• Usually summoned from the Gemini god by magic users. Heads vary in even amounts.
• To ride one you have to please all heads, which rarely happens .
• Each head has a predominant emotion and a associated different elemental breath.

• A Scorpion god cleric seeks help against an eminet arrival of a swarm of gemini dragons.
• A Two headed giant is offering a reward in exchange of one. He wants It for a pet.
• A nest of different elemental dragons actually have those as offspring.

• Armor made with its scales has less elemental resistance than from a regular dragon
but offers it to all elements of their heads.
• Staffs made with their mixed bones improves elemental magics from its breaths.

32
24XX
• Drives Wants to be best at something, head differs in how.
• Risks Element related (burnt, shocked, frozen…))
• Traits Elemental Breathes, Wide Vision, Flight

Into the Odd/Cairn


HP 12, Armor 1, STR 12, DEX 12, CHA 14
Elemental Breathes d10 blast (one for each head, 2-8)
• The heads bicker and hardly agree.except for their goal. CHA -1 per head.
• Aspire to be best at something (the fastest, the richest, the most famous…).
• CD: Even though the damage uses the highest dice of all heads combined, each
head needs a 10 to apply the CD. Apply accordingly (burnt, frozen, paralyzed…)

Knave 2e
• AP 3 (AC 14), LVL 8, HP 32
• MOV 30’ (60’ flying), MRL 10, NA d4
• ATK Elemental breath d10 per head
• Characters take +5 to attacks and defenses if they manage to make the head argue
about something.

Troika!
• Skill 13, Stamina 32, Armor 1 Mien
• Initiative 2, Damage as Dragon Fire 1 Figthing
2 Arguing
• Special: Increase Initiative per extra head. 3 Complaining
• Special: If acting more than 1 time in a row, increase the 4 Bickering
damage die result in +1 per consecutive action as the 5 Planning
breathes fusion together. 6 Roll again (6: Agreeing)

33
Half-Mimic
Size: Large

• Animals that have objects instead of heads. Unknown if a weird breed or magic mishap.
• They ignore size and hide the animal parts inside the form.
• They don’t chew, they crush their prey inside their head with void force.

• A magical object needed can’t be found, maybe it became a Half-mimic.


• Mimics were trained as security guards of a museum.
• Some pieces of a collection are needed intact, some became Half-mimics.

• Some magic artisans can make the magical space used for the body available for use.
Essentially, it allows the item to store space equal to the original body size.
• The creatures seeks treasures to make them more appealing, besides they swallowed
along their prey. When slain, pry open the head to reveal 1d100 gold owrht of stuff.
34
24XX
• Drives Deceive, feed, become more valuable
• Risks Slashed, Grabbed, Swallowed and smashed inside
• Traits Don’t need the head

Into the Odd/Cairn


HP 6, Armor 0, STR 12, CHA 8
Claws or similar d6, Void bite d10 (CD: Swallowed, d3 STR damage whiel inside)
• After revealing itself or being discovered, laughs maniacally.
• Creature part has means to grab someone to swallow (long limbs, speed, sneak…).
Give it +2 to any stat (except armor) if it picked a creature good at that).
• When someone swallowed is rescued, they lost 1d6 things they were carrying.

Knave 2e
• AP 2 (13), LVL 4, HP 16
• MOV 40’, MRL 8, NA d6
• ATK 2 Claws or similar (1d6) or tries to Grab (DEX check).
• +5 on surprise checks. It tries to swallow anyone grabbed (STR check). While inside,
(1d6 per turn).

Troika!
• Skill 9, Stamina 16, Armor 0 Mien
• Initiative 5, Damage as Modest Beast 1 Starving
2 Hungry
• Special: The second time it attacks the same target, test 3 Smug
Luck to not be swallowed (damage as Small Beast). If 4 Violent
rescued, loses 1d6 possessions. 5 Hurried
6 Crazy

35
Hairy Jane
Size: Medium

• Seen close to abandoned places that tended children (hospitals, temples, schools…).
• Negative energy gather through time until a specially ressentful ghost manifests.
• Male versions are less commom but instead of big hiar have bit nails and teeth.

• Instead of killing or scaring the victims, they are missing. What is the creature doing?
• A ghost is preventing schoolars from gathering text from an ancient library.
• An army of these spirits is being forcefully commanded by a necromancer.

• Their hair can be used for string instruments, which empower any fear related spells.
• If you liberate it from all the saping negative energy, allowing it to move on, they
become grateful. You can ask their help once to contact any non living person.

36
24XX
• Drives Make others suffers as they did in life.
• Risks Hair Whipped, Entangled, Suffocated
• Traits Uncorporeal

Into the Odd/Cairn


HP 6, Armor 0,STR 14, CHA 16
Hair-whip d8 blast (CD: Entangle and take extra d8 every turn you fail a STR check.)
• Uncorporeal, immune to non-magical attacks.
• Talks in a childish voice about gruesome cruelty it suffered or wants to cause.
• It hardly leaves their manifested place and avoid pursuing.

Knave 2e
• AP 0 (AC 11), LVL 3, HP 12
• MOV 40’, MRL 10, NA 1d3
• ATK Hair-whip 2d8 (area) , 1 Entagle (Dex Save) 1d8 per turn you fail a STR save.
• Imune to non-magical attacks.

Troika!
• Skill 8, Stamina 12, Armor 0 Mien
• Initiative 3, Damage as Bow, up to 4 targets 1 Wailing
2 Crying
• Special: Once per Combat it can entangle a target it dealt 3 Hissing
damage this turn. They get trapped until they break 4 Singing (creeply)
free. 5 Vengeful
6 Catatonic

37
Meta-Chimera
Size: Large

• Usually encountered close to dense forests, lots of ruins… places to easily hide/ambush.
• When a chimera has it’s goat head severed and survives many changes occur: the lion
head turns human, it can produce ligthning instead of fire, it get’s more intelligent.
• Instead bestial upfront terror, this one focus on speed, ambushes and luring victims.

• A slender figure has been seen around a village, many travellers disappearing in the road.
• Tension is rising among two neighboring cities. Maybe a third party is fostering a war.
• A creature is demanding a toll for passing through its forest.

• The posion from it’s tails has 2 uses: brings someone back to life if applie within minutes
of death OR poisons and causes unvoluntary movements.
• In exchange for sparing their life, they may offer you the weakness of any beast.

38
24XX
• Drives Cause controled terror while going unoticed
• Risks Claw slashed, Snake Bitten, Shocked (eletric)
• Traits Fast and nimble, Blinding Flashes

Into the Odd/Cairn


HP 12, Armor 1, DEX 18, CHA 12
Claws d8, Electric shock d10 (all in physical contact)(CD: Blind for 2 rounds)
• Nimble, immune to projectiles while moving freely.
• It provokes arrogantly and tries to lead other where it wants.
• It take hostages in order to cause more victims.

Knave 2e
• AP 3 (14), LVL 6, HP 24
• MOV 60’, MRL 4, NA 1d4
• ATK 2 Claws d8 and Electric shock 2d8
• Immune to projectiles while moving freely. Uses mockery, negotiation and
hostages.

Troika!
• Skill 11, Stamina 24, Armor 1 Mien
• Initiative 6, Damage as Large Beast 1 Smug
2 Arrogant
• Special: When attacked, draw an initiative token. If it is an 3 Provocative
opponent token, it can be discarded to avoid the attack. 4 Spiteful
• Special: Immune to projectiles while moving freely. 5 Overly Friendly
6 Vicious

39
Ignea Order
Size: Small, Medium, Large

• A knight order of mammal folk speciallized in one thing: channeling anger to power.
• Joining reasons vary: rage-inducing diseases, personal vendetta, being always pissed.
• Goal of the order: make their rage bigger, by defeat or recruiting. Winning is not as good.

• Founder of the order has been missing. Only the 2nd in command knows and need help.
• Their fire and strength powers are maybe too similar to ones granted by an evil god.
• An detachment was slain near a kingdom, war is emminent.

• If you display anger in a fight against or near one, they offer a vial of rage fire. It can
work as a incendiary grenade, radius proportional to anger . Wizard could tweak this.
• If you drink the vial, you can manifest fire by summoning anger. Thist last for 5 days. If
you manifest it successfully during that period, you become an honorary member.
The power is kept for another 30 days unless properly trained by the order.
40
24XX
• Drives Keep angry the longest possible.
• Risks Burned, Cauterized Wounds
• Traits Armor, Intense Heat

Into the Odd/Cairn


HP 12, Armor 2, STR 14, CHA 6
Heated melee weapon 2d8
• Make almost anything as an excuse to fight as long there’s a chance to lose.
• Fire spells empower them. Treat damage as healing half of the value.
• CD: Ignore armor and reduce 1 point of armor for this battle.

Knave 2e
• AP 5 (AC 16), LVL 7, HP 28
• MOV 40’, MRL 12, NA d6
• ATK 2 Heated melee weapon (1d10)
• Characters take -5 if keep in melee range for more than 2 rounds due to heat.

Troika!
• Skill 12, Stamina 28, Armor 2 Mien
• Initiative 6, Damage as Weapon 1 Angry
2 Displeased
• Special: The second time it attacks the same target, 3 Irritaded
increase its damage roll by 1 and reduce 1 point of 4 Annoyed
armor during this battle. 5 Resentful
6 Furious

41
Kashtusk
Size: Huge

• Community that lives around the Giant Yyk Tree. Fur colors: pitch black, brown, blonde.
• Talk in a growl like language, strong constitution. High knowledge about the stars.
• Most stay but some leave to fulfill promisses. Highly loyal and bound to their word.

• One was scorting a royal member when knocked out. It’ll be the guide of a rescue party.
• The community is asking help to protect against raiders that want the Yyk Tree.
• A mercenary one has been hired to deal with someone from your party.

• If you manage to convince or sway they to promess about anything, they will never go
against that and will go to virtually any extentn to fulfill the deal.
• Jewelry made with its horn enhances the bearer ability to read and understand the stars

42
24XX
• Drives Fulfill their promises
• Risks Smashed, Thrown, (per weapon)
• Traits Strong Constitution

Into the Odd/Cairn


HP 10, Armor 1, STR 16
Punches 2d6 or 2 per weapon (CD: Target is thrown at someone or away)
• Bluntly honest and upfront. Strong constitution.
• Very naïve, will believe in anything unless betrayed before
• If they got time to study the stars waiting for you, they got some counter measures.

Knave 2e
• AP 3 (14), LVL 5, HP 20
• MOV 40’, MRL 12, NA d8
• ATK 2 Punch d6 or 2 weapon or Throw (d8)
• If they got time to study the stars waiting for you, they got some counter measures.

Troika!
• Skill 10, Stamina 20, Armor 1 Mien
• Initiative 4, Damage as Large Beast or Weapon 1 Cranky
2 Curious
• Special: If they got time to study the stars waiting for you, 3 Lazy
they got some counter measures. Before attacking, 4 Playful
each character has to test luck. If they fail, the tusks 5 Happy
have counter measures against that character. 6 Focused

43
Lavish Stinger
Size: Medium (brass), Large (silver), Huge (gold)

• Seen wandering on deserts, hiding beneath the sands, ambushing to kill


• Brass and Silver variations have been confirmed. Poison and size increase with rarity.
• They eat metals and precious gems. Engine sounds are audible when eating.

• A tinkerer is paying for the biggest specimen you could find. Alive grants a big bonus.
• A scholar wants to find the civilizations ruins. They’re not telling everything.
• Rumor has it the treasure they eat are being dumped somewhere.

• Plates forged with unknown and fascinating techniques. Smiths would pay a fortune.
• Inside there is a mix of organic and mechanic. It could be hacked as extra limb.
• Core is made of a diamond made of pressured gems, a powerful channel for light spells.
44
24XX
• Drives Hungers for gems and metal
• Risks Pincer pressed, Chopped, Poison stung
• Traits Metal Armor, Automaton

Into the Odd/Cairn


HP 7, Armor 1, STR 14, CHA 6 (Immune to mind and spirit spells)
Pincers 2d6, Sting d8 (CD: Poisoned. Death if untreated after 3 failed STR tests)
• Burrows near-surface to ambush unexpected parties.
• If they get to eat the most loot (gems and metal), they try to leave.
• After HP, damage is taken from DEX, as the hits affects it’s gear and parts.
Brass above; Silver hp+3; Gold armor +1, poison gives STR disadvantage

Knave 2e
• AP 4 (AC 15), LVL 4, HP 16
• MOV 40’, MRL 7, NA d6
• ATK 2 Pincers (d6) and Sting (d8)
• Characters die after failing 4 CON checks if they were hit by the sting.
Brass above; Silver LVL+1, HP+4; Gold AP +2, poison gives CON disadvantage

Troika!
• Skill 9, Stamina 16, Armor 1 Mien
• Initiative 4, Damage as Modest Beast 1 Impassive
2 Predatory
• Special: When it inflicts damage, test Luck to avoid being 3 Aggressive
poisoned. Poisoned: lose 3 Stamina every round. 4 Feeding
Brass above; Silver Skill+1, Stamina+4; 5 Distracted
Gold Armor +1, double poison damage. 6 Observing

45
Lych
Size: Medium

• Knows as interplanar merchants, trading anything really, artifacts, secrets, thoughts...


• They always keep their word, but they twist that to their favor in every way possible.
• Some say they have a finger in every pie, pulling invisibles strings in all major events.

• Seek the creature's guidance in deciphering enigmatic artifacts.


• One has something you desperately and his price is a simple job: kill a certain king.
• A messenger from one comes to you knowing all your past and secrets, you owe them.

• Killing one only leaves a power vacuum for another to come in, or something worse.
• Letting one live though might grant you favor they can’t refuse. They hold grudges.
• Anything you need, they have access, but to what cost?
46
24XX
• Drives Profit over all else
• Risks Trapped, Blamed, Assaulted by bodyguards
• Traits Unseen countermeasures

Into the Odd/Cairn


HP 18, Armor 3, STR 2, CHA 19
Bodyguards 2d8, Traps d10 blast (CD: It escapes unless has been reduced to below 10).
• They can talk any language, slang, dialect… and know much more than they could.
• They like games and bets, but very often rig the game.
• HP and armor are related to their plans and preparation, never to physical prowess.

Knave 2e
• AP 10 (21), LVL 9, HP 36
• MOV 40’, MRL 2, NA d2
• ATK 2 Bodyguards (d8) and Traps (d10 area)
• HP and AP are related to their plans and preparation, never to physical prowess.
Always a escape plan ready.

Troika!
• Skill 14, Stamina 36, Armor 4 Mien
• Initiative 8, Damage as Large Beast 1 Amused
2 Curious
• Special: Stamina and Armor are related to their plans and 3 Smug
preparation, never to physical prowess. Damage is dealt 4 “Too Friendly”
by bodyguards and traps. 5 Sarcastic
6 Smug

47
Mindwhipper
Size: Large

• Not seen in this plane unless hired to discipline rebels or as new dictator somewhere.
• Whip’s handle is made of space whale bones, the rest is a projection from the user mind
(demands psionics skills to do it well)
• That race is the only can change, hurt or even steal pieces of a target mind with it. They
use them as commodities and can eat them as seasoning.

• An escapee is seeking help to save a village that has been captured by raiders.
• A ruler is one and is asking the party to capture rebels in its domains.
• One is selling stolen memories and you need one of a important dead explorer.

• The whip is worth a lot for psionic users. To be able to wield would require a LOT of time
without proper psionic propension and training.
• Eating a mindwhipper’s heart makes you immune to mind attacks but gives you a cruel
voice that tempts you often to be vicious.
48
24XX
• Drives Impose authority, Eat delicious memories
• Risks Memory lost, Slashed, Torn
• Traits Psionic, Shapeshifting Whip

Into the Odd/Cairn


HP 10, Armor 1, STR 12, CHA 18
Mind-whip d8 (CD: Whipper changes one of your abilities to worse.)
• Psionics effects without the whip, like stop and move objects.
• Acts superior to everyone but very interested in cooking and spices.
• Damage over 6 is taken from CHA.When CHA=0 becomes a servant of the whipper
until rest or memory back.

Knave 2e
• AP 6 (AC 17), LVL 7, HP 28
• MOV 40’, MRL 10, NA d6
• ATK Mind-whip d8
• Every time someone is hit, they make a INT check . If fail, take extra d8 dmg or
can’t repeat an action during this combat.

Troika!
• Skill 12, Stamina 28, Armor 2 Mien
• Initiative 6, Damage as Polearm # 1 Vicious
2 Disdainful
• Special: After dealing damage to a character, test Luck. 3 Arrogant
After 3 failed tests, the target becomes a NPC under 4 Superior
the whipper command. 5 Proud
6 Smug

49
Mossheart
Size: Small

• Rarely seen, prefers to dwell deep within dense forests. Face is hidden all the time.
• Some say they are the avatar of the vitality and innocence of the woods.
• It can reshape itself a little to other types of plants and regenerate wounds.

• A group of new settlers are suffering with pranks while trying to put down the woods.
• An alchemist need it’s moss for a powerful healing potion.
• A traveling artist wants to immortalize it’s face.

• Weapons made of its horn alerts the wielder about incoming harm. The bigger the
weapon, the bigger the trigger radius. Quality proportional to blade sharpness.
• Potions made from it’s blood grants visions from the past mixed with hallucinations.

50
24XX
• Drives Protect nature (primarily) or play.
• Risks Thorn pierced, Moss blinded, Moss tripped, Seeds planted on skin.
• Traits Regeneration, Plant reshaping

Into the Odd/Cairn


HP 4, Armor 3, CHA 14 (Attacks with fire are enhanced)
Hidden Thorns and Splinters d6 (Ignore 1 armor)
• Beside size, it can reshape the green it’s made of (taller but thinner, add thorns,
change color, type of plant….), usually to play tricks.
• If hit with fire, the next time you see a Mossheart, it’s a 1d4 group.
• CD: 1d6 Sprouts will bloom in 1d6 minutes from the target skin. Removing each by
force causes 1d4 damage per plant.

Knave 2e
• AP 9 (AC 20), LVL 2, HP 8
• MOV 40’, MRL 4, NA d4 (+d4 if attacked it with fire at the last encounter with it)
• ATK Hidden Thorns and Splinters d6 (Ignore 1 armor)
• Characters who are hit more than 2 times (and fail a CON check) see 1d6 Seeds
blooming in 1d6 minutes. Removing each by force causes 1d4 damage per plant.

Troika!
• Skill 7, Stamina 8, Armor 3 Mien
• Initiative 4, Damage as Small Beast 1 Playful
2 Bored
• Special: Everyone hit by a Mossheart must test luck at the 3 Defensive
end of the turn. If fail, a sprout appears in their skin. 4 Curious
Removing each by force causes 1d4 damage per sprout. 5 Happy
Waiting more time may affect movement. 6 Cautious

51
Octolisk
Size: Large

• Seen near and inside Mooncrash Mountain, never while there is sunlight.
• Clumsy while taking flight, prefers jumps and glides. Crawls or embrace prey.
• Bites and scracthes turn rigid and may petrify the wound.

• A scholar claims that inside the mountian lies a temple with many statues as offerings.
• Blood moon is coming and the creatures have been acting weird and bolder.
• A Vampire lord has a Moon pact and tamed some as guard pets to the castle.

• A magic smith can make a dagger with one talon holding one of its eyes. It inherits the
ability of petrying wounds, 1/20 chance.
• Its eyes become crystals after death, putting the 8 eyes togethers creates a jewel that
radiates moon energy. Moon clerics would pay a lot, just don’t tell how you got it.
52
24XX
• Drives Worship Night Sun God with statues
• Risks Bitten, Scratched, Embraced
• Traits Petrify Wounds.

Into the Odd/Cairn


HP 6, Armor 1, STR 12
Bite d8, Claws d6
• Crawls, jumps and glides. Clumsy while asceding flight.
• Prioritize clerics and religious folk. If petrified, will try to escape with it.
• CD: (Claws) They embrace you with 8 limbs and make a Bite Attack; (Bite): Take d6
DEX damage every round. Petrified if DEX=0.

Knave 2e
• AP 3 (AC 14), LVL 4, HP 16
• MOV 30’ (15’ flying, 50’ gliding), MRL 5, NA d8
• ATK Bite d8 and Claws d6
• If succeeds in both attacks, it embraces the target with its 8 limbs. -5 to break free
by itself. If bite succeeds, petrifies after failin 2 CON checls.

Troika!
• Skill 9, Stamina 16, Armor 1 Mien
• Initiative 4, Damage as Modest Beast 1 Prayful
2 Curious
• Special: Everyone hit by a Octolisk must test luck or 3 Aggressive
become embraced and take another attack. If fails a 4 Quiet
second time, they becomed petrified at the end of 5 Eager
second round after this one. 6 Excited

53
Oozern
Size: Large

• It’s a powerful slime trying to take over the corpse of a wyvern (the body rejects it)
• The skeleton hold for some weeks or months but rarely very long.
• The slime is just trying to have a power trip as long as it can. It’s really insecure.

• The appearance is seasonal and town is making further preparations to deal with it.
• A tribe of slimes is asking you to save the slime from the bones corruption.
• For some reason they’re becoming more frequent and appearing in greater numbers.

• The re-powered bones could be taken to a magic smith to be crafted as weapons and
armor with effects and resistance related to wyvern type.
• The ooze remains could be taken to a alchemist to concot a potion that grants
immunity to wyvern type for a short time but you might hear voices in your head.
54
24XX
• Drives Indulge in power
• Risks Ooze covered, Target of Breath Attack, Bitten, Tail whipped
• Traits Slime bounciness and flexibility, Immunity according to wyvern type

Into the Odd/Cairn


HP 12, Armor 1, STR 12, DEX 12 Immune to physical attacks
Tail-whip, bitten 2d6, Breath attack d10 blast (Takes 2 damage to use)
• Acts all superior, clearly revealing being insecure with low self-steem.
• When close to death will ask forgiveness and tell all was a bad joke.
• CD: Effect according to type. I.e. frozen, paralyzed, poisoned…

Knave 2e
• AP 4 (15), LVL 7, HP 28
• MOV 40’ (60’ Flying), MRL 10, NA d2
• ATK 1 Tail Whip (d6) and 1 Bite (d6) or Breath Attack (d10 area)
• Immune to physical attacks.

Troika!
• Skill 12, Stamina 28, Armor 1 Mien
• Initiative 4, Damage as Large Beast 1 Arrogant
2 Smug
• Special: Immune to physical attacks 3 Provocative
4 Confident
5 Vain
6 Proud

55
Reshaped Crone
Size: Medium

• All witches from this part of the country were turned into a mix of 2 animals.
• Their animals seen to indicate which elements or deities they have magic attunement.
• Rumor has it that they failed a huge ritual and were shapeshifted into this

• Rumors says the ritual didn’t fail, they are just waiting for something.
• A mage needs some mundane animal parts that have wielded magic before.
• A wealthy crone is hiring bodyguards for a trip, they can pay with a ritual too.

• Killing a crone grants the ability to shapeshift into one of its animals “at will”.
• Their blood can be made into polymorphung grenades
• If you cut one of it’s hands but spare thei life, your equivalent hand gains one spell.
56
24XX
• Drives Turn back to human OR secret agenda
• Risks Hexed, Charmed, Polymorphed
• Traits Resourceful sorcerer, Animal features

Into the Odd/Cairn


HP 6, armor 0, STR 6, CHA 16 (Immune to 2 elements )
Animal attack d6, Spells (d6 blast OR 2d8 OR d10 single, 1 of the elements above)
• The longer they talk to you, the more they know about your past.
• Perform rituals or provide magical trinkets in exchange somethin dear.
• Take a spell with the remaining element that restrain enemy movements. This and
above are always avaialble, other spells recquite time to prepare.

Knave 2e
• AP 0 (AC 11), LVL 2, HP 8
• MOV 30’, MRL 7, NA d4
• ATK Animal form d6 OR Spell (d6 60’ radius OR d8 90’ line OR d10 single target).
• Pick 2 elements. Crone is immune to them and heir spells are from that elements.
• Characters take -5 to attacks while its movements are not restricted.

Troika!
• Skill 7, Stamina 8, Armor 0 Mien
• Initiative 4, Damage as Small Beast (except spells) 1 Quizzical
2 Patient
• Special: Pick 2 elements that the crone is immune to. Pick 3 Curious
1 offensive spell and 1 defensive spell related to those 4 Gossipy
elements to use at will. Crone can use any other spell in 5 Bored
a turn if she foregoes the previous turn. 6 Paranoid

57
Rockatrice
Size: Large

• Seen in dwarven communitie, special breed. Live long but produce few eggs.
• Metal comb and diamond pointed beak. Crows only when in danger.
• Always knows where the sun is, even underground.

• One ate a very important ring. The clucht sums 100 of these.
• A mad swordsman is killing lots of them in order to collect the diamonds.
• One with a golden comb is producing gemstone engraved golden eggs.

• If slain, the meat is delicious and you can find inside gemstones worh 1d4 x d100 gold.
• The diamond in its peak it’s not worh much but it is very sharp.

58
24XX
• Drives Ingest precious rocks, Fight for owner
• Risks Beak pierced, Headbutted
• Traits Strong, Loyal

Into the Odd/Cairn


HP 6, Armor0, STR 12
Diamond Beak d6 (Ignores metal Armor) or Headbutt d8
• If it’s a ride, loyal to the master. Otherwise, looks after only itself.
• Prideful think they are superior to other birds.
• CD: (Beak) Shatters one piece of armor; (Headbutt) Knocks prone.

Knave 2e
• AP 1 (AC 12), LVL 2, HP 8
• MOV 30’, MRL 4, NA 1d6
• ATK Diamond Beak d6 (Ignores metal Armor) and Headbutt d8 (if room)
• Make a STR check if taking max damage. If fails, beak breaks a metalic piece of
armor and headbutt knocks you prone.

Troika!
• Skill 7, Stamina 8, Armor 0 Mien
• Initiative 3, Damage as Small Beast -1 1 Curious
2 Hungry
• Special: If max damage, break a piece of armor from the 3 Happy
target. 4 Sleepy
5 Smug
6 Prideful

59
Rockmaw
Size: Huge

• Seen around mountain sides, cliffs, valleys, any rocky site.


• They ooze an adherent substance to glue rocks from their environment as a shell.
Geologist watch their hides to guess the minerals in the area..
• It’s blind and uses hearing and smell for orientation.

• A heir of an old mine wants a party to body guard the inspector.


• A small village in near Devil’s Table plateau disappeared.
• A special magical stone was spotted in one. An archmage asks you to find it or its nest.

• If slain and you take your time examining and removing the stones form the body, you
have 5-in-6 chances of findin any mineral you need. 1-in-6 it’s plenty.
• If slain, an alchemist could use their glue glands to make stick grenades.

60
24XX
• Drives Track and Eat, Improve Hide
• Risks Bitten, Swallowed, Smashed, Scraped
• Traits Random armor (roll a d6, higher the better), Improved Hearing and Smelling

Into the Odd/Cairn


HP 10, Armor 2d4 take the highest, STR 14, DEX 14
Bite d10 (CD: You got swallowed.), Body bash d10 area (CD: You got stuck in its hide.)
• The rocks look prety compact but the quality of the rocks vary.
• Blind, guide through sound, ground vibrations and smell.
• It attacks from below by surprise, repeating after taking more than 5 dmg.

Knave 2e
• AP 2d8 take the highest (AC +11), LVL 7, HP 28
• MOV 50’, MRL 5, NA 1d6
• ATK Bite d10 and Body bash d10 area
• It attacks from below by surprise, repeating after taking more than 5 dmg.

Troika!
• Skill 7 Stamina 28, Armor 2d4 take the highest Mien
• Initiative 4, Damage as Gigantic Beast -1 1 Sleeping
2 Hungry
• Special: It attacks from below by surprise, repeating after 3 Aggressive
taking more than 5 dmg. Roll luck to avoid unless 4 Busy
prepared. 5 Angry
6 Cranky

61
Royal Bat
Size: Medium

• Special breed of bats from the Vladachia region, where is almost always night.
• If raised in captivity they serve as watchdogs for some noble houses.
• In the wild, they hunt as packs, specially unadvised travelers.

• A disease made the wild ones mad. Locals can’t act due to creed and need outside help.
• Packs are relatively small, or at least were. A people from a small town vanished.
• An albino one has been seen. Clerics want escorts to meet it “safely”.

• Puppies raised are very loyal but they avoid sunlight at all costs.
• Defeating a leader of the pack and wear a necklace of its fangs makes you respected or
feared by most night creatures. People of Vladachia will ressent you deeply.

62
24XX
• Drives Feed and feed the pack, in that order
• Risks Slashed, Beaten, Blood Drained
• Traits Hard Bones, Natural Radar, Flying

Into the Odd/Cairn


HP 10, Armor 1, STR 14, DEX 14
Claws and bites 2d6 (CD: Heal 2 STR/HP)
• Due to the size, they rest mostly in caves or very large trees.
• Hard to hit if they are flying in the night.
• If the pack is in danger, the leader will sacrifice so the rest can escape.

Knave 2e
• AP 3 (AC 14), LVL 6, HP 24
• MOV 60’ (80’ Flying), MRL 10, NA d6
• ATK 1 Claw (d6) and 1 Bite(d6)
• At bite, heals 4 HP if STR check fails.

Troika!
• Skill 11, Stamina 24, Armor 1 Mien
• Initiative 4, Damage as Modest Beast 1 Hungry
2 Aggressive
• Special: Every 2 strikes, test Luck. Heals 4 stamina if fails 3 Stalking
as it drains blood from you (if there’s blood). 4 Sinister
5 Challenging
6 Protective

63
Sagehorn
Size: Gargantuan

• Seen in remote sites like deserts, artic, harsh peaks, single unknown island…
• They raid many knowledge center as young. Seek ascetism as old to reflect and learn.
• Grumpy often, will kill (but hardly pursue) if on the brink of a revelation and interrupted.

• One is hiring the party (disguised as human) to steal some rare books.
• The party needs some lost knowledge that only a Sagehorn might know.
• A person asks to be brought to meet the Sagehorn that lies on the under water ruins.

• If you bring them a very rare piece of information they can teach you any improved
version of a spell you already know.
• If slain, the dust made from their horns can make a potion that boosts wisdom
dramatically but continuous use may leave you contemplative at the wrong time.
64
24XX
• Drives Know and understand ALL misteries of the arcane
• Risks Overpowered by magic
• Traits Knows almost any spell, Tough hide, Tougher magic barrier

Into the Odd/Cairn


HP 14, Armor 1 (3 vs magic), STR 16, CHA 18
Any spell (Usually d10 area at least). CD: roll a d3, 1=STR, 2=DEX, 3=CHA. Take d4 dmg
to that stat)
• Superior knowledge, It can counter or suffer no harm against most spells.
• Fear of Missing Out almost any medium-high news about arcane history and magic.
• Really angry if interrupted mid sentence or when in middle of focused reflection.

Knave 2e
• AP 6 (AC 17) (+4 vs magic), LVL 9, HP 36
• MOV 30’(60’ flying), MRL 11, NA 1d4
• ATK Any 3 spells
• Curious about arcane history and magic. Angry if interrupted.

Troika!
• Skill 14, Stamina 32, Armor 2 (4 vs magic) Mien
• Initiative 8, Damage as Large Beast or Spell+1 1 Focused
2 Talkative
• Special: Knows all spells from the list. The cost for any 3 Quizzical
spell is halved, rounded down. If rounded to 0, it’s free. 4 Professoral
5 Curious
6 Smug

65
Sharp-Horned Phite
Size: Gargantuan

• Seen roaming forests and their ruins, hoarding destroyed history and the life around it.
• Considers all living things and knowledge inside it’s domain part of it’s hoard.
• It’s horn is very sharp. Some claim it alerts the creature about ill intentions.

• A ruin inside has a magical tome required for an important ritual.


• The woods are spreading fast and the creature doesn’t let anyone cut them.
• Someone missing may be trapped inside the domain, even living there.

• Weapons made of its horn alerts the wielder about incoming harm. The bigger the
weapon, the bigger the trigger radius. Quality proportional to blade sharpness.
• Potions made from it’s blood grants visions from the past mixed with hallucinations.

66
24XX
• Drives Don’t let any living thing or knowledge leave , ever!
• Risks Horn slashed, Bitten, Tail whipped
• Traits Aerial agility, Alert Senses, Call for wild help

Into the Odd/Cairn


HP 14, Armor 2, STR 14, DEX 18, CHA 14
Tail-whip d8, Horn slash d10 (CD: Lose a Limb or break all armor)
• Wild life will answer a call for help if it’s trapped.
• Aerial agility, Attacks are impaired or impossible without restricting movement.
• Anyone who deals the finishing blow receives d8 CHA. (CD:Wild animals will distruts
you deeply for d20 weeks.)

Knave 2e
• AP 6 (AC 17), LVL 8, HP 32
• MOV 80’ (120’ flying), MRL 10, NA d3
• ATK Horn slash (120’ line or until stopped, damage equals 2d10). If stopped, 1 tail-
whip (1d8) and 1 bite (4d8).
• Characters take -5 to attacks while its movements are not restricted.

Troika!
• Skill 13, Stamina 32, Armor 2 Mien
• Initiative 8, Damage as Large Beast 1 Waking
2 Hungry
• Special: Once per Combat it can call for Reinforcements. 3 Aggressive
After d3 actions, wild creatures appear to aid. 4 Quizzical
◦ Skill 7, Stam 12, Arm 0, Init 2, Dmg as Small Beast. 5 Paranoid
• Special: If lots of room to move, it may attack with high 6 Smug
speed, damage as Gigantic Beast in a straight line.
67
Shelljolter
Size: Gargantuan

• Slow on land, fast on water. Very swift neck that bites at high speed before retracting.
• Seen near coasts, beaches and swamp rivers. Many communities worship them as gods.
• Usually peaceful and alone, they get really upset if someone disturbs their lunch time

• A cleric needs help to track down one of creatures, it was badly hurt.
• A mysterious party claims they would pay handsomely for an egg.
• Reports of some coral villas being destroyed by one of the creatures.

• Shell is really hard to be used to craft and armor. If managed, it’s almost immune to
magic but the protection only works if you don’t strike first.
• Meat is especially nutritious (1 ration can be enough for a week) but it’s hard to prepare.
If cooked unproperly, it becomes totally spoiled.
68
24XX
• Drives Feed and be undisturbed
• Risks Smashed, Bitten, Swallowed.
• Traits Swift Neck Bite, Impossibly sturdy shell

Into the Odd/Cairn


HP 18, Armor 3, STR 18, DEX 6
Stomping d10, Neckbite d12 (CD: Swallowed whole, lose d6 STR per turn while inside.)
• Drivesn to feed on small to large creatures.
• Grumpy, any slight provocation really annoys it.
• Attacks causing less than d10 are Impaired.

Knave 2e
• AP 10 (AC 21), LVL 8, HP 32
• MOV 30’ , MRL 10, NA d4
• ATK Stomping d10, Neckbite 2d6
• Failing a DEX check against the Neckbite causes you to be swallowed whole (d6 dmg
per turn inside)

Troika!
• Skill 13, Stamina 32, Armor 4 Mien
• Initiative 3, Damage as Large Beast 1 Waking
2 Hungry
• Special: Twice per Combat, in addition to their damage, 3 Cranky
test Luck to not be Swallowed (Damage as Small Beast). 4 Impatient
5 Starving
6 Sleeping

69
Sirenbull
Size: Colossal

• Originally from the Everfalling Archipelago, seen in oceans everywhere.


• Mostly stick to islands at sea level but jump to higher floating islands in mating season.
• Powerful vocal abilities for many uses (echolocation, communication, stunning…).

• A bard needs helps to find a hideout where the creatures perform a secret song.
• The archipelago was an island of an ancient civilization, ruins at the higher islands.
• Amidst their singing, only you can hear them calling your name, they need help.

• If you commune with the secret song, it changes you,gain any sound spell.
• Instruments using the creatures bones or vocal carthilages are exceptionaly powerful.
• Deep inside the creature you can find a round saphire, the Ocean’s Whisper. Wearing it
allows to breathe underwater and understand sea creatures.
70
24XX
• Drives Live and protect home.
• Risks Pushed back, Deafened, Confused, Charmed
• Traits Vocal Mastery

Into the Odd/Cairn


HP 5, Armor 1, STR 18, DEX 5, CHA 16
Scream d10 blast (knocks prone if over 6 damage) (CD: Deafened, can’t communicate
during this combat)
• They swim like frogs, in burst of movement. DEX 15 inside the water.
• Their singing is beautiful and mesmerizing. Understand any language, speak none.
• They can charm with the singing, d6 damage to CHA. If CHA=0, target stop moving
and hallucinate to be in the best memory they have.

Knave 2e
• AP 4 (AC 15), LVL 8, HP 32
• MOV 30’ (120’ swimming, almost anywhere if jumping), MRL 2, NA d4
• ATK Scream d10 area OR Singing charm (Hallucinate if fails WIS check).
• Characters take -5 to attacks while not protecting from the sound. -10 if up close.

Troika!
• Skill 13, Stamina 32, Armor 1 Mien
• Initiative 8, Damage as Large Beast 1 Happy
2 Sad
• Special: It can try to charm you with their singing. If you 3 Dreamy
lose against Roll Versus, you hallucinate. If you win, you 4 Playful
can’t be tempted again this round. 5 Tired
6 Dormant

71
Stingerkin
Size: Medium

• Originall from the Drill Forest, variations have been spotted in other forests.
• Slender and agile, formidable opponent in aerial and ground combat.
• Stinger capable of delivering paralyzing venom and (rare) corrosive acid.

• One of the pariticipants of a race throughtout a varied landscape.


• Guards of a clandestine hive inside a unaware kingdom.
• They captured the party and ask them to terminate an enemy hive. They can’t be linked.

• A bioforger could make a blade from the stinger, with a 1/6 chance to apply its
paralyzing venom.
• A bioforger could also use it’s wings to create a light and durable glider.

72
24XX
• Drives Protect the Hive, Honor the tribe
• Risks Stinged, Attacked by weapon
• Traits Paralyzing Poison, (rare: Acid), Carapace, Radio Antenna

Into the Odd/Cairn


HP 10, Armor 1, DEX 14, CHA 14
Sting d6 or Weapon
• Tribes seeks expansion, everyone is a soldier and a worker.
• Strike first unless blatanly announcing peace with no weapons
• CD: Paralyzes the body. Every turn, make a DEX save to break free. (1 in 10 chance of
being acid and, instead, target takes d12 STR damage and Stingerkin takes the
same in regular damage.)

Knave 2e
• AP 4 (AC 15), LVL 6, HP 24
• MOV 30’ (60’ flying), MRL 10, NA d6
• ATK Sting d6 and Weapon
• If stung make a CON check. If fails, becomes paralyzed unti it succeeds on a CON
check.

Troika!
• Skill 11, Stamina 24, Armor 1 Mien
• Initiative 4, Damage as Modest Beast or Weapon 1 Martial
2 Serious
• Special: (Paralyzing Venom) If stung, test luck. If fails, 3 Distrustful
becomes paralyzed for 2 rounds. 4 Cranky
• Special: (Acid) Once per combat, change damageto Large 5 Impatient
Beast and apply it to StingerKing and it’s target. 6 Impulsive

73
Stormwing
Size: Medium

• Originally from the Triland Isles, opposing flocks in each island.


• Shimmering feather, produce lightning arcs at will.
• Revered as a divine creature in the region, an avatar of nature.

• One is needed to help cross the Wrath’s Path, a passage with non-stop storm.
• Once every year, a bird from each isle dance in the sky, producing visions of the future.
• Observing and learning how they teach light to their nestlings.

• A wizard could craft a fan out of it’s biggest feathers that calls forth storms hard to
control, 1 in 2 chance it goes wild.
• There’s a jewel inside it’s head, it’s the main conductor of eletric magic. It rapidly
decays if the bird is killed. Highly valued by ani magic wielder.
74
24XX
• Drives Master Lightning
• Risks Slashed, Shocked, Electrocuted, Deafened
• Traits Lightning, Thunder, Storm

Into the Odd/Cairn


HP 10, Armor 0 (3 vs metal), STR 12, DEX 14, CHA 12
Thunderbolt d10 blast (Ignore Metal Armor) CD: d6 blast DEX damage
• The most powerful is the leader of flock.
• Flock never gets too far away from the nest. Only the leader may go far and beyond.
• Hitting with metal melee weapons cause d4 damage, ignore armor.

Knave 2e
• AP 0 (AC 11), LVL 8, HP 32
• MOV 15’ (90’ flying), MRL 10, NA 1
• ATK Thunderbolt d10 area
• +6 AC vs metal weapons. Hitting with metal melee weapons cause d4 damage to
the wielder. Flock has d6 damage and amount to d12 at the nest.

Troika!
• Skill 13, Stamina 32, Armor 0 Mien
• Initiative 4, Damage as Jolt x2 1 Smug
2 Arrogant
• Special: +3 armor against metal weapons. 3 Benevolent
• Special: Damage as Jolt if hit with a metal weapon. 4 Royal
5 Angry
6 Busy

75
Straw Reaper
Size: Large

• Seen in the countryside, plain regions and farmlands, sometimes at ceremonies.


• They are deemed as agents of chaos or justice, depends on who is talking.
• Arms and face have no logical position, the blades reshapes at will.

• Someone is being hunted by one and is in need of protection.


• There is a search for the source of the material used to forge their swords.
• During the red eclipse, they turn to a killing frenzy. Communidites need help to prepare.

• If you defeat one but kill it with their own sword, you free the host and gain the
shapeshifting sword. Sword demands some strength to be wielded.
• If you defeat it in any other way, you gain their mask. Wearing it grants you more
respect during the day and more intimidation at night.
76
24XX
• Drives The guilty that are free must die
• Risks Blinded by curtain of straw, Slashed, Pierced
• Traits Flexible Anatomy, Shapeshifting Sword

Into the Odd/Cairn


HP 10, Armor 0, STR 14 , CHA 12
Shapeshifting Sword d8 (Ignores 1 Amor)
• Flexible anatomy, immune to piercing and slashing except mask and arms.
• Laconic speaking, mumble and whispers cursing against injustice.
• CD: Damage becomes blast as the blade takes an impossible shape for a moment.

Knave 2e
• AP 0 (AC 11), LVL 4, HP 12
• MOV 40’, MRL 9, NA d6
• ATK Shapeshifting Sword (1d8)
• Immune to piercing and slashing except mask and arms.

Troika!
• Skill 9, Stamina 12, Armor 0 Mien
• Initiative 4, Damage as Longsword (Ignores 1 Armor) 1 Watchful
2 Evasive
• Special: If more than 2 characters attacked it, his next 3 Wrathful
attack will have affect a 12’ radius around it. 4 Cautious
5 Sad
6 Severe

77
Talon Stalker
Size: Large

• Originally from the Black Sun Desert, where the night has no moon, but a different sun.
• Hieightened sensers exceletn tracker and scavenger.
• Eerie, guttural calls, strike fear if upclose. Unintentionally call reinforcements.

• One is a guide in search for ruins of a temple in the Black Sun Desert.
• An ancient artifact is said to be held in their main lair.
• There is a prophecy they achieve their true form when the third sun comes.

• An artisan can turn its beak into a Fear Ocarina, producing dreadful sounds.
• A cloak made with its feathers has increased resitance against extreme weather (heat,
cold, wind, rain…).

78
24XX
• Drives Feast on the weak
• Risks Scared, Slashed
• Traits Terryfing Call, Reinforcements, Heightened Senses

Into the Odd/Cairn


HP 6, Armor 0, STR 12, DEX 14, CHA 16
Talons d6
• Tracks and observers from afar, try to direct victims to certain death.
• Attacks only if confident of winning alone,and sure kill.
• Gutural call, close, make a CHA save or drop all weapons and stay in panic. d6 Talon
Stalkers arrive in d4 rounds.

Knave 2e
• AP 0 (AC 11), LVL4, HP 16
• MOV 30’ (50’flying), MRL 2, NA d4
• ATK Talons d6
• Try to direct to certain death or provoking accidents, attacking only as last hit.
Guttural call, close, characters take -5 to any actions if fail a WIS check.

Troika!
• Skill 9, Stamina 16, Armor 0 Mien
• Initiative 3, Damage as Small Beast 1 Creepy
2 Stalker
• Special: Guttural call, close, test luck or drop holding 3 Vicious
weapons and don’t act this turn. Take disadvantage in 4 Malign
future turns. 5 Lazy
6 “Helpful”

79
Thramm
Size: Large

• Tribes of this folk are spread throughout the Golden King Savannah.
• It is said they are the bastard offspring of the Rhino God
• They take only what they need (If the hunger is not big, they take the leg of a prey, heal
them and let them go)

• There’s something wrong with their apetite, they’re suddenly killing too much.
• The Golden King asks you to prevent a union of all tribes in chief meeting soon.
• A child of one was kidnapped and the protector of the tribe is coming.

• Befriending a tribe (usually through aid) may grant you to be subject of a rite: each tribe
is different and award you a different boon and bane based on its kin.
tough hide but any clothes are too hot, strong muscles but poor control, healing
magic but only on wounds caused (or worsened) by you.
80
24XX
• Drives Take only what is needed.
• Risks Grabbed, Limb removed, Bitten
• Traits Tough hide, Healing own worsened wounds

Into the Odd/Cairn


HP 10, Armor 1, STR 17
Bite d8, Grab d8 (CD: Lose a Limb )
• After suffering damage, they can lower their strength by 1 to regain their HP.
• Act and talk very literal and pragmatic.
• After you admit defeat, they heal you back to full health.

Knave 2e
• AP 5 (16), LVL 5, HP 20
• MOV 40’, MRL5, NA d6
• ATK Bite d8, 2x Grab d8
• They can spend an action to regain full health but lowering max HP by 2.

Troika!
• Skill 10, Stamina 20, Armor 2 Mien
• Initiative 3, Damage as Large Beast 1 Calm
2 Hungry
• Special: They can heal full stamina by lowering mas 3 Busy
stamina by 2. 4 Curious
5 Resting
6 Weary

81
Thunderwing Manta
Size: Large, Colossal (queen)

• Seen descending from the clouds during thunderstorms. Distance to sea is not a factor.
• It glides gracefully most of the time, occasional freefall. The higher, the bigger.
• It emits electric shocks. Unsure if they follow the storm or the opposite.

• A tinkerer need to attrat a shoal of those so they could harness the storm’s energy.
• Rumor has it that each storm is a queen manta looking for something.
• A baby manta is lost and a druid need’s help to return it to it’s group.

• Barbs from adult manta can be crafted into small serrated eletctric blades.
• Antlers can be crafted into magic rods. Leather into electric proof armor.
• Communing with a shoal can teach you to stock electricity and unleash it.
82
24XX
• Drives Feed on electricity out of beings (Queen: expand the group and feed them)
• Risks Electrocuted, Whiped and ripped by tail, Lose small metal objects
• Traits Little Magnetic control, Boosted by electricity, Fast ascend/descend

Into the Odd/Cairn


HP 6, Armor 0, STR 12, DEX 14 (Immune to electricity)
Electric tackle d6, Barbed Tail d8 (CD: Lightning strikes 2d6 blast, paralyzes briefly)
• Vertical movement is fast but horizontal is regular.
• Target living beings recently shocked or with close electricity.
• Queen - HP 12, Armor 2, STR 18, DEX 8, CHA 12, Immune to electricity, metal
weapons, mind spells. Lightning Storm d12 blast, Giant barbed whiptail d12 blast.
Won’t notice damage to the shoal unless is meaningful.

Knave 2e
• AP 0 (AC 11), LVL 2, HP 8
• MOV 40’ (80’ Ascending/Descending), MRL 5, NA 2d8
• ATK Electric tackle d6 OR Barbed tail d8
• Immune to ligthning. Attracted to living beings struck or possessing electricity.
• Being stationary when near many of them risks being hit by ligthning (2d6 area)

Troika!
• Skill 7, Stamina 8, Armor 0 Mien
• Initiative 4, Damage as Small Beast 1 Hungry
2 Agrressive
• Special: Immune to lightning. For each 2 times it attacks 3 Curious
the same target, test Luck to avoid being hit by 4 Playful
lightning (Damage as Modest Beast). If hit, skip your 5 Tired
turn if your token is between the next 2 tokens. 6 Starving

83
Valley Disciples
Size: Medium

• A sect of martial monks that dwell in the most steep valleys of the Splinter Mountains.
• “Be stil so the breeze be your advisor. Move, so the land be your teacher.”
• Their horns change shape throughout life, matching their style of fighting and thinking.

• They are the only reliable guides for the highest peaks and lowest abysses.
• The abyss holds relics from an unknown civilization, rarer as you go deepper.
• The sect is being persecuted by a ruler who fears a revolt.

• Winning against a disciple in single combat makes you an honorary disciple. The loser
gives you a sigil that awards you passage and respect from most martial groups.
• Winning against a master allows them to teach you one of the secret techniques:
walking on any surface, strike with air pressure, iron bone (bone, horn, husk, tusk…)
84
24XX
• Drives Learn from adversity
• Risks Tossed, Tackled, Broken limbs, Knocked out
• Traits Martial prowness, Teamwork

Into the Odd/Cairn


HP 12, Armor 1, STR 14, DEX 12, CHA 12
Martial arts 2d8 (CD: Shakes your head, gets confused and uncoordinated.)
• Walks on almost any surface, horns sizes proportional to mastery
• Wear mostly cloths and avoid using weapons and armor.
• A master gets +2 in every stat (including HP and armor). A real novice gets -2.

Knave 2e
• AP 4 (AC 15), LVL 5, HP 20
• MOV 40’, MRL 9, NA d4
• ATK 2 Martial hits (d8) OR Grapple to hit head on hard surface (2d8).
• When in a group of 3 or more, their AP/AC increases 1 and their grapple damage
increases to 2d10.

Troika!
• Skill 10, Stamina 20, Armor 1 Mien
• Initiative 5, Damage as Mace 1 Meditative
2 Focused
• Special: Grapple if 2 consecutive actions (Dmg as Large 3 Tranquil
Beast #). 4 Unperturbed
• If a novice, -1 in every stat, Dmg as Small Beast. If a 5 Curious
master, +1 in every stat, Damage as Modest Beast #. 6 Watchful

85

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