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ADVERSARY

COMPENDIUM I
A Collection of Monsters suitable for
characters level 1 through 10
FOR USE WITH
GREEN RONIN GAMES

Adversary Compendium I
Core Rules Supplement

Design: Byron D. Molix


System Design and Development: Chris Pramas, et al
Original Monster Concepts: E. Gary Gygax and the early contributors of TSR.
Mystara Logo designed by Thorfinn Tiat

Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the
ownership of said names and concepts. The unique text of this document is copyrighted (C)2011 and this document is
produced for fans personal use and may not be bought or sold.

Table of Contents
Introduction
New Statistics Block

Aerial Servant
Aranea
Archer Bush
Basillisk
Beholder
Big Cat
Jaguar
Leopard
Lion
Tiger
Boar
Bulette
Carrion Crawler
Chameleon Man
Centaur
Choker
Crocodile
Decapus
Dire Wolf
Displacer Beast
Doppleganger
Dragons
Young Dragons
White
Black
Blue
Green
Red
Gold
Young Adult Dragons
White
Black
Blue
Green
Red
Gold
Dragonne
Dryad
Elementals, Lesser
Air
Earth
Fire
Water
Faun
Gargoyle
Genie
Djinn, Lesser
Efreeti, Lesser
Ghoul

4
5
6

Elder Ghoul
Hill Giant
Giant Beast
Draco Lizard
Giant Bass
Giant Bat
Giant Boar
Giant Chameleon
Giant Gecko
Giant Spiny Rockfish
Giant Sturgeon
Giant Toad
Giant Tuatara Lizard
Rockhome Lizard
Gnoll
Gnoll Brute
Flind
Gnoll Blackheart
Gnoll Shaman
Goblin
Goblin Skirmisher
Goblin Chief
Goblin Skulker
Goblin Fanatic
Golem
Bone
Rock
Wood
Gorilla
Great Eagle
Griffon
Hag
Black Hag
Sea Hag
Harpy
Hellhound
Hobgoblin
Hobgoblin Soldier
Hobgoblin Sergeant
Kobold
Kobold Ambusher
Kobold Witch
Lizardfolk
Lycanthropes
Werebear
Weretiger
Werewolf
Merman
Merrow
Merrow Elite
Triton Mage
Triton Cleric

7
8

10
11
12
13
14
15
16
17
18

21

23
24
25

27
28
30

31
32

36

38

40

41
42
43
44
45
46
47
48

52

Mummy
Ogre
Oozes

54
55
56

Black Pudding
Gelatinous Cube
White Pudding
Orc
Orc Warrior
Orc Elite
Orc Shaman
Owl Bear
Phanaton
Rakasta
Rhagodessa
Stirge
Tortle
Troll
Vermin
Giant Ant
Giant Ant Drone Guard
Giant Bee
Giant Centipede
Giant Fire Beetle
Giant Locust
Giant Oil Beetle
Giant Tiger Beetle
Wight
Wolf
Wyvern
Acknowledgements

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ii

immune to Mental and Poison damage, and Charm


and Sleep effects.
Humanoid: The creature is a sentient being akin to a
human. It can process language, and often is a social
creature. All humanoids need the basics of life:
sustenance, breathe and sleep. Only the most
magical of humanoids can ignore these requirements.
Monster: The creature is some other form of living or
spiritual creature, and is separated from beasts by its
utter alien strangeness, or its capacity for language.
Rarely can a monster be tamed and trained, and
Animal Handling is not enough to break one.
Plant: The creature is a supernatural or monstrous
plant. Plants are usually immune to Mental and
Poison damage and Charm effects. Plants subject to
Sleep affects go dormant, a state similar to paralysis,
and while they do not need to breathe, they are still
subject to suffocation effects.

Adversary
Compendium
Introduction

Heroes are only capable of being measured by the


opponents they overcome. In a classic fantasy world,
those opponents are often creatures and monsters,
demons and other fiends. While the most memorable
villains can be human, the most noteworthy are often
dragons, giants, or undead monstrosities. In order to
accurately represent the breadth of the Known World
setting, I needed to produce statistics for the monsters
common to such a game. Here is the fruit of that
labor, the Adversary Compendium.

Statistic Block

Subtype Descriptors

I devised a new statistic block, and have notes


provided below for the descriptors and shorthand that
go into it. The only reason for this was an attempt to
keep monster entries, at least the game statistics
information on a single page. Something that was
impossible to do with my Beholder writeup and
would likely have been just as difficult with
Vampires, and Dragons. One of the few changes I
pulled from later versions of D&D is the use of
Keywords as tags. So characters with common traits
have the trait defined here in the beginning, and
abilities that conform to a specific damage type or
energy source are listed as well, for ease of
adjudication.

Aberrant: The creature is an alien creature that can


only have originated on some other plane, through
raw magic, or immortal influence. This category
includes things without organs, or organs that don't
make sense to scholars present in the world. Aberrant
can also refer to a creature that was natural and has
since been mutated by magical means.
Aquatic: The creature is at home in water and can
either breathe in water, or hold its breathe for
extremely long periods of time. It never has to worry
about drowning during encounters. Aquatic beasts
rarely can breathe air or move about on land, and
usually take severe penalties when encountered on
land. Aquatic creatures often, but not always, have a
Swim rating that is higher than their base speed. An
aquatic creature is different from a creature that
breathes water, and such creatures still face penalties
when fighting underwater because it is not their
native environment.
Draconic: The creature is a dragon or is related
closely to them. These are reptilian creatures with a
magical nature, and often with a breath weapon or
supernatural attack. Thinking creatures of this type
always speak Draconic as their common language,
but can learn others, even if they cannot vocalize
them.
Elemental: The creature is an outsider native to one of
the districts of the Elemental Plane. It is inherently
strong versus its native element and weak to its polar
opposite. Thinking creatures of this type always speak
Elemental Common as their language, but can learn
others, even if they cannot vocalize them.
Fey: The creature is an outsider native to the
Dreamlands or a Prime Plane descendent of such

Origin

Adversaries have an origin which is meant to give the


GM hints about the type of creature and its basic
existence without denoting everything in powers. It
also serves as information regarding spell or ritual
susceptibility.
Beast: The creature is a living animal. Whether it has
magical origins or supernatural powers it's still an
animal. It has no concept of language, and can be
trained via Animal Handling. All beasts need the
basics of life: sustenance, breathe and sleep. Only
the most magical of beasts can ignore these
requirements.
Construct: The creature is a created being. Usually
created by a spell or higher power, these creatures
are tireless, do not require sustenance or need to
breathe and generally loyal to their creators. They
sometimes understand language but usually do not
have the ability to speak. Constructs are usually

creatures, and is considered a fairy being. Many fey


have supernatural powers or immunities, but not all,
particularly the prime plane natives. All Fey creatures
that are considered an outsider speak Sylvan.
Giant: The creature has abnormal size for its type.
True Giants, speak Giantish, but have dialects as
well. Most true giants favor throwing objects and
weapons at targets, although some have magical
prowess and prefer throwing magical missiles
instead.
Planar: The creature is an outsider native to one or
more outer planes. These creatures are usually
encountered because they were summoned, or
because they were sent by higher powers. All Planar
beings have supernatural capabilities. All Planar
beings speak a native tongue unique to their plane of
origin, but most thinking Planar beings possess the
ability to comprehend tongues or cast the Common
Tongue spell upon themselves. Few planar creatures
need to eat, drink or sleep, and many have
immunities and perfect Dark Vision.
Undead: The creature was once living, and is now a
monster of undeath. Unthinking undead understand
language but do not speak meaningfully. Thinking
undead resemble the living, but most undead are
consumed with hatred, or obsession. Undead have
no need for traditional food, water, air or other
sustenance. Their animus also allows them to see in
the dark. Some undead need rest, and others wander
in search of the living at all times. Immune to Mental
and Poison damage, Charm and Sleep effects.

type. Thus a single Grade A threat may overwhelm a


party of 15th level characters.
The threat class of opponents is not meant to be a
system in and of itself. GMs still need to judge their
own encounters, and mixing enemies from different
threat classes may or may not make the entire
encounter much more difficult. As with everything in
a role-playing game this is just a suggestion.

Stat Block Format

The stat block includes some shorthand keywords


designed to move especially common sentences out
of the powers sections.

Defense Keywords
Enchanted: All non-magical physical damage deals
only half-damage to an enchanted creature. The only
exceptions are damage sources the creature is
vulnerable to. It's own physical attacks are
considered magical. Note, all Enchanted creatures
take full damage from energy attacks they are not
immune to.
Immunities: All the damage types and effects the
creature can ignore are listed on a single line below
the Defense line. Damage listed as Half, such as Fire
(Half) means the creature can ignore half the listed
damage but not all of it, thus a partial immunity
listing. These are listed alphabetically by Damage
first, effects second. Individual powers can be listed
here as well.
Spell Resistance +X: The creature gains a bonus
equal to the noted rank versus all harmful spells,
arcane or divine. If listed with (Arcane) or (Divine) it
is only resistant to that type of magic.
Vulnerabilities: All damage that bypasses special
defenses, or gives the creature extra damage is listed
on a line below the Immunities line, or the Defense
line if absent. Extra damage is listed as Damage x2 or
Damage +Xd6

Threat Class

Threat Class is an indicator used to determine a


rough party level danger. A group of 4 characters of
the appropriate level should have little trouble facing
down one or two threats in the corresponding class.
An equal group number increases the class by one,
being outnumbered 2 to 1 increases the threat by 2
grades. Thus, four class E threats are a class D threat
for a group of 4 low level adventurers while eight are
a class C threat.

Movement Keywords
Burrow: The creature can tunnel through soil such as
dirt, sand or silt, and rock if the description says so.
Creatures that are burrowing may not use a Run or
Charge action unless their description specifically
says otherwise.
Hover: The creature can hover in air without
expending actions.
Wall Crawler: The creature can move at full Speed up
walls and across ceilings, making modifications for
terrain as necessary.

Threat class is rated with ascending letter grades that


correspond to character levels thusly.
E = Levels 1-2
D = Levels 3-5
C = Levels 6-9
B = Levels 10-14
A = Levels 15+
Class A is somewhat of an exception as it
encompasses the widest grouping of levels and play

illusion. They arent as dangerous physically as a


Force effect, but they dont go away if the target
resists the effect either. An example of a figment is a
manifest nightmare, or a phantom steed.

Power Keywords
Damage Keywords: Keywords listed in [ ] for any
power that does damage, deal the listed type of
damage. This is not whether the attack deals
penetrating damage or not, it simply keys defenses,
immunities and vulnerabilities. Examples include:
Alteration, Cold, Corrosive, Electricity, Fire, Force,
Illusion, Mental, Necrotic, Poison, Radiant, and
Sonic. Force is implied if no other damage type is
given.
Effect Keywords: Keywords listed in [ ] for powers
that do not deal damage define the type of effect it is.
This is again to key defenses, immunities and
vulnerabilities. Examples include: Alteration, Charm,
Illusion, Paralysis, Petrify, Figment, and Sleep.
Limitation Keywords: Keywords listed in ( ) limit the
power to affecting those listed items or types only. An
example being Charming Gaze (Humanoids). This
power would not affect beasts, monsters etc.

There are also conventions for spellcasters and


creatures with unique stunts. Stunts are listed with
the number of Stunt Points immediately preceding
the game text. Usually but not always a unique stunt
will be among the creatures favorite stunts.
The Spells power lists a number in parentheses. This
is the caster level. This can help GMs figure out how
many spells a creature should have if it is more
advanced than the presented adversary, as well as
help with mana calculations. I calculate all mana at a
base of 7 plus Magic, and a bonus of 2 plus Magic
per caster level beyond the first. This is to simulate
the amount they have left when the encounter starts,
not what a typical caster of that level would have first
thing in the morning.

Sense Keywords
Dark Vision : The creature can see perfectly in total
darkness. This is also known as Perfect Dark Vision.
Dark Vision (-1 in light): The creature can see
perfectly in total darkness but suffers a -1 penalty to
most actions in bright light.
Dark Vision (X yards): The creature can see perfectly
out to a certain distance in total darkness. Their
vision dims within 10 yards beyond the listed
distance.
Night Vision: The creature lowers penalties by 1 in
low light and night conditions.
360 Degree Sense: Usually Sight or Touch. The
creature has the ability to sense, using the designated
sense in all directions at once. It gains a +2 bonus to
resist surprise and backstab attempts based on
Stealth. If a limitation is present, it indicates a
maximum distance.

Descriptions

In most cases, thinking individuals will have their


ethos worded in their description. If such is the case,
the word will be italicized. Text that applies to
choices such as spells and post combat effects are
listed here as well. I have attempted to keep the
entries combat and effect specific, and left
capabilities that exist purely outside these context as
text in the description. So if a creature has the ability
to resurrect itself, it will be present in its description,
not its statistic block.
As much as possible, each creatures natural habitat
and motivations will be included in the description.
However, I cant pretend to include geography hooks
for the entire Known World. If you look at a map of
the setting you will see how impossible that is. In all
cases, please refer to your gazetteer or old edition
monster booklets for typical placement in specific
countries and environs of the Known World.

Clarifications
Power Keywords require some further explanation. A
power may be listed as Touch Attack [Alteration]
(Humanoids) in which case it is a power that
transforms or alters the targets body, or a portion of
the targets body and only affects humanoids. The fact
that its listed as Touch Attack instead of Blood
Boiling Grasp just gives a GM a subtle reminder how
the power is used without requiring a lot of
additional text.
Also, the difference between an illusion and a
figment is that Illusions only exist in the heads of the
affected targets. Figments have some reality and are
composed of a bit of force that is covered with an

Aerial Servant
Grade D
Elemental Monster
Defense 16, AR 2, Enchanted, Invisible
Immunities Paralysis, Poison, Sleep
Vulnerabilities Earth x2
Health 100, Speed Fly 18, Hover
Senses Dark Vision (20 yards)
+0 Communication
+4 Constitution
+0 Cunning
+5 Dexterity (Brawling)
+3 Magic (Divination)
+0 Perception
+4 Strength
+1 Willpower
Melee Fist +7 (1d6+4)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Find Target [Divination]: As Spirit Tracking ritual
[Willpower (Self-Discipline) : TN 15]
Wind Blast [Air]: Corridor of Wind 20 yards long 2
yards wide must be resisted by Strength (Might) : TN
13 or the target is knocked prone and takes 2d6+3
damage. Those who succeed take 1d6 damage
instead. Once used roll 1d6, on a 1 the power is
unusable for the rest of the day.

The reason these creatures turn on the caster if


unable to fulfill their mission is because they are
fiercely independent, and somewhat cruel to humans
and they have no desire to serve to begin with. The
spell forcibly brings them, and binds them to the task.
They can only take out their malicious anger on the
summoner if their mission ends in failure.
These creatures, which call themselves Haoou, speak
the Elemental tongue with the air dialect, although
they can comprehend all speech by mortals. They
have their own empires based on the slavery of lesser
elemental creatures in their home plane. Typically, if
the Aerial Servant bests its summoner in combat for
enough time to expend 2 Major Actions creating a
gate, it will drag the offender away to its home plane.

Aerial Servants are elemental creatures from the


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

Aranea
Grade D
Monster
Defense 13, AR 0
Health 30, Mana 20, Speed 14, Wall Crawler
Senses Dark Vision (-1 in light)
+3 Communication (Deception)
+3 Constitution
+1 Cunning (Arcane Lore)
+2 Dexterity (Bite)
+3 Magic (Entropy)
+2 Perception (Seeing)
+1 Strength (Jumping)
+2 Willpower
Melee Bite +4 (1d6+1)
Ranged Arcane Lance +3 (1d6+-3, 16 yards)
Favored Stunts: Poison Bite and Skillful Casting.
Weapon Groups: Brawling and Light Blades
Talents: Entropy Magic (J)
Powers
Poison Bite: 2 SP, Aranea can inject poison as a
combat stunt. Aranea Poison -2 Dexterity, ends after
encounter.
Shape Change [Illusion]: Aranea can assume a
unique small or normal sized humanoid form. To
change forms requires an Activate action. It is
possible to dispel or see through the illusion, but it is
otherwise flawless.
Spells (3): Arcane, Spellpower 13, 4
spells + 1 Entropy.
Web: Aranea can spin a web thread for
movement and to bind incapacitated
targets. Strength (Might) test: TN 13 to
break free.

fight to the death to protect their homes, and often try


to prevent outsiders from reaching them in the first
place.
Aranea can speak common human languages as well
as any nearby sylvan tongues, such as elven, so their
disguises are often impeccable. Aranea are
carnivores, but often find it too much trouble to catch
sentient prey. They claim that they do not eat thinking
creatures as part of their conceit of civilization, but in
actuality aranea crave the blood of thinking beings,
especially phanatons which they consider to be a
delicacy..
As they consider themselves consummate mages,
Aranea will have a separate web in which they weave
their magic references directly into the webs. Aranea
often learn the Haste, Illusion, Paralysis, Phantasm,
and Sleep spells, and if a caster is patient enough and
the webs are still intact they can be studied.

Aranea are intelligent, giant spiders that


often live in webs suspended in the trees
of shaded, thick forests. They look like
typical giant spiders with a few
exceptions, the top of their heads appear
to have a large lump on them, and their
foremost legs end in tiny chitinous arms
instead of spider legs.Thetypical
araneahas a hunger for knowledge and
power but tend towards a mercenary
outlook.
People will often stumble into the
nesting places of an Aranea colony, and
usually will be tricked into leaving. Only
if they believe themselves to have the
advantage will they attack on sight,
dropping down unexpectedly and
beginning combat with a disorienting or
immobilizing spell. Aranea will only

Archer Bush
Grade E
Plant
Defense 11, AR 2
Immunities Gaze attacks, Mental, Poison; Charm
Vulnerabilities Fire +1d6
Health 18 Speed 3
Senses 360 Degree Touch (20 yards)
-3 Communication
+3 Constitution
-3 Cunning
+0 Dexterity (Stealth, Thrown)
+0 Magic
+0 Perception
+0 Strength
+0 Willpower
Ranged Thorns +3 (1d6*, 3/6 yards)
Favored Stunts: Dual Strike and Lightning Attack.
Powers
Thorns: If a character takes damage from the thorns
they suffer a -1 penalty to all actions from irritation
until they are removed.

Basilisk
Grade D
Elemental Monster
Defense 13, AR 4
Health 50, Speed 12
Senses Dark Vision (20 yards)
+0 Communication
+4 Constitution
-2 Cunning
+2 Dexterity (Bite)
+2 Magic
-1 Perception (Smelling)
+3 Strength
+2 Willpower (Morale)
Melee Bite +2 (1d6+3*)
Favored Stunts: Knock Prone and Lightning Attack.
Powers
Gaze Attack [Petrify]: As Petrify spell [Constitution
(Stamina) test : TN 12].
Vorpal Bite: Basilisks can bite through mineral as if it
were not present, its bite deals penetrating damage to
those protected by stone or metal.

Archer bushes are predatory plants that appear to be


sickly looking and have stunted trunks and thorny
brown brambles. These carnivorous plants grow in
woodland areas as well as scrub and mountainsides.
The generally unhealthy appearance of the bush
belies the general health of the plant life around it,
and is one of the few cues to those unfamiliar with
these plants that they are not normal. The trunks are
covered in thick leaves, but concealed beneath the
foliage is a large mouth full of thorns to tear apart the
flesh of victims.

Basilisks are 10 long lizards with snakelike heads,


necks and tails. They are solitary creatures that are
lazy at heart, but fear nothing because of their
amazing gaze powers. Creatures that meet the gaze
of the basilisk invariably are turned into stone statues.
While this magical effect can be dispelled to remove
the onset of the effect (one token per point on the
Dragon Die on one target) it can only be reversed
with a ritual. Tokens disappear at a rate of one per 10
minutes once combat ends.
Particularly old basilisks also exude petrification on
touch. Characters who are bitten or slammed by the
basilisk must test Constitution (Stamina) or gain a
token, just as if they had met its gaze.
Anyone attempting an indirect attack on a basilisk, or
simply using a mirror to avoid looking at it should
accept a -3 modifier as the combatant seeks to avoid
its gaze. Killing the Basilisk does not return petrified
victims. Even basilisks are not immune to
petrification effects, and it can be turned to stone by
its own reflection. However, on its native plane, the
Elemental Plane of Earth, a basilisk can be slowed by
a petrification effect, but never turns to stone.

Beholder
Grade C
Aberrant Monster
Defense 13, AR 7
Health 70, Speed (Fly 5), Hover
Senses Dark Vision (40 yards), 360 Degree Sight
+2 Communication (Deception)
+1 Constitution
+1 Cunning (Historical Lore)
+3 Dexterity
+4 Magic (Arcane Lance)
+2 Perception (Seeing, Searching)
+4 Strength
+4 Willpower
Melee Bite +2 (1d6+4)
Ranged Ray +4 (Varies, 16 yards)
Favored Stunts: Defensive Stance, Lightning Attack
and Dual Strike.
Powers
Anti-Magic Central Eye: All magical effects directly
in front of the beholder cease. The beholder may
target one target per round with this ability.
Hover: Beholder hovering cannot be dispelled by any
means.
Ray Attacks: Beholders can fire two rays at two
separate targets with a Ranged Attack action. The
Spellpower TN to resist a spell effect is TN 14.
01. Petrification Ray[Petrify]: Petrify spell effect.
02. Confusion Ray: Daze spell effect.
03. Sleep Ray[Sleep]: Sleep spell effect.
04. Fear Ray[Fear]: Horror spell effect.
05. Telekinesis Ray: Levitate spell effect.
06. Searing Ray[Fire]: 2d6+3 damage.
07. Destruction Ray: 2d6 penetrating damage versus
non-living targets.
08. Slowness Ray[Paralyze]: Paralyze spell
effect.
09. Withering Ray: Weakness spell effect.
10. Death Ray: 2d6+3 penetrating damage
versus living targets.

on the dragon die. A beholder that has lost 40 Health


or more loses its central eye. A beholder can regrow
its central eye after 3 months or it can choose to
leave it blinded.
Individual eye stalks can be severed with a Disarm
stunt, or specifically targeted (eye stalks have Defense
14, and 15 health). Roll 2d6-1, ignoring results
higher than 10 to determine which stalk was attacked
when the attacker cannot identify a specific eye stalk.
If a character succeeds at a Perception (Seeing) check
versus TN 14, they can identify a particular eye stalk
after they have seen it in action. Severed eye stalks
regrow within 15 days, no matter how many were
lost.
Beholders always take deliberate actions, and do not
fire their eye stalk beams randomly. Lastly, when a
beholder uses Lightning Attack on a Ray attack, it
may fire a second ray at the same or separate target,
but it can never fire the same ray at the same target
during the same round.

Beholders are horrific monsters. While


intelligent and academically gifted,
they are also cruel, and covetous. Your
average beholder speaks and reads
several languages, and has a passion for
treasure (finery, rare wine, art pieces, magic
items, etc.) as well as a passion for the domination
of lesser beings.
Their eye stalks can perform spell-like effects, but
they are not mages. The central eye of a beholder, if
functional, prevents it from becoming a traditional
mage. A beholder that closes its central eye and
attempts to cast spells ruins its own spell If it roll a 1

Big Cat
Jaguar
Grade D
Beast
Defense 14, AR 0
Health 35, Speed 13
Senses Night Vision
-2 Communication
+3 Constitution
-2 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+1 Perception (Tracking)
+4 Strength
+2 Willpower
Melee Bite +5 (1d6+7), Claws +4 (2d6+4)
Favored Stunts: Knock Prone and Pounce.
Powers
Pounce: 2 SP, After charging, the lion can make an
attack with its other mode of attack as a free action
on the same target.

Leopard
Grade D
Beast
Defense 15, AR 0
Health 27, Speed 14
Senses Night Vision
-2 Communication
+2 Constitution
-1 Cunning
+4 Dexterity (Stealth)
+0 Magic
+1 Perception (Tracking)
+3 Strength (Climbing, Jumping)
+1 Willpower
Melee Bite +4 (1d6+6), Claws +3 (2d6+3)
Favored Stunts: Lethal Blow and Pounce.
Powers
Pounce: 2 SP, After charging, the leopard can make
an attack with its other mode of attack as a free
action on the same target.

Jaguars are rain forest and jungle predators with a


desire to live near water, being uncommon in most
other environments. They range between five and six
feet in length, but tend to weigh up to 300 lbs.
Jaguars stalk and then ambush prey from cover, and
usually leap onto preys backs from blindspots. They
live solitary lives. Jaguars with variant black fur exist
although they are somewhat rare. These statistics,
including favored stunts can also be used to reflect
pumas (cougars/mountain lions).

Leopards are predators found in grasslands,


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

Lion
Grade D
Beast
Defense 12, AR 0
Health 50, Speed 13
Senses Night Vision
-2 Communication
+3 Constitution (Running)
-2 Cunning
+2 Dexterity (Bite)
+0 Magic
+1 Perception (Smelling, Tracking)
+5 Strength
+2 Willpower
Melee Bite +4 (1d6+8), Claws +5 (2d6+5)
Favored Stunts: Lightning Attack and Pounce.
Powers
Pounce: 2 SP, After charging, the lion can make an
attack with its other mode of attack as a free action
on the same target.

Tiger
Grade D
Beast
Defense 13, AR 0
Health 55, Speed 14
Senses Night Vision
-2 Communication
+4 Constitution (Swimming)
-2 Cunning
+3 Dexterity (Stealth)
+0 Magic
+2 Perception (Tracking)
+5 Strength (Claws, Jumping)
+2 Willpower (Courage)
Melee Bite +3 (1d6+8), Claws +7 (2d6+5)
Favored Stunts: Lightning Attack and Pounce.
Powers
Camouflage: Others suffer a -2 penalty to notice
tigers in tall grass and heavy undergrowth.
Pounce: 2 SP, After charging, the tiger can make an
attack with its other mode of attack as a free action
on the same target.

Lions are plains and savannah predators, uncommon


in most other environments. They are typically
between five and eight feet in length, and although
somewhat lethargic, are naturally curious about
oddities and are not easily cowed. Lions are sprinters,
not endurance runners and prefer to sneak up on
prey before running it down. Lions live in large
groups, called prides, and typically the females do
the hunting. The statistics above are for an adult
male, a female uses similar statistics but has a speed
of 14.

Tigers are some of the largest and most fierce big cats
known. They stand 3 feet tall at the shoulder, and are
typically 9 feet long and several hundred pounds in
weight. Their natural markings make them excellent
predators in the wild, hiding their movements with
ease in tall grass. They are also strong swimmers and
are unafraid of most everything. If a tiger gains a taste
for eating humanoids, even the tools, weapons and
armor of such prey are not daunting to the beasts.

Bulette
Grade C
Aberrant Monster
Defense 11, AR 8
Health 73, Speed 14, Burrow 5
Senses Night Vision, 360 Degree Touch (20 yards)
-2 Communication
+5 Constitution
-3 Cunning
+2 Dexterity (Bite, Initiative)
+0 Magic
+2 Perception (Smelling, Tracking)
+7 Strength (Jumping)
+1 Willpower (Self-Discipline)
Melee Bite +4 (2d6+10), Claws +7 (2d6+7)
Favored Stunts: Dual Strike and Lightning Attack.
Powers
Silent Tunneler: Bulettes gain a +4 bonus to Dexterity
(Stealth) while burrowing. This does not apply to 360
Degree Touch senses.

Boar
Grade E
Beast
Defense 11, AR 3
Health 30 Speed 12
Senses Night Vision
-2 Communication
+3 Constitution (Running)
-2 Cunning
+0 Dexterity
+0 Magic
+1 Perception (Smelling, Tasting)
+3 Strength
+2 Willpower
Melee Gore +2 (2d6+2)
Favored Stunts: Dual Strike and Ferocious Charge.
Powers
Ferocious Charge: 2 SP, After charging an opponent,
the Boar deals an additional 1d6 damage to the
target, and knocks the target prone.

Bulettes, or landsharks, are powerful, brutish


leviathans that prefer to burrow through the earth,
and burst out above to attack. They crave the meat of
horses, mules, donkeys and other such herbivores,
and can seemingly smell them from beneath the
ground. They are 8 to 11 feet tall at the shoulder, with
an arched back, and an 18 foot length, ending in a
thick stunted tail. All of this is encased in dense,
boney plates including the pointed nose, and the
sharp tooth filled maw. While they crave horses, they
will eat just about anything except Dwarves
(apparently having to do with Dwarven armor alloys)
and Elves, which are somehow repellant to the
creatures.

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


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

10

Carrion Crawler
Grade D
Aberrant Monster
Defense 13, AR 3
Health 35, Speed 6, Wall Crawler
+0 Communication
+3 Constitution
-3 Cunning
+3 Dexterity (Tentacles)
+1 Magic
+3 Perception
+3 Strength
+1 Willpower (Morale)
Melee Bite +3 (2d6+3), Tentacle +5 (3*)
Favored Stunts: Lightning Attack and Skirmish.
Powers
Touch Attack [Paralyze]: Those hit by the tentacle
must test [Constitution(Stamina) : TN 12] or be
paralyzed for 1d3+1 rounds.

Chameleon Man
Grade D
Draconic Humanoid
Defense 14, AR 3 (-0 Penalty)
Health 20, Speed 14
+2 Communication
+0 Constitution (Running)
+0 Cunning (Navigation)
+3 Dexterity
+2 Magic
+2 Perception
+0 Strength (Spears)
+1 Willpower (Morale)
Melee Spear +2 (1d6+3), Club +0 (1d6), Dagger +1
(1d6+1/2)
Favored Stunts: Seize the Initiative and Vanish.
Weapon Groups: Brawling, Spears, Staves.
Powers
Blending: Chameleon Men that do not move gain +3
to Dexterity (Stealth) tests.
Dimension Shift: Chameleon Men can use a Major
action to transport themselves and their carried nonliving gear into a nearby dimension or back again.
Vanish: 1 SP, Chameleon Men can instantly
disappear and reappear up to 5 yards away.
Equipment: Club, Dagger, Spear

Carrion Crawlers are aberrations reportedly created


by rampant magical experimentation in the distant
past. They are unintelligent creatures that scour
deserted ruins for food. When they happen upon
living creatures, they often attempt to paralyze them
and kill them once immobile. They not only consume
most any type of organic matter to live, but will turn
large amounts of corpses and other waste into nests
for their eggs.

Chameleon Men are a magical race of humanoids


that are 7 feet tall and universally wiry in build. From
a distance, if spotted they appear to be primitive
natives wearing loin cloths, and carrying spears and
other tools. Up close it is possible to discern that
their skin is covered in a fine coat of scales, usually
presented in a variance of iridescent colors.
The tribes of the chameleon men are most often
found in the Wallara region of the Savage Coast, but
chameleon men on Journey can be encountered
anywhere. As a rule they are isolationists who prefer
to be left alone and ignore other humanoids. They
speak Draconic.
In their settlements, Chameleon Men make magical
shrines native to the environment called tookoo. In
caves, it may be a beautiful grotto, in a forest a
wondrous tree. Whatever its form, it radiates strong
arcane magic. If the discarded skin of a chameleon
man, which is shed once a year, is placed in the
tookoo there is a good chance (4 out of 6) that a
young adult sized chameleon man will be born.
These young ones grow to adulthood after 2 months.
As these grottos are so important, Chameleon Men
are extremely reticent to give them up to invaders.

11

Centaur
Grade E
Fey Humanoid
Defense 13, AR 0
Health 35, Speed 15
+1 Communication
+3 Constitution (Stamina)
+0 Cunning (Natural Lore)
+3 Dexterity (Bows)
-1 Magic
+3 Perception (Seeing)
+5 Strength
+2 Willpower
Melee Battle Axe +5 (2d6+5), Kick +5 (1d6+5)
Ranged Long Bow +5 (1d6+6, 26/52 yards)
Favored Stunts: Defensive Stance and Skirmish.
Weapon Groups: Axes, Bows, and Brawling
Talents: Archery Style (N), Armor Training (N)
Equipment: Battle Axe, Long Bow, Quiver, Pack

and while some are peaceful, others can be very


aggressive to perceived threats on their homelands.
Centaurs speak their own dialect of Sylvan and
usually also speak a local human tongue.

A centaur is a sylvan creature that looks like


the torso and upper body of a human bonded
to the body of a horse, replacing the
head. Centaurs possess slightly
pointed ears, much like elves, and
while dark hair and eyes are
common, they are not exclusive
to this race. Furthermore the
color of a centaurs hair is not
tied to the color of the fur that
covers its equine portion, nor
the color of its tail.
Centaurs live primarily in forests
and plains, and prefer ranged
combat with strike and fade
tactics, taking advantage of their
excellent speed as well as their
propensity to be master archers.
Most centaurs are unafraid to
engage in physical combat as
well however, and are often
regarded as the chief
protectors of their woodland
homes by the other intelligent
creatures that live there.
They are isolationist, and
fiercely protective of their
tribal communities. Centaurs
have little use for the written
word and maintain an oral
tradition of ancestral history
and knowledge. Above all
else centaurs are independent

12

Choker
Grade E
Aberrant Humanoid
Defense 14, AR 2
Health 22 Speed 9, Wall Walker
Senses Dark Vision (-1 in light)
-1 Communication
+1 Constitution
-2 Cunning
+3 Dexterity (Initiative)
+0 Magic
+1 Perception
+2 Strength (Might)
+0 Willpower
Melee Tentacle +3 (1d3+2)
Favored Stunts: Disarm and Quick Grapple.
Weapon Groups: Brawling
Powers
Hide in Wait: When hiding along the wall of a cavern
or other gray rocky area, others suffer a -2 penalty to
notice a Choker.
Quick Grapple: 2 SP, When making an attack on a
target, the Choker can automatically obtain a
grapple. The target must succeed at a Strength
(Might) test versus the Chokers Strength (Might) to
break free.
Strangulation: A Choker which is grappling a foe may
spend a Major action to do 2d6 damage to it. This is
considered penetrating damage against those wearing
armor, rather than having their own Armor Rating.
While being strangled the target is at -1 to all actions.

information. While they are tenacious enough to


ambush lone attackers carrying weapons, they are
not particularly brave, and most would be victims
make enough noise and trouble for the chokers to
crawl away.

Chokers are unusual humanoids that live


underground and have plagued dwarven settlements
for centuries. They are found in cave systems and
throughout the Shadowdeep. Chokers resemble
humanoids with long sinuous necks and arms and
legs that are extremely long and flexible. Their limbs
are like tentacles, and have no bones in them. They
have gray skin that resembles rock, and their limbs
end in webbed digits that sport sharp barbs on their
undersides. In terms of their main bodies they are no
larger than halflings, but their limb lengths more than
make up for this. In total bulk a choker is roughly the
same size as a human, with the majority of that being
its limbs.
These creatures are not very intelligent but possess a
primitive language, and may know a smattering of
phrases in other languages such as Dwarven. They
tend to skulk about, clinging to walls and cavern
roofs waiting for lone prey to pass by. They then drop
onto them, grapple them, strangle them to death and
drag off the bodies. Legends tell that chokers can be
bribed with food to either go away or provide

13

Crocodile
Grade E
Beast
Defense 11, AR 2
Immunities Drowning
Health 35, Speed 9, Swim 11
Senses Night Vision
-2 Communication
+3 Constitution (Swimming)
-2 Cunning
+1 Dexterity (Brawling, Stealth)
+0 Magic
+1 Perception
+4 Strength
+0 Willpower
Melee Bite +1 (1d6+7), Tail +3 (1d6+7)
Favored Stunts: Death Roll and Knock Prone.
Powers
Death Roll: 3 SP, A Crocodile can roll with a victim
it has grappled with its bite while in water. The
victim takes 1d6+7 damage and suffers a -2 penalty
to all actions until the end of the Crocodiles next
turn, especially contested Strength (Might) to
escape the grapple.
Stillness: Crocodiles in water can be perfectly still,
with only their nostrils and eyes visible. They gain a
+3 bonus to Dexterity (Stealth) checks in such
circumstances.
Crocodiles are quadrupedal, reptilian predators that
are found in tropics near fresh water areas, and
wetlands. They can even be found near desert areas
as long as there is a river or other large source of
water. Crocodiles have great jaw strength which
accounts for vicious biting power, but their mouths
can be wrestled closed removing their greatest
combat asset. This is usually not an issue because
most crocodiles attack prey from stealth, springing to
action after being discounted as a floating log in the
water. That said, while they will leave the water and
travel on land, and have been known to run after
prey, crocodiles are still opportunistic creatures and
prefer their prey come to them. The average crocodile
is approximately six feet long, but they can easily
grow to 15 feet in length if they are very old, and
well fed.

14

Decapus
Grade E
Aberrant Monster
Defense 12, AR 2
Health 32 Speed 3, Climb 10, Wall Walker
Senses Dark Vision (20 yards)
+0 Communication
+2 Constitution
+0 Cunning
+1 Dexterity (Brawling, Stealth)
+0 Magic
+2 Perception
+2 Strength
+1 Willpower
Melee Bite +1 (1d6+2), Tentacle +3 (1d3+2)
Favored Stunts: Quick Grapple and Lightning Attack.
Powers
Constriction: A decapus can deal 1d3+2 damage to a
target it is grappling with a Minor action. This
damage is penetrating if the target is wearing armor.
Quick Grapple: 2 SP, After successfully making a
tentacle attack on a target, the Decapus can
automatically obtain a grapple. The target must
succeed at a Strength (Might) test versus the
Decapus Strength (Might) to break free.
Tentacle Onslaught: Decapuses can attack with two
tentacles per Attack Action, although they cannot
attack the same target with both tentacles.

A decapus is an intelligent, hideous creature with ten


tentacles, a bulbous body and a gaping maw. They
live in foersts, ruins, and caves. In warmer climes
they have little hair on their bodies, and in cold
climes, much more.
The creatures swing from handhold to handhold with
great speed and agility, but must always maintain a
grip with a at least one tentacle in order to effectively
move. While they are intelligent creatures, they do
not possess the ability to speak humanoid languages.
Their intelligence has been confirmed in their
outright cunning which is higher than animal
intelligence, and their cruel natures.
Decupuses are solitary creatures meeting rarely and
mostly to mate. After the female bears a litter of a
dozen babies, she abandons them in a secluded area
to fight amongst themselves to survive. It is theorized
that the clacking noises they make are a form of
language, but so far only magical communication has
proven useful in conversing with the monsters.
There are marine varieties of the creatures, but they
share the same combat statistics, but have no need to
support their weight.

15

Dire Wolf
Grade D
Beast
Defense 12, AR 0
Health 49, Speed 17
Senses Night Vision
+0 Communication
+3 Constitution (Running)
-1 Cunning
+2 Dexterity (Bite, Stealth)
+0 Magic
+2 Perception (Smelling, Tracking)
+5 Strength
+2 Willpower
Melee Bite +4 (1d6+5)
Favored Stunts: Knock Prone and Skirmish.

through extreme fear in the latter case. No dire wolf


would be afraid of a goblin, but few orcs can spare
the compassion to properly train a wolf pup to
adulthood and instill a sense of loyalty in it.
Displacer Beast
Grade D
Aberrant Monster
Defense 13, AR 2
Health 40, Speed 12
Senses Dark Vision (-1 in light)
+0 Communication (Deception)
+4 Constitution
+0 Cunning
+3 Dexterity (Acrobatics, Stealth)
+2 Magic
+1 Perception (Hearing, Seeing)
+5 Strength (Tentacle)
+2 Willpower
Melee Bite +3 (1d6+7), Tentacle +7 (1d6+5)
Favored Stunts: Defensive Stance and Lightning
Attack.
Powers
Displacement: The creature generates a magical
illusion that obscures its true location. This provides it
a +3 Defense against ranged fire, and a 50% chance
that a melee attack will miss. (Decide each round
before attacks are rolled whether Even Number, Odd
Numbers, 4 or better or 3 or less will hit, and
examine the attacker's dragon die)

Dire Wolves are larger and more ferocious creatures


than normal wolves. They are semi-intelligent, and
because of this intelligence, they tend to be
competitive, selfish, and cunning. Dire Wolves hunt
big game in extremely small packs, or alone, or they
hunt in fairly large packs but go after entire herds of
animals. Once they have corralled their prey and
brought it down, it is not uncommon for these
creatures to fight over which of them eats first, given
that the first one to eat from a carcass keeps all the
meat for themselves until they are done with that
carcass.
Goblins and orcs sometimes train dire wolves as war
mounts. This usually works best in the former case
when they bond with the animal from birth and

A displacer beast is an ugly looking creature that


resembles a black panther with a long torso, four
forelegs, two back legs, and tentacles that sprout from
the upper back and end in wide pads that sport blunt
spines on the underside. Their oddest trait is that they
are never actually where they appear to be,
presenting an illusion that they are displaced by a
matter of feet in some random direction. This illusion
changes all the time, and thus they are hard to hit
with melee or ranged attacks.
Displacer beasts are lethargic, which accounts for
their low land speed considering their size and sixlegged anatomy. In personality they are
predominately cruel, but have tendencies to let
persistent or powerful prey get away. While they view
humanoids as food sources, displacer beasts are still
intelligent creatures. They are fully capable of
understanding and speaking humanoid languages,
although they often hide this fact until necessary or
advantageous to reveal it as it causes most
humanoids to underestimate them.

16

Doppleganger
Grade E
Fey Humanoid
Defense 12, AR 0
Immunities Charm, Sleep
Health 40, Speed 11
+3 Communication (Deception, Disguise)
+1 Constitution
+2 Cunning
+1 Dexterity (Brawling, Legerdermain)
+2 Magic (Spirit)
+2 Perception (Empathy)
+2 Strength
+2 Willpower (Self-Discipline)
Melee Fist +3 (1d3+2)
Favored Stunts: varies.
Weapon Groups: All
Powers
ESP: As Hear Thoughts spell [Willpower (SelfDiscipline) test : TN 14.
Shape Change [Alteration]: Doppelgangers can use a
Minor action to change into a physical duplicate of
any humanoid they can see, including nonmagical
versions of their equipment. They raise their
Constitution, Dexterity and Strength to the target's
rating if it is better. This change may not be dispelled,
but will unravel when the creature dies.
Equipment: Varies

Dragon
Dragons are reptilian creatures of legend that hold
the most inherent magical power of any natural
creatures throughout the world. They start out with
various immunities, and the ability to project an
elemental breath weapon. Slowly they mature over
centuries to gain size and the abilities of imposing
stature backed by magically projected fear, and the
ability to use spells. Furthermore, their capabilities
and long life mean they tend to gather together vast
hoards of magical items and knowledge. After all,
there is no reason a dragon cannot cast a ritual once
it can cast a spell, so many dragons have impressive
libraries as well.
The only reason that dragons do not rule every corner
of Mystara is because their culture, and personalities
wont allow them to work together in true unity. That
and their varying ethos tend to stifle such
camaraderie. Most dragons are solitary creatures that
if they did seek companionship would not seek it
from an equal, but rather from lesser beings. For a
treatise on Mystaran dragon society and culture,
including the Ceremony of Sublimation, you should
look into History of Dragons or other texts available
from the Vaults of Pandius (http://pandius.com).

Doppelgangers are cruel creatures with a deep


obsession to fit in. They have the supernatural ability
to assume the physical appearance of any humanoid
of roughly human size. They are driven to replace
individuals and live out portions of their lives, only
moving on when they have become sufficiently
bored with playing a mundane role, a greater
opportunity for deception presents itself, or they are
found out. This replacement is most often
accomplished by killing the individual to be
replaced.
Doppelgangers are capable of learning any skill
available to other humanoids in a traditional sense,
including divine or arcane magic. However, they do
not have the patience to master crafts, thus they
usually have no noteworthy or magical skills of their
own. They are capable of cheap mimicry of most
skills, but true dedication for years is beyond their
attention span.

17

Draconic Combat

developed by this stage and they are no longer


innocent or naive.

Besides all of their immunities, stunt choices and


powers, dragons have a unique physiology including
tails, strong limbs, a sinuous neck, and wings. This
allows them to perform any of the following unique
stunts at the age categories listed. These are
considered to be special stunts, but are more
dependent upon the size of the dragon than anything
else.

At age 100 they become Young Adults, and at age


300 they become Adult Dragons, a stage they will
stay at for centuries. Finally they become Elder
Dragons at Age 1000 and older. Elder Dragons can
live for up to 3000 years, with many centuries spent
sleeping thrown in they can even reach 5000 or more
years of age.

Any Age

Young Dragons

Grade D

Draconic Monster
Defense 13, AR 5
Immunities Paralysis, Sleep
Health 50, Mana 15, Speed 14, Fly 35
Senses Dark Vision (40 yards)
+0 Communication
+3 Constitution (Stamina)
+0 Cunning
+2 Dexterity (Bite, Initiative)
+2 Magic
+2 Perception (Smelling)
+2 Strength (Claws, Jumping)
+1 Willpower
Melee Bite +4 (1d6+5), Claws +4 (2d6+2), Tail +2
(1d6+2)
Favored Stunts: varies
Powers
Breath Weapon: Dragons can breathe deadly
energies or substances on targets. They have to
charge their breath weapon using Minor actions, and
may then use it with a Major action. A Young Dragon
can only charge its breath weapon once. The dragon
can hold a charged breath weapon for a number of
rounds equal to its Constitution, and must use it or
lose it after that. All targets in the affected area are
damaged, but those who succeed at a Dexterity
(Acrobatics) test versus a TN equal to 10 + the
dragons Magic take only half damage.

Swoop: 3, The Dragon flies down onto its groundbased opponents and deals damage with its claws. If
it has the necessary strength it also carrying aloft an
adjacent creature in its claws. Adult sized dragons
can pick up two normal humanoids or one horsesized creature.

Young Adult and Older


Crush: 3, The Dragon literally lands on its targets,
dealing its Bite damage to every eligible target as per
a Dual Strike. A Young Adult dragon can assault two
adjacent targets. An Adult dragon can assault all
targets within a 3 yard radius. Older dragons assault
all targets within a 6 yard radius.
Kick: 2, The Dragon lashes out and knocks prone a
single victim. The target must succeed at Constitution
(Stamina) vs 7+Dragons Strength or suffer a -1
penalty to all actions the following round.
Tail: 3+, The dragon sweeps its tail and knocks an
opponent down with such force that they lose grip on
their weapons. Effectively is a combined Knock Prone
an Disarm stunt. For every stunt point expended
beyond the base 3, the Dragon can target another
adjacent enemy. Resolve this as per Dual Strike with
the original attack compared to the Defense of all
targets.

Age Categories and Age


Dragons live for exceedingly long times, and I have
classified them into four life stages for ease of use as
adversaries. All dragons start out as wyrmlings once
they hatch. These are relatively harmless creatures.
However, once they grow to become dangerous they
are Young Dragons, from age 16 or so.

A young dragon is about the size of a man in terms of


total bulk, and space, measuring some 8 feet in total
length, although Reds and Golds can be larger still.
Dragons of this age category are larger than
wyrmlings and are just starting to establish their
hunting grounds and territories away from their
parent. All dragons speak Draconic, but may also
know a human language. Dragons are voracious
learners and may hunt for knowledge as well as
power when seeking magic items or tomes at this
age, which is roughly 16 years to 100.

An altercation with wyrmlings is often a slaughter, or


a chase, depending on whether the dragons are
initiating the conflict or not, as well as if they
perceive the enemy as a threat. Once they are the
size of men however, dragons are a tangible threat to
the well-being of any creature. Their cunning has also

18

Note: Spellcasting dragons have 2 undecided spells


which should fit the particular wyrms personality
and goals.

most envoys as food at best, as entertainment or


interlopers at worst.

Black Dragon
-1 Cunning
+10 Health
Focuses: Constitution (Swimming) and Dexterity
(Stealth).
Favored Stunts: Dual Strike and Knock Prone.
Breath Weapon [Corrosive]: Acid spray in a line 20
yards long. 3d6+3 damage.
Immunities: Corrosive, Drowning
Spells(1): Arcane, Spellpower 12. Black Dragons
often know the Obscuring Darkness spell.
Black Dragons, also known as Swamp Dragons, are
fond of marsh lands and lake areas for their homes.
Most black dragons are selfish, and fiercely
independent. They are not particularly curious, and
are considered boorish by other dragons. They also
tend to desire power, but seem lethargic in attaining
it. Only the most ambitious blacks venture far from
their territories or involve themselves in dragon or
humanoid politics. Allying with a black dragon is a
feat not because the dragon is likely to refuse, but
because they are unpredictable, and will often call it
off at a moments notice.

White Dragon

Blue Dragon

-1 Constitution, -1 Cunning, +1 Dexterity


Defense 14, Bite +5, Tail +3
Focuses: Constitution (Swimming) and Perception
(Searching).
Favored Stunts: Mighty Blow and Skirmish.
Breath Weapon [Cold]: Cone of cold 10 yards long
by 5 yards wide at the end. 2d6+2 penetrating
damage.
Ice Walking: Can crawl along surfaces rimed in or
made of ice without failure.
Immunities: Cold
Vulnerabilities: Fire +1d6

+1 Cunning, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+15 Health
Focuses: Communication (Bargaining) and Cunning
(Arcane Lore).
Favored Stunts: Disarm and Lightning Attack.
Breath Weapon [Electricity]: Bolt of Lightning 20
yards long. 2d6+3 penetrating damage.
Immunities: Electricity
Spells(1): Arcane, Spellpower 12. Blue Dragons
often know the Gust of Wind spell.
Blue Dragons, also known as Sky Dragons or Storm
Dragons, tend to prefer warm climates and either
mountainous cave lairs, hills or badlands regions,
usually near deserts. Blues are curious and thirst for
knowledge with a passion. Many attacks by blues
have been averted thanks to an offer of a rare tome as
a gift for the dragons trove. Blue dragons are rarely
cruel, but never altruistic either. One may show up to
observe some event playing out in history, and be
content to merely watch, or it may engage in
experiments and cause havoc with its presence and

White Dragons, also called Ice Dragons or Glacial


Dragons, are found only in the coldest of climes.
They prefer mountain caves and peaks to make their
lairs. White dragons are pragmatic and take a very
neutral stance on lifes decisions. They are the most
bestial of true dragons, hunting for food in their cold
landscape, and not concerning themselves much
with higher thought. Motivating a white dragon to
provide gifts of knowledge, assuming it knows
anything, or ally with a cause is difficult. If the threat
has left the dragon alone, as it should, the white sees

19

actions. Still, it is easiest to reason with a blue dragon


of all the chromatic dragon types.

keep a young red in captivity is the greatest insult and


the dragon will do anything to escape. Once free it
will escape or exact revenge on its captor with no
regard for anything nearby or in the way.

Green Dragon
+1 Communication, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+20 Health
Focuses: Communication (Deception) and
Perception (Empathy).
Favored Stunts: Defensive Stance and Seize the
Initiative.
Breath Weapon [Corrosive / Poison]: Cloud of Gas
5 yards radius. 2d6+3 penetrating damage.
Immunities: Drowning, Poison
Spells(1): Arcane, Spellpower 12. Green Dragons
often know the Charm Being spell.

Gold Dragon
+1 Cunning, +1 Magic, +1 Strength
Bite (1d6+6), Claws (2d6+3), Tail (1d6+3)
+30 Health
Focuses: Communication (Disguise), Cunning
(Healing) and Constitution (Swimming).
Favored Stunts: Pierce Armor and Skillful Casting.
Breath Weapon [Fire or Corrosive / Poison]: Cone
of Fire 10 yards long by 5 yards wide at the end or
Cloud of Gas 5 yards radius. 3d6+3 (fire) damage
or 2d6+3 (gas) penetrating damage respectively.
Immunities: Drowning, Fire
Shape Change [Alteration]: Gold Dragons can
transform themselves into any mundane form,
humanoid or beast. This is a physical
transformation, so the dragons physical Abilities
lower to acceptable levels for the form assumed.
Spells(2): Arcane, Spellpower 13. Gold Dragons
often know the Heroic Aura and Light spells.
Vulnerabilities: Cold +1d6

Green Dragons, also known as Forest Dragons, prefer


to live in wooded areas. They are equally at home in
cave structures within woods, sleeping on the forest
floor, or at the bottom of a river. Green dragons are
cruel and controlling. They enjoy manipulation, and
if they can seize control of one life and ruin countless
others without lifting a wing, so much the better. In
some cases they take action simply to foment chaos,
which is highly entertaining to them. If a strong
enough threat is present, a green will ally with lesser
creatures, but such an alliance is dangerous because
the self-centered greens will rarely sacrifice their own
health for the cause.

Gold Dragons are considered by other dragons to be


curiosities at best and inferior dragons at worst. This
latter assessment could not be more wrong, as they
are the strongest of dragons. Gold dragons like to live
in interesting places, usually a cave system with a
large central cavern, but can be found anywhere,
including in a castle with a very large treasure trove
room, surrounded by servants of all kinds. Golds tend
to have a wide variance in personality, but in general
they are honorable. Some may be altruistic, others
may be harmonious or even mercenary, but their
word will always be their bond.

Red Dragon
+1 Magic, +2 Strength
Bite (1d6+7), Claws (2d6+4), Tail (1d6+4)
+25 Health
Focuses: Strength (Intimidation).
Favored Stunts: Dual Strike and Mighty Blow.
Breath Weapon [Fire]: Cone of Fire 10 yards long
by 5 yards wide at the end. 3d6+3 damage.
Immunities: Fire
Spells(1): Arcane, Spellpower 13. Red Dragons
often know the Arcane Eye spell.
Vulnerabilities: Cold +1d6
Red Dragons, called Fire Drakes or Mountain
Dragons, prefer to live in hills or mountainous areas,
usually inside caves. Red Dragons are cruel and
avaricious, forever craving money, power and
notoriety. They are the most likely to mercilessly raid
an area and the least likely to reason with lesser
creatures. Reds are egomaniacal, and do not credit
threats other than older dragons. The only sort of
relationship a red will foster with other thinking
creatures is a master / slave relationship. Thus, to

20

Young Adult Dragon

Grade C

Draconic Monster
Defense 13, AR 6
Immunities Paralysis, Sleep, Dragon Frightful
Presence
Health 90, Mana 24, Speed 16, Fly 45
Senses Dark Vision (40 yards)
+2 Communication
+4 Constitution (Stamina)
+2 Cunning
+3 Dexterity (Bite, Initiative)
+4 Magic
+2 Perception (Smelling)
+5 Strength (Claws, Jumping)
+2 Willpower
Melee Bite +5 (2d6+8), Claws +7 (2d6+5), Tail +3
(1d6+5)
Favored Stunts: varies
Powers
Breath Weapon: Dragons can breathe deadly
energies or substances on targets. They have to
charge their breath weapon using Minor actions, and
may then use it with a Major action. The number of
charges is a multiplier to the damage dealt, although
a Young Adult can only charge his breath weapon
twice. The dragon can hold a charge for a number of
rounds equal to its Constitution, and must use it or
discharge after that as a forced Minor action. All
targets in the affected area are damaged, but the
target(s) which succeed at a Dexterity (Acrobatics)
test versus a TN equal to the dragons Spellpower take
only half damage.
Frightful Presence: Dragons on the attack, initiating
surprise or flying overhead generate fear. Those who
experience this presence must succeed at Willpower
(Courage) tests versus TN 15 or cower and run. Those
who fail by 5 or more are paralyzed with fear for a
number of rounds equal to 8 minus their Dragon Die.
Those who succeed are unaffected by that dragons
fear for the rest of the encounter.

Black Dragon
-1 Cunning
+10 Health
Focuses: Communication (Deception), Constitution
(Swimming) and Dexterity (Stealth).
Favored Stunts: Dual Strike and Knock Prone.
Breath Weapon [Corrosive]: Acid spray in a line 20
yards long. 3d6+7 damage.
Immunities: Corrosive, Drowning
Spells(1): Arcane, Spellpower 14. Black Dragons
often know the Obscuring Darkness and Sleep
spells.

White Dragon
-1 Constitution, -1 Cunning, +1 Dexterity
Defense 14, Bite +6, Tail +4
Focuses: Constitution (Swimming) and Perception
(Searching).
Favored Stunts: Mighty Blow and Skirmish.
Breath Weapon [Cold]: Cone of cold 10 yards long
by 5 yards wide at the end. 2d6+6 penetrating
damage.
Ice Walking: Can crawl along surfaces rimed in or
made of ice without failure.
Immunities: Cold
Vulnerabilities: Fire +1d6

Dragons in the Young Adult category range in ages


from 100 to 300 years of age. By this time the
creature has grown to the size of an elephant or
larger, easily measuring 18 or more feet in length.
Their personalities are the same, although they have
every right to be more confident than young dragons.
Even the weakest young adult can lay waste to an
entire settlement by itself, and possibly escape
unscathed.

21

Favored Stunts: Pierce Armor and Skillful Casting.


Breath Weapon [Fire or Corrosive / Poison]: Cone
of Fire 10 yards long by 5 yards wide at the end or
Cloud of Gas 5 yards radius. 3d6+7 (fire) damage
or 2d6+7 (gas) penetrating damage respectively.
Immunities: Drowning, Fire
Shape Change [Alteration]: Gold Dragons can
transform themselves into any mundane form,
humanoid or beast. This is a physical
transformation, so the dragons physical Abilities
lower to acceptable levels for the form assumed.
Spells(4): Arcane, Spellpower 15. Gold Dragons
often know the Heroic Aura, Light and Shards
spells.
Vulnerabilities: Cold +1d6

Blue Dragon
+1 Cunning, +1 Strength
Bite (2d6+9), Claws (2d6+6), Tail (1d6+6)
+15 Health
Focuses: Communication (Bargaining), Cunning
(Arcane Lore) and Strength (Intimidation).
Favored Stunts: Disarm and Lightning Attack.
Breath Weapon [Electricity]: Bolt of Lightning 20
yards long. 2d6+7 penetrating damage.
Immunities: Electricity
Sound Imitation: Blue Dragons can mimic any
voice they have heard, fooling listeners with a
Communication (Deception) check to which they
gain a +3 bonus.
Spells(2): Arcane, Spellpower 14. Blue Dragons
often know the Gust of Wind and Shock spells.

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

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

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

22

Dragonne
Grade D
Draconic Beast
Defense 13, AR 3
Health 55, Speed 15, Fly 12
Senses Night Vision
+1 Communication
+3 Constitution
-1 Cunning
+3 Dexterity (Initiative)
+1 Magic
+1 Perception (Smelling, Tracking)
+4 Strength
+0 Willpower
Melee Bite +3 (1d6+4), Claws +4 (2d6+4)
Favored Stunts: Lightning Attack and Pounce.
Powers
Pounce: 2 SP, After charging, the dragonne can make
an attack with its other mode of attack as a free
action on the same target.
Roar [Sonic]: Dragonnes can roar as a Major action.
Non-dragonnes who hear the roar, all within 40
yards, who do not succeed on a Constitution
(Stamina) test must flee as if they failed a morale
check. Those within 10 yards are deafened as well for
1d6 rounds. A Dragonne cannot roar the round
following a use of this power.
A dragonne is a creature that appears to be a small
gold dragon at a distance, including the wings and
tapered tail, but upon closer inspection it is found to
have the head of a lion, albeit one covered in scales,
including a mane of scaly fronds for the males of the
species. They are wild beasts, and their roar makes
them difficult to attempt to train.

23

Dryad
Grade D
Fey Humanoid
Defense 14, AR 0, Enchanted
Vulnerabilities Cold Iron
Health 20, Mana 16, Speed 13
+4 Communication (Animal Handling)
+0 Constitution
+2 Cunning (Natural Lore)
+3 Dexterity (Stealth)
+3 Magic (Creation)
+1 Perception (Searching)
+0 Strength
+2 Willpower
Melee Staff +3 (1d6+1)
Ranged Long Bow +3 (1d6+4, 26/52 yards)
Favored Stunts: Disarm and Skillful Casting.
Weapon Groups: Bows, Brawling, Staves
Talents: Creation Magic (N)
Powers
Enchantment [Charm]: As Charm Being spell
[Willpower (Self-Discipline) test : TN 13].
Spells (2): Divine, Spellpower 13, 3 spells.
Tree Meld: Dryads can enter or leave their tree as a
free action. They can take any number of people with
them as they do.
Equipment: Long Bow, Quarterstaff

Charm enemies into leaving and going on deadly


adventures, such as entering nearby bear caves alone,
or attacking small dragons. They will also use their
spells to protect their trees, or attack directly.
The only other time a dryad is likely to use her
Enchantment power is if she has taken a liking to an
attractive humanoid, and her advances have been
rebuffed. Usually she will tire of the character within
a decade or less and eject the character who will
have no memory of his years of absence.
Dryads know druidic magic and usually have
mastered the Find the Path, Plant Growth, and
Summon Swarm spells (usually wasps, bees, ants or
some other insect that doesnt harm trees). Advanced
Dryads also tend to know the Summon Creature,
Plantform Curse (as Beastform Curse), and Plantform
(as Beastform) spells.
Characters transformed into plants can sense what
occurs around them in 360 degrees, but cannot move
or speak humanoid languages. Characters who spend
an entire lifetime in the form of a plant will
experience death, limbo, and then be reborn from
one of the plants seeds, usually in a much different
place. If the dryad meant to teach the character a
lesson, he will be reborn under her care and she will
transform him back after
no more than half the
new life cycle.

Dryads are nymphs that live in the wilds and meld


themselves to trees. The dryads tree is unremarkable
from the outside, and does not radiate a supernatural
aura of any kind. It will however be in good health if
the dryad is in good health, or look diseased if she is
afflicted. Their life forces are tied together. As a dryad
may only separate her life force from her tree with a
lengthy ritual, she is loath to leave it. Dryads speak
Sylvan, and often know local human tongues as well.
The dryads tree is like a good friend, a home, and a
constant companion. A dryad that travels more than
300 yards away from her tree immediately takes 1d6
damage. She takes this damage again every hour
until she returns or she and the tree die.
The interior of the tree appears to be a house made
entirely of living wood, more so than even the most
rustic Elven dwelling. It is always large enough to
accommodate the Dryad and all visitors, and
provides warmth, food and drink. Few ever see the
interior of a Dryads home unless they have entered
into a relationship, whether willing or not.
Dryads are fanatically protective of their trees and the
wilderness they inhabit in general, but are often nonviolent by nature. This means that they will often

24

Whirlwind: 3 SP, All creatures adjacent to the


Elemental must succeed at a Dexterity (Acrobatics)
test vs 15 or be swept up in a whirlwind as its body
expands and the high speed winds buffet everything.
Targets will be thrown a number of yards equal to
half the Dragon Die and be knocked prone.
Windy Touch: Anything the elemental touches is
buffeted by winds, so liquids disperse and torches
will blow out. Larger fires, such as bonfires will flare
in intensity however.

Elemental
Elementals are the most common denizens of the
elemental plane. They vie for dominance with
Genies, Aerial Servants, Invisible Stalkers, and other
intelligent members of their home plane. As they are
also opposed to one element and dominant over
another, they are often viewed as in constant conflict
with creatures from outside their district as well.
The statistics below only apply to summoned
Elementals. Elementals on their own planes have
different Abilities, Focuses, Health totals, and may
have Spell casting abilities.

Air Elementals are swirling


masses of wind that
stay about a
central locus,
taking a
whirlwind
shape. They
may also
form more
complex and
menacing shapes when in
motion, or angry. Air
elementals can move about
anywhere except through
large bodies of water. To
move through earth they
must dig, and create a tunnel
tall enough to contain their
mass. If an air elemental is
trapped underground with no
tunnel out, it immediately
returns to its home plane.

The vast majority of elemental citizens have lives and


experience as full as those of prime material plane
peoples, but when summoned their knowledge is
bottled up along with the bulk of their will. Advanced
summoners may occasionally get an elemental with
Focuses in Brawling, or specific knowledge. All
Elementals speak Elemental Common, and have
dialects based on their origin district.
Elementals can generate multiple arms to carry, hold
or manipulate things, but they do not gain any extra
attacks per round by doing so. Elementals do not
usually have any knowledge of humanoid
constructions or culture, so if ordered to retrieve a
valuable painting it will undoubtedly destroy the
artwork in the process. This also means that they do
not necessarily understand traps, or humanoid
frailties.

Earth Elemental, Lesser


Grade C
Elemental Monster
Defense 10, AR 6, Enchanted
Immunities Earth
Vulnerabilities Fire x2, Water
Health 63, Speed 7, Burrow 10
Senses Dark Vision
-1 Communication
+1 Constitution
-1 Cunning
+0 Dexterity
+5 Magic
-1 Perception
+9 Strength
+2 Willpower
Melee Slam +0 (2d6+9)
Favored Stunts: Dual Strike, Lethal Blow, Quake
Quake: 3 SP, All creatures within 3 yards of the
Elemental must succeed at a Dexterity (Acrobatics)
test vs 15 or fall prone.

Air Elemental, Lesser


Grade C
Elemental Monster
Defense 12, AR 5, Enchanted
Immunities Electricity, Water, Grapple Attacks
Vulnerabilities Earth x2
Health 49, Speed Fly 30, Hover
Senses Dark Vision
-1 Communication
+0 Constitution
-1 Cunning
+2 Dexterity
+5 Magic
+2 Perception
+7 Strength
+2 Willpower
Melee Slam +2 (2d6+7)
Favored Stunts: Lightning Attack, Mighty Blow,
Whirlwind
Powers

25

+2 Dexterity
+5 Magic
+0 Perception
+8 Strength
+2 Willpower
Melee Slam +2 (2d6+8)
Favored Stunts: Disarm, Mighty Blow, Vortex
Powers
Quenching Touch: Anything the elemental touches
will be coated with water, which will create issues
due to slipperiness and quench open flames.
Vortex: 3 SP, All creatures adjacent to the Elemental
must succeed at a Dexterity (Acrobatics) test vs 15 or
be drawn in as the elemental becomes a vortex by
spinning its body rapidly. Targets will be drawn in,
become disoriented and then thrown out and
knocked prone. Anyone affected loses the ability to
take actions the next round.

Earth Elementals appear to be large rock or dirt


formations, sometimes in humanoid form, and
sometimes just lumped together shapes. They can
move through the earth without disturbing its
composition or structure, but can dig a tunnel behind
them if they so choose without expending extra time.
They cannot move across a body of water they
cannot step across, but can move below the surface.
Fire Elemental, Lesser
Grade C
Planar Monster
Defense 13, AR 5, Enchanted
Immunities Fire, Earth, Grapple Attacks
Vulnerabilities Water x2
Health 49, Speed 10
Senses Dark Vision
-1 Communication
+0 Constitution
-1 Cunning
+3 Dexterity
+5 Magic
+0 Perception
+6 Strength
+3 Willpower
Melee Slam +3 (1d6+9)
Favored Stunts: Explosion, Lightning Attack
Explosion: 3 SP, All creatures adjacent to the
Elemental must succeed at a Dexterity (Acrobatics)
test vs 15 or be hit with a wave of heat as it expands
its body momentarily. This deals an additional +1d6
damage to those who are hit by the initial attack.
Fiery Aura [Fire]: The elemental deals an additional
+1d6 Fire damage to anything that it touches or is
touched by it. This can start fires everywhere but at its
base.

Water Elementals can adopt any shape between a


large column of water, a wave held suspended at its
apex or a watery humanoid form or anything inbetween. To move through earth a Water Elemental
must dig a tunnel, but it need not be a large one. A
water elemental trapped in stone, not dirt, will
become agitated, and one that cannot move will
return to its home plane.

Fire Elementals appear to be bonfires that have no


need for fuel. They can generate limbs and eery faces
out of flame if they so choose. Fire Elementals cannot
move through earth or water and must always have a
channel large enough to contain their size or
immediately return to their home plane.
Water Elemental, Lesser
Grade C
Planar Monster
Defense 12, AR 6, Enchanted
Immunities Water, Fire, Grapple Attacks
Vulnerabilities Electricity x2
Health 49, Speed 5, Swim 20
Senses Dark Vision
-1 Communication
+0 Constitution
+0 Cunning

26

Faun
Grade D
Fey Humanoid
Defense 13, AR 0, Enchanted
Vulnerabilities Cold Iron
Health 32, Speed 12
Senses Night Vision
+2 Communication (Performance)
+3 Constitution (Drinking)
+0 Cunning
+2 Dexterity (Stealth)
+2 Magic
+3 Perception (Hearing)
+0 Strength
+0 Willpower
Melee Club +2 (1d6)
Favored Stunts: Defensive Stance and Disarm.
Weapon Groups: Brawling, Staves
Talents: Music (J)
Powers
Pipe Song [Mental/Sonic]: Those who hear the song
become consumed by their foremost impulse (anger,
fear, love, anxiety, confusion, hunger, thirst, lust, etc.)
for 1d6 minutes unless they succeed at Willpower
(Self-Discipline) : TN 12.
Equipment: Club, Pipes

Gargoyle
Grade D
Construct
Defense 11, AR 4, Enchanted
Immunities Poison, Sleep
Vulnerabilities Bludgeoning Damage
Health 40, Speed 12, Fly 20
Senses Dark Vision (40 yards)
-2 Communication
+4 Constitution (Stamina)
-1 Cunning
+2 Dexterity (Stealth)
+2 Magic
+1 Perception (Seeing)
+3 Strength (Climbing)
+0 Willpower
Melee Claws +3 (2d6+3)
Favored Stunts: Lightning Attack and Knock Prone.
Stillness: Gargoyles can stand perfectly still, and are
often mistaken for statues. Those who observe a
gargoyle that is remaining motionless under
observation, suffer a -3 penalty to notice them.
Gargoyles are animate statues, constructed to guard
wizard towers and workshops in ages past, or temple
grounds, kingly treasures etc. Each was created to
guard a location, and usually through abandonment
they exist far beyond the lifespan of their creators.
Because they were specifically created to be creative
in pursuing their task, they slowly gain sentience over
hundreds of years. However, this same quirk is what
makes them vulnerable to mental effects and charm
powers, as they can think, they can be controlled via
magic.

Fauns are smallish humanoids that have the


appearance of lithe bodies, pointed ears, and the legs
of a goat. They often have an independent outlook on
life, but they can be mischievous, almost cruel as
well. As fey creatures, fauns have inherently
supernatural powers, but they are not supernatural
enough to fear rebuke effects.
Universally, all fauns are wonderful musicians with
the pipes, and can be persuaded to play for
enjoyment. Their pipe song is one of the ways in
which they can cause the most trouble
for others however.

Gargoyles can be found in


any abandoned locale.
They inhabit their
original guard site, or
more often slip away
centuries after the
death of their
creators. There are
even cases of
gargoyles working
hand in
hand with
the living
who
populate the location
they guard. Gargoyles
usually speak the
language of their creator, but
often keep their own counsel.

27

Whirlwind Form: The genie can transform itself into a


3 yard diameter whirlwind which does 2d6 damage
to everything it passes over. The genie must return to
solid form after 10 minutes.

Genie
Genies are elemental beings that hail from the plane
of Air or Fire respectively. There may be genies of the
water and earth varieties as well, but they are
unknown to most scholars on Mystara. They are
potent beings, with highly magical abilities allowing
them to carry out miraculous tasks seemingly at will.
In actuality, certain singular elementals can deal
more damage than a genie, and invisible stalkers are
far more stealthy by nature. However, no race
matches the genies for their versatile might.

Djinni appear to be large, eight foot or taller


humanoids with pointed ears, and lower bodies
made of mist. They can form legs if desired, but the
majority of them prefer to hover and have no need of
such. They are highly competitive with efreeti, as well
as other denizens of the Plane of Air, excepting the
Air Elementals. Djini speak Elemental Common with
the Air dialect, and often have a great command of
many mortal tongues. Djinni are fiercely
independent, but also somewhat altruistic.

Djinni, Lesser
Grade C
Elemental Monster
Defense 14, AR 0, Enchanted
Immunities Corrosive
Health 55, Speed 8 Fly 18, Hover
Senses Night Vision
+3 Communication
+2 Constitution
+1 Cunning (Historical Lore)
+4 Dexterity
+4 Magic
+2 Perception
+5 Strength
+3 Willpower
Melee Fist +4 (1d6+5)
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Brawling.
Powers
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a Major
action, but after each magical feat roll 1d6. If the
result is a 1, that wonder cannot be performed again
until the following day.
Create Feast: The genie can conjure enough food and
drink to satisfy a dozen people once per day. The
food spoils after 24 hours.
Create Temporary Goods: The genie can conjure 100
lbs. worth of metallic or stone goods, which dissipate
after an hour.
Create Permanent Goods: The genie can conjure up
to 100 lbs. of wood, paper or cloth goods.
Gaseous Form: Genies can become odorless, pale
mist or gas and move through most barriers. They
must return to solid form after an hour.
Trickery [Illusion]: The genie can conjure an illusion
affecting sight and sound and lasts indefinitely, but
immediately dissipates upon being touched by a
creature with will.

Despite legends, most genies that may be summoned,


or found trapped within magical prisons are
incapable of granting a wish directly. They can
however be very creative in the use of their powers to
achieve the goals of the other party, which they
usually have no choice but to do. Djinni are
suspicious of most mages however because of the
likelihood of bound servitude being the result of any
such dealings with potent mortals.
If encountered on the Plane of Air, they gain
Immunity to Water attacks, and Spell Resistance +2.
They can also see Invisible creatures at will.

28

Efreeti, Lesser
Grade C
Elemental Monster
Defense 13, AR 0, Enchanted
Immunities Fire
Vulnerabilities Cold
Health 65, Speed 8, Fly 12, Hover
Senses Night Vision
+2 Communication (Deception)
+2 Constitution
+1 Cunning
+3 Dexterity (Stealth)
+4 Magic
+2 Perception (Empathy)
+6 Strength (Intimidation)
+2 Willpower
Melee Fist +3 (1d6+6*)
Favored Stunts: Dual Strike and Mighty Blow.
Weapon Groups: Brawling
Powers
Heat Aura [Fire]: The Efreeti deals +2 damage to all it
touches, punches or grapples.
Invisibility: The genie can become unseen with a
Major action and remain so indefinitely. They
become visible if they attack.
Wonders: Genies can perform wonders with a
Major action, but after each magical feat roll 1d6.
If the result is a 1, that wonder cannot be
performed again until the following day.
Create Feast: The genie can conjure enough food
and drink to satisfy a dozen people once per day.
The food spoils after 24 hours.
Create Temporary Goods: The genie can conjure
100 lbs. worth of metallic or stone goods, which
dissipate after an hour.
Create Permanent Goods: The genie can conjure
up to 100 lbs. of wood, paper or cloth goods.
Pillar of Flame Form: Efreeti can turn into a
column of fire which lights flammable objects
on fire and deals 2d6 fire damage to anyone
the Efreeti touches. It can maintain this form for
1 minute, and may not return to Pillar turn
within the same hour.
Trickery [Illusion]: The genie can conjure an
illusion affecting sight and sound and lasts
indefinitely, but immediately dissipates upon being
touched by a creature with will.
Wall of Fire [Fire]: Efreeti may summon up a wall of
roaring flames up to 40 yards in length and 3 yards
high which stays put where placed and lasts for up to
10 minutes. Anything that enters the perimeter takes
1d6 + Magic (4) damage.

can choose to dismiss this clooud as well as to


appear to be human if needed. Normally however,
they sport deep red skin, glowing eyes and an
unbridled arrogance. They are honorable, but cruel
creatures and if given free reign will wreak havoc on
innocents and their summoner if they can get away
with it. Even when controlled, efreeti seek to pervert
the intent of every command given to them.
Efreeti speak Elemental Common with the Fire dialect
and are constantly at war for dominance against all
comers with the exception of the fire elementals, and
bear a special hatred for the djinni.
If encountered on the Plane of Fire, they gain
Immunity to Earth attacks, and Spell Resistance +2.
They can also see Invisible creatures at will.

An efreet is a large humanoid with pointed ears,


surrounded at all times by a cloud of smoke. They

29

Ghoul
Grade D
Undead Humanoid
Defense 13, AR 0
Immunities Charm, Mental, Poison, Sleep
Health 30, Speed 10
Senses Dark Vision (-1 in light)
-2 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity
+2 Magic
+0 Perception (Smelling)
+3 Strength (Claws, Intimidation)
+2 Willpower
Melee Bite +2 (1d3+3), Claws +5 (1d6+5)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 12 or be paralyzed for 1d3 rounds.

Elder Ghoul
Grade C
Undead Humanoid
Defense 13, AR 0
Immunities Charm, Mental, Poison, Sleep
Health 48, Speed 10
Senses Dark Vision (-1 in light)
-2 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity
+3 Magic
+0 Perception (Smelling)
+3 Strength (Claws, Intimidation)
+3 Willpower
Melee Bite +2 (1d3+3), Claws +5 (1d6+5)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 13 or be paralyzed for 1d3 rounds.
Unholy Aura [Necrotic]: Once attacked the ghouls
head emits a green light which fills a 2 yard radius.
Those caught within the glow must test Willpower
(Self-Discipline) : TN 13 or suffer a -1 on all attacks
and generate one less stunt point than normal while
within the aura. The aura expands by 2 yards in
radius each round until reaching 8 yards maximum.

Ghouls are horrible undead monstrosities, that


appear to be slightly desiccated corpses that view
everything around them with an ardent hunger. The
hint of animal cunning in their eyes shows all that
they are far from mindless, which makes them scarier
still.
Those with advanced knowledge of ghouls have good
reason to be afraid. The merest touch of a ghoul can
cause the subject to be paralyzed, frozen in place for
a nearly a minute. A pack of ghouls will often
descend on a party of adventurers or normal people
and paralyze all of them.

Elder ghouls look exactly like normal ghouls on first


inspection. However, when attacked they generate a
sickly green nimbus which causes a chilling sickness
in most who touch or are
touched by it.

Once every target is incapacitated


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

30

in the area, but occasionally you will find giants


living peaceful but isolated lives. Giantish has its own
runic alphabet, but few hill giants can read.

Giant
Hill Giant
Giant Humanoid
Defense 11, AR 6 (-0 Penalty)
Health 70, Speed 12
Senses Night Vision
+0 Communication
+5 Constitution (Stamina)
-1 Cunning
+1 Dexterity (Thrown)
+0 Magic
+2 Perception (Smelling)
+8 Strength (Intimidation, Might)
+3 Willpower
Melee Club +8 (3d6+8)
Ranged Rock +3 (2d6+8, 30/60
yards)
Favored Stunts: Dual Strike and
Mighty Blow.
Weapon Groups: Brawling,
Bludgeons and Thrown
Talents: Armor Training (N)
Equipment: Light Leather, Massive
Club

Grade C

Hill Giants are the least


threatening of the true giants, but
that does not make them easy
opponents. Rather they are the
dangerous creatures that are the
tip of the iceberg of giant strength
and power. Hill giants look like
stocky primitive humans that stand
twelve feet tall and have shoulders
seven feet wide. Their limbs are
thick and they cover their bodies
with the furs of bears and other
large animals.
Although they have a reputation
for being dense, hill giants are
very perceptive and have long
memories. If left alive they
remember how they were tricked
before. In terms of personalty,
most hill giants are cruel, and adopt the mentality of
bullies. Few hill giants are industrious enough to farm
for themselves or conduct true animal husbandry.
They might raise a lone bear cub or wolf as a pet, but
they wont raise livestock. All hill giants speak
Giantish, but many also master a pidgin or full
command of the prevailing human language. This is
primarily so that they can make demands of humans

31

Giant Beast

Giant Bat
Grade E
Giant Beast
Defense 14, AR 0
Health 35 Speed 7, Fly 16
Senses 360 Hearing (24 yards), Night Vision
-2 Communication
+2 Constitution (Stamina)
-3 Cunning
+4 Dexterity (Stealth)
+0 Magic
+3 Perception (Hearing)
+2 Strength
+2 Willpower
Melee Bite +4 (1d6+2)
Favored Stunts: Seize the Initiative and Skirmish.

Draco Lizard
Grade E
Giant Beast
Defense 11, AR 3
Health 28 Speed 10 Glide 13
-3 Communication
+1 Constitution
-3 Cunning
+3 Dexterity
+0 Magic
+1 Perception
+1 Strength
+2 Willpower
Melee Bite +3 (2d6+1)
Favored Stunts: Dual Strike and Skirmish.
Gliding: Draco lizards can glide through the air up to
13 yards in a single round as long as they descend 20
yards or land on something in the same time period.

Giant Bats are omnivorous versions of the common


flying mammal, the only difference being that they
are roughly the size of a small child. Giant Bats will
often attack creatures much larger than them, in an
attempt to scare them away from their homes. Giant
Bats can be encountered singly or in groups of 4 or
more. If a group manages to stumble across an entire
colony of them, there may be 15 or more. Just like
normal bats, giant bats can carry diseases, so some
people feel justified in killing them off on first sight.

Draco Lizards are six foot long reptiles with large


flaps of skin between their legs on each side. These
membranes allow them to glide like a flying squirrel.
They are most often found above ground, and are
carnivorous predators that have been known to attack
adventurers. They are more rarely found in caves
during periods of extremely hot and extremely cold
weather.

Giant Boar
Grade D
Giant Beast
Defense 10, AR 4
Health 60 Speed 13
Senses Night Vision
-2 Communication
+5 Constitution (Running)
-2 Cunning
+0 Dexterity
+0 Magic
+1 Perception (Smelling, Tracking)
+4 Strength (Gore)
+2 Willpower
Melee Gore +6 (2d6+4)
Favored Stunts: Dual Strike and Ferocious Charge.
Powers
Ferocious Charge: 2 SP, After charging an opponent,
the Boar deals an additional 1d6 damage to the
target, and knocks the target prone.

Giant Bass
Grade E
Giant Beast
Defense 10, AR 3
Immunity Drowning
Health 25 Speed -, Swim 10
-3 Communication
+2 Constitution
-3 Cunning
+0 Dexterity (Bite)
+0 Magic
+0 Perception
+2 Strength
+0 Willpower (Morale)
Melee Bite +2 (1d6+2)
Favored Stunts: Mighty Blow and Skirmish.
Giant versions of normal fish are just as skittish as the
normal varieties, with the exception that they view
much larger creatures, such a halflings, as potential
food. They may be more than seven feet in length,
but will still flee anything larger than themselves and
will only put up a good fight against something
problematic if coaxed by an outside influence or
backed into a corner, figuratively. Fey such as nixies
often choose to summon giant fish such as the Bass.

A giant boar is a hog the size of a horse, or a bear.


They are extremely ferocious, and fearless beyond
measure. They are also omnivorous and do not
hesitate to eat meat when their chosen foods are
unavailable. Giant boars are just as territorial as their
smaller brethren, and just as tenacious. When news

32

Giant Gecko
Grade E
Giant Beast
Defense 12, AR 2
Health 26 Speed 11, Wall Crawler
Senses Night Vision
-3 Communication
+1 Constitution
-3 Cunning
+1 Dexterity (Bite, Stealth)
+0 Magic
+1 Perception (Smelling)
+1 Strength
+1 Willpower
Melee Bite +3 (1d6+1)
Favored Stunts: Knock Prone and Mighty Blow.

of a wild boar reaches most communities they take


the matter up with those in charge immediately. A
boar in the woods can be dangerous for livestock and
lone citizens as well.
Giant Chameleon
Grade D
Giant Beast
Defense 12, AR 3
Health 45 Speed 10
-3 Communication
+3 Constitution
-3 Cunning
+2 Dexterity (Bite)
+0 Magic
+2 Perception
+3 Strength
+1 Willpower
Melee Bite +4 (1d6+3)
Ranged Tongue +2 (*, 2 yards)
Favored Stunts: Disarm and Knock Prone.
Powers
Blending: A Chameleon that does not move gains +3
to Dexterity (Stealth) tests.
Tongue Yank: The Chameleon can grab targets at up
to 2 yards away with its tongue. Targets who are hit
must roll Strength (Might) versus the lizards Strength
or be grappled and yanked to the creatures mouth
where it deals its bite damage to the target and
grapples them. If the target bests the lizard in a
Strength (Might) contest which it initiates with a
Major action, it frees itself. The lizard may let go as a
free action, or use a Minor action to maintain the bite
and deal damage again that round.

Giant Geckos are lizards five feet in length, the


majority of that being their head, neck and bodies, in
a blue coloration with orangish spots everywhere.
They are nocturnal carnivorous creatures that climb
trees with their specially adapted feet and drop on
unsuspecting prey from above.
Giant Spiny Rockfish
Grade D
Giant Beast
Defense 11, AR 2
Immunity Drowning
Health 35 Speed -, Swim 15
-3 Communication
+1 Constitution
-3 Cunning
+1 Dexterity
+0 Magic
+0 Perception
+3 Strength
+0 Willpower
Melee Bite +1 (1d6+3), Spines * (1d6*)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Spines: Anything the rockfish rams into or which hits
it in combat without a weapon is affected by its
poisonous spines. The creature takes Damage equal
to the Dragon Die of the attack that connected.
Spine Poison: A target that receives even a single
point of damage from the fishs spines must also
succeed at a Constitution (Stamina) Test: TN 13 or
suffer an additional 1d6 of penetrating damage. Each
round until the target succeeds, they must test versus
the same TN or suffer the same damage.

A giant chameleon lizard is about four feet long, not


counting its tail. They are hard to spot in the wild
because of their ability to change coloration and their
affinity for unmoving stillness.

The giant spiny rockfish is found in shallow salt


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

33

Giant Toad
Grade E
Giant Beast
Defense 12, AR 0
Health 40 Speed 15
-3 Communication
+2 Constitution (Swimming)
-3 Cunning
+2 Dexterity (Stealth)
+0 Magic
+2 Perception
+2 Strength (Jumping)
+2 Willpower
Melee Bite +2 (1d6+2)
Ranged Tongue +2 (*, 3 yards)
Favored Stunts: Knock Prone and Skirmish.
Powers
Swallow Whole: Any target of small size (dwarf or
smaller size) that is affected by the tongue lash is
actually swallowed whole by the toad. Instead of
taking bite damage they suffer -3 penalties to every
action and take 1d6 penetrating damage each round
from stomach acid.
Tongue Lash: The toad can attack targets at up to 3
yards away with its tongue. Targets who are hit must
roll Strength (Might) versus the toad's Strength or be
grappled and pulled 1 yard towards the toad's mouth.
If they are within 1 yard to begin with, they are
yanked into its mouth and suffer bite damage every
round as a minor action. After this grapple is
initiated, the toad must either expend a Minor action
to continue grappling the target closer or let the
target go as a free action.

Giant Sturgeon
Grade C
Giant Beast
Defense 10, AR 6
Immunity Drowning, Half Cold
Health 68 Speed -, Swim 15
-3 Communication
+4 Constitution
-3 Cunning
+2 Dexterity (Bite)
+0 Magic
+0 Perception
+5 Strength
+2 Willpower
Melee Bite +4 (2d6+8)
Favored Stunts: Skirmish and Swallow Hole.
Powers
Swallow Hole: 3 SP, the target if man-sized or
smaller, is swallowed in one gulp. Once swallowed
the target is held trapped inside the gullet of the
sturgeon, and is trapped in a dark, water filled space.
Any creature swallowed must contend with 2d6
Damage [Corrosive] each round after the first, and
deals only half damage from weapons, but only has
to contend with an Armor Rating of 3.
The giant sturgeon is a monstrous 30 foot long
creature, covered with thick armor like scales. They
are found in both deep rivers and oceans, and are
dangerous to lone travelers as they often swallow
prey hole and kill them with their internal stomach
acid. Those inside the fish face drowning as well as
being consumed, and those without companions
have only a bleak shot at survival.

A monumental amphibian the size of a pony. They


are dangerous to all but the strongest predators in
their environments because with their size, they are
some of the largest and dumbest carnivorous beasts
around deserts, wastelands, forests, lakesides and
swamps. Still, they pose more of a threat to small folk
and peasant than fully outfitted adventuring
companies. While toads are usually not found in
great numbers, they reproduce in somewhat large
numbers with the young fighting each other for food,
and attempting to avoid cannibalization by their
parents.

34

Giant Tuatara Lizard


Grade D
Giant Beast
Defense 11, AR 3
Health 40 Speed 8, Burrow 3
-3 Communication
+5 Constitution (Swimming)
-3 Cunning
+1 Dexterity (Bite)
+0 Magic
+3 Perception (Smelling)
+5 Strength (Intimidation)
+2 Willpower
Melee Bite +3 (1d6+5)
Favored Stunts: Lightning Attack and Pierce Armor.
Powers
Temperature Vision: The tuatara can lower a
membrane over its eyes which allows it to see heat
differences out to 30 yards, and distinguish living
creatures from the environment even in total
darkness.

Rockhome Lizard
Grade E
Beast
Defense 12, AR 2
Health 38 Speed 15
Vulnerabilities Sunlight 1d6 per half hour
Senses Night Vision
-2 Communication
+5 Constitution (Running)
-2 Cunning
+2 Dexterity
+0 Magic
+1 Perception (Hearing)
+5 Strength
+1 Willpower
Melee Bite +2 (1d6+5)
Favored Stunts: Defensive Stance and Skirmish.
Rockhome Lizards are bipedal reptiles with pale skin
coloration based in white, blue or green hues. They
are bred as beasts of burden and pets by Rockhome
Dwarves. They take direction and training well, and
are more accustomed to hunting down rats and going
after other creatures much smaller than themselves.
Unfortunately they do not get along well with horses,
so their owners often need to plan caravans with
greater care. Lastly, they die if exposed to sunlight for
long periods of time.

Giant Tuatara lizards are roughly ten feet in length


and weigh in excess of 300 lbs. They have sharp
beaks and claws on their feet which help them climb
large trees and rock surfaces. With gray, olive or clay
red coloration, they possess crests down their necks
and backs. While they are quite majestic,
unfortunately they are threats to civilized people
everywhere. Tuatara are omnivorous and will attack
anything smaller than themselves. They are nocturnal
and will raid farms, homesteads and attack
humanoids. When threatened, they will inflate their
bodies, flare their crests and darken the scales
between its shoulders and neck in an intimidation
attempt.

35

Gnolls are monstrous humanoids that are furry


hyena-headed men. They like to set ambushes and
are generally cruel bullies to all other thinking people
around. While characterized as cowardly, gnolls will
put up a fierce fight if equal numbers are present.
Also, if they can be communicated with, gnolls tend
to be honorable enough to make deals and stick with
them. Unfortunately, the majority of people wishing
to strike deals with gnolls are nefarious and are only
looking for muscle. Gnolls only speak Gnollish by
default, but they can learn other languages, even
languages as distant from Gnollish as Elven.

Gnoll
Gnoll Brute
Grade E
Humanoid
Defense 14, AR 4 (-1 Penalty)
Health 27, Speed 10
Senses Dark Vision (20 yards)
+0 Communication
+2 Constitution
+0 Cunning
+1 Dexterity
+0 Magic
+1 Perception (Hearing)
+3 Strength
+1 Willpower
Melee Battle Axe +3 (2d6+3)
Ranged Short Bow +1 (1d6+2, 16/32 yards)
Favored Stunts: Defensive Stance and Dual Strike.
Weapon Groups: Axes, Bows, and Brawling
Talents: Armor Training (N), Weapon and Shield Style
(N)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
Equipment: Battle Axe, Heavy Leather, Medium
Shield, Short Bow

Flind
Grade D
Humanoid
Defense 15, AR 4 (-1 Penalty)
Health 35, Speed 11
Senses Dark Vision (20 yards)
+1 Communication (Leadership)
+3 Constitution
+1 Cunning
+2 Dexterity
+0 Magic
+1 Perception (Hearing)
+4 Strength (Bludgeons)
+1 Willpower (Morale)
Melee Flail +6* (1d6+8), Dagger +2 (1d6+4)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Defensive Stance, Disarm and Seize
the Initiative.
Weapon Groups: Bows, Bludgeons, Brawling and
Short Blades
Talents: Armor Training (N), Command (N), Weapon
and Shield Style (J)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
* Heavy Flails ignore 2 pts of shield bonus
Equipment: Dagger, Heavy Flail, Heavy Leather,
Medium Shield, Short Bow
Some gnolls are by nature smarter, faster and stronger
than others. These gnolls are called Flinds and often
find themselves the leaders of gnoll bands, and the
chiefs of gnoll tribes. Almost all Flinds take up flails
as a weapon because they understand the inherent
benefits, even though they sacrifice immediate
physical damage.

36

Gnoll assassins are also known as Blackhearts


because of the type of poison they use. They are often
somewhat self-sufficient and like to work with others
besides other blackhearts, serving as scouts, and
support troops in larger combat groups. A leader can
force blackhearts to work together as a team, and
when they overcome their natural competitiveness
with one another they form a dangerous fighting
force.
Gnoll Shaman
Grade D
Humanoid
Defense 13, AR 4 (-1 Penalty)
Health 37, Mana 20, Speed 9
Senses Dark Vision (20 yards)
+0 Communication
+2 Constitution
+0 Cunning (Religious Lore)
+0 Dexterity
+1 Magic (Miracle)
+0 Perception
+3 Strength (Intimidation)
+2 Willpower (Faith)
Melee Battle Axe +3 (2d6+3)
Favored Stunts: Defensive Stance and Mana Shield.
Weapon Groups: Axes, and Brawling
Talents: Armor Training (N), Weapon and Shield Style
(N)
Powers
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
Spells (5): Divine, Spellpower 14, 4 spells
Equipment: Battle Axe, Heavy Leather, Medium
Shield

Gnoll Blackheart
Grade D
Humanoid
Defense 14, AR 3 (-0 Penalty)
Health 21, Speed 12
Senses Dark Vision (20 yards)
+0 Communication
+1 Constitution
+0 Cunning (Poison Lore)
+2 Dexterity (Stealth)
+0 Magic
+2 Perception (Hearing)
+2 Strength
-1 Willpower
Melee Short Sword +2 (1d6+4*)
Ranged Short Bow +2 (1d6+3*, 16/32 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N)
Powers
Backstab: If the Blackheart wins a Dexterity (Stealth)
test versus an opponents Perception (Seeing) he
gains +2 to hit and +1d6 damage.
Cold Resistance: Gnolls gain +2 to resist Cold effects
and hazards.
Blackheart Poison: All weapons are coated in a
poison that targets must resist with a Constitution
(Stamina) test : TN 12, or take 1d3 damage and a -1
penalty to Strength until the end of the encounter. The
penalty is not cumulative, but the damage occurs
every time.
Equipment: Light Leather, Light Shield, Short Bow,
Short Sword, Vial of Poison

Flinds may be the war leaders of the gnolls, but


shamans are the overall leaders. They impart the
words of Ranivorus to his people, and hold the whips
that drive them forward, always forward. This isnt to
say that all shamans favor the Shadow school entirely.
They recognize the need for miracles and even
blessings, but these are almost always reserved for
the loyal followers, and rarely prisoners with more
worth alive than dead. They are notoriously stingy
with aid to non-gnolls in fully neutral situations.
Gnoll Shamans usually know the Fervor, Heal, and
Vulnerability Hex spells.

37

They are also somewhat cowardly and will run if the


tide turns against them. Goblins speak Goblin, but
may also know Orcish, or any human tongue.

Goblin
Goblin Skirmisher
Grade E
Humanoid
Defense 12, AR 3
Health 17, Speed 9
Senses Dark Vision (30 yards)
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+1 Dexterity (Light Blades, Stealth)
+0 Magic
+2 Perception (Searching)
+1 Strength (Climbing)
+0 Willpower
Melee Dagger +3 (1d6+2)
Ranged Short Bow +1 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Bows, Brawling and Light Blades
Equipment: Dagger, Light Leather

Goblin Chief
Grade D
Humanoid
Defense 14, AR 4 (-1 penalty)
Health 25, Speed 9
Senses Dark Vision (30 yards)
+2 Communication
+1 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Brawling, Stealth)
+0 Magic
+2 Perception (Searching)
+2 Strength (Climbing, Spears)
+2 Willpower (Morale)
Melee Dagger +2 (1d6+3)
Ranged Throwing Spear +4 (1d6+5, 8/16 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Brawling, Light Blades and Spears
Talents: Armor Training (N), Command (J)
Equipment: Throwing Spear, Dagger, Light Shield,
Heavy Leather

Goblins are forest or cave dwelling diminutive


humanoids with green or dark grey skin. They are the
size of halflings or gnomes, but their ferocious nature
makes them a threat to larger creatures.. They tend to
be manic in combat, harassing larger creatures if they
think there is something to gain. They are most
deadly in large numbers, and small hordes of goblins
will raid towns, torch buildings and murder
townspeople for no reason other than they can make
off with a small supply of food or gold. Goblins make
mercenary choices however, and for the promise of
riches or power will tie their fortunes to others.

The most cunning and tenacious goblins advance to


lead the tribes of small humanoids. These warriors
have the best gear present, and often use javelins or
spears as their weapon of choice, standing out in the
open on the battlefield. Their courage allows their
fellows to be driven into a great frenzy and attack
without fear.

38

Goblin Fanatic
Grade D
Humanoid
Defense 13, AR 3
Health 20, Mana 13, Speed 10
Senses Dark Vision (30 yards)
+0 Communication
+0 Constitution
+1 Cunning (Religious Lore)
+2 Dexterity (Staves, Stealth)
+1 Magic (Shadow)
+2 Perception (Searching)
+0 Strength (Climbing)
+1 Willpower (Faith)
Melee Dagger +1 (1d6+1), Staff +3 (1d6+1)
Favored Stunts: Defensive Stance and Puissant
Casting.
Weapon Groups: Brawling, Light Blades and Staves
Talents: Shadow Magic (J)
Powers
Spells (2): Divine, Spellpower 14, Drain Life plus 2
Spells

Most chieftains are concerned with the wellbeing of


the entire tribe, so they often will try to negotiate
from a position of strength. They are also smart
enough to know how much power their group of
goblins really has and will drive hard bargains or lie
as necessary to get their goals to come to fruition.
Goblin Skulker
Grade E
Humanoid
Defense 13, AR 3
Health 17, Speed 10
Senses Dark Vision (30 yards)
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Bows, Stealth)
+0 Magic
+2 Perception (Searching, Tracking)
+0 Strength (Climbing)
+1 Willpower
Melee Dagger +2 (1d6+1)
Ranged Short Bow +4 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Seize the Initiative.
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N), Scouting (N)
Equipment: Dagger, Light Leather, Short Bow

Equipment: Dagger, Light Leather, Quarterstaff


Goblin Fanatics, the least dangerous shaman of these
peoples, are dangerous because of their spellcasting
ability and faithful devotion to a dark immortal. This
leads them to perform acts of specific cruelty
involving the suffering of other races, sacrifices to
their immortal and other unsavory actions beyond the
simple malice that most goblins bear towards others.

Goblins skirmishers are often suicidally bold and


rarely concerned with stealth after theyve
encountered their unsuspecting targets until theyve
encountered the enemy. Goblin scouts however are
more reserved. The most skilled of these scouts are
warriors who have learned to be quiet and strike from
the shadows. They are known as skulkers and
primarily serve the orders of the chieftains.

Most goblin fanatics know the Heal and Weakness


spells, but often charge their brethren for healing.

39

Rock Golem
Grade C
Construct
Defense 10, AR 5, Enchanted, Spell Resistance +4
Immunities Mental, Poison; Charm, Paralysis, Sleep
Health 48, Speed 11
Senses Dark Vision
-3 Communication
+5 Constitution
-3 Cunning
+0 Dexterity (Brawling)
+1 Magic
+0 Perception
+6 Strength
+3 Willpower (Morale)
Melee Fist +2 (1d6+6), Mace +6 (2d6+6)
Favored Stunts: Dual Strike and Skirmish.
Weapon Groups: All Melee
Equipment: Mace

Golem
Bone Golem
Grade D
Construct
Defense 10, AR 4, Enchanted
Immunities Cold, Electricity, Fire, Mental, Poison;
Charm, Paralysis, Sleep
Health 42, Speed 14
Senses Dark Vision
-3 Communication
+5 Constitution
-3 Cunning
+0 Dexterity (Brawling)
+1 Magic
+0 Perception
+3 Strength
+3 Willpower (Morale)
Melee Fist +1 (1d6+6), Long Sword +3 (2d6+3)
Favored Stunts: Disarm and Lightning Attack.
Weapon Groups: All Melee
Powers
Four Armed: Bone Golems can wield two large
weapons or four one-handed weapons.
Haste: Bone Golems are perpetually able to take 2
Major actions per round, or 1 Major and 2 Minor
actions per round.
Equipment: Long Swords (x4)

Rock Golems are finely chiseled humanoids of large


size, standing roughly 12 feet in height, that are
typically created to stand guard over locations. They
often have coded passwords, or riddles which they
can ask for. Those who do not know the correct
answer are attacked relentlessly. Rock Golems arent
immune to any attack forms in particular that other
constructs are affected by, but they are highly
resistant to spells and spell effects.

Bone Golems are often mistaken for animated


skeletons or other forms of undead. The major
difference in appearance between a bone golem
and most undead is that almost all bone golems
possess four arms, and they all move with
uncanny speed. Once they have been engaged,
the inherent toughness of a golem shows
through and they are found to be the implacable
foes that they are. Bone golems are often set
to watch a standard location and to stop
only if they hear a code word.

40

Wood Golem
Grade D
Construct
Defense 10, AR 3, Enchanted
Immunities Cold, Projectiles*, Mental, Poison;
Charm, Paralysis, Sleep
Vulnerable Fire
Health 15, Speed 9
Senses Dark Vision
-3 Communication
+5 Constitution
-3 Cunning
-1 Dexterity (Brawling)
+1 Magic
+0 Perception
+3 Strength
+3 Willpower (Morale)
Melee Fist +1 (1d6+3)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling

Gorilla
Grade E
Beast
Defense 14, AR 0
Health 35, Speed 13
-1 Communication
+3 Constitution
-1 Cunning
+3 Dexterity (Brawling)
+0 Magic
+2 Perception
+5 Strength (Climbing)
+1 Willpower
Melee Fist +5 (1d6+5), Bite +3 (1d3+5)
Favored Stunts: Mighty Blow and Seize the Initiative.
Gorillas are great apes found most often in
mountainous or low lands forest regions. They have
black fur, and while territorial, are peaceful unless
threatened. Like most apes they are omnivorous and
will eat anything that isnt poisonous. Unlike
monkeys and smaller apes, they cannot move
through the trees by true brachiation, but they are
expert climbers and can descend from above without
warning onto trespassers. As gorillas are not really
hunters, an encounter will often involve one adult
male, a few adult females, and adolescents of various
sexes.

Wood golems are diminutive creations made from


clumsily assembled wooden parts. They tend to stand
no more than 3 feet in height, and have roughly cut
out facial features. Taller wood golems do exist, but
most of these do not have different statistics although
they may have higher Health totals. If someone takes
the time to carve a full statue and then enchant it,
that would be a different form of golem, a unique
type with characteristics more akin to a Rock Golem.
Wood Golems are immune to projectiles that are
significantly smaller than their body mass. For
example, they ignore arrows, sling bullets, even
arcane lances and arcane bolt spells. However, they
can be affected by trebuchet rounds and other very
large projectiles.

41

Great Eagle
Grade D
Monster
Defense 13, AR 0
Vulnerabilities Fire +1d6
Health 35, Speed 5, Fly 30
+0 Communication
+2 Constitution (Flying)
+0 Cunning
+3 Dexterity (Bite)
+0 Magic
+3 Perception (Searching, Seeing)
+3 Strength
+1 Willpower (Courage)
Melee Bite +5 (1d6+6), Claws +3 (2d6+3)
Favored Stunts: Lightning Attack and Swoop.
Weapon Groups: Brawling
Powers
Swoop: 2 SP, the eagle can pick up and throw a
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from the
fall.
Equipment: None

Griffon
Grade D
Beast
Defense 13, AR 0
Health 55, Speed 10, Fly 30
+0 Communication
+3 Constitution (Stamina)
-2 Cunning
+3 Dexterity
+0 Magic
+3 Perception (Searching, Seeing)
+4 Strength (Claws)
+0 Willpower
Melee Bite +3 (1d6+4), Claws +7 (2d6+4)
Favored Stunts: Dual Strike, Knock Prone, and
Swoop.
Swoop: 2 SP, the griffon can pick up and throw a
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from the
fall.
A griffon is a magical beast, one with the body and
tail of a lion, but the head and wings of a great eagle.
Their furry limbs and underbelly give way to
feathered front and back. Griffons are fond of
horseflesh, and feral griffons will attack horses
regardless of adventurer presence when hungry. This
includes supernatural horses such as pegasi, unicorns
and hippogriffs.

Great Eagles are physically birds of prey that are


much larger than a standard bird, having wingspans
of up to 15 feet. They are also intelligent creatures,
with their own language, and live in tribal groups led
by one or more elders. Great Eagle tribes live on high
mountain crags or in areas sporting multiple cliff
ledges, far from humanoid civilization. Due to a long
memory of passed down events, they tend to trust
dwarves and halflings more than humans and elves,
but they must still be negotiated with to receive
their help.

Griffons make powerful and useful war mounts, and


part of the training is to make them ignore horses and
to eat only what their masters give them. Trained
griffons often have the Willpower (Morale) focus.

42

Sea Hag
Grade D
Aquatic Humanoid
Defense 13, AR 4, Enchanted
Immunities Necrotic, Paralysis, Poison
Vulnerabilities Silver
Health 45 Speed 13
Senses Dark Vision (-1 in light)
+3 Communication (Deception)
+1 Constitution (Swimming)
+0 Cunning (Historical Lore)
+2 Dexterity (Brawling, Stealth)
+1 Magic
+2 Perception (Seeing)
+4 Strength (Claws)
+1 Willpower (Faith)
Melee Claws +6 (2d6+4*)
Favored Stunts: Corruptive Touch, and Lightning
Attack.
Weapon Groups: Brawling
Powers
Corruptive Touch: 3 SP, The sea hag can choose to
spread disease to any target she touches. The enemy
must succeed at a Constitution (Stamina) test: TN 13
or contract an illness that doubles all healing times,
foils magical healing, and causes the target to take a
disease token at the beginning of each day. Each
token gives the character -1 to all strenuous activities.
If he has more tokens than Constitution, he dies.
Enervating Touch: Whenever a sea hag touches a
character with intent to harm, wether her physical
attack deals damage or not, the character suffers 2
penetrating necrotic damage.
Horrifying Appearance: Characters who look upon
the form of the sea hag must succeed at a Willpower
(Courage) test : TN 15 or run as if failing a morale
check. This power has no effect again within 24
hours.
Equipment: Various items

Hag
Black Hag
Grade C
Humanoid
Defense 13, AR 4
Immunities Necrotic, Paralysis, Poison
Health 60, Mana 54, Speed 13
Senses Dark Vision (-1 in light)
+1 Communication (Bargaining, Deception)
+2 Constitution (Stamina)
+0 Cunning
+2 Dexterity (Brawling)
+2 Magic (Shadow)
+4 Perception
+7 Strength
+1 Willpower (Faith)
Melee Claws +7 (2d6+7*)
Favored Stunts: Mighty Spell or Puissant Casting.
Weapon Groups: Brawling
Talents: Shadow Magic (M)
Powers
Poison: Black Hags inflict poison with their claws.
Hag Poison: opponents must overcome a Constitution
(Stamina) test : TN or take 1d6 penetrating damage.
Spells (11): Divine (Shadow), Spellpower 13, 7 spells
+2 Shadow Spells
Equipment: Various items
Black Hags, also referred to as Night Hags, are dark
skinned creatures with grayish blue warty skin
tending towards black, with black unkempt hair and
horrific features. Some believe they are related to
Trolls, but there is no information about how hags
come to be. They live in swamps, dark forests, and in
caves. Hags speak the local human language, but
also Giantish.
Black Hags typically know the following spells:
Control Undead, Corruption, Drain Life, Earthquake,
Negative Burst, Negative Flow, Obscuring Darkness,
Spell Shield, and Weakness. They often know the
Animate Dead ritual as well and will create servants
from the corpses of their victims.

Sea Hags are the monstrous equivalent to horrific


mermaids. They are slightly less disruptive than black
hags, as they have no inherent magic training.
However, Sea Hags have potently dangerous touch
attacks, and are horrific to look upon. This coupled
with their tendencies to attack isolated humanoids
living on the coasts, or to terrorize small
communities makes them extremely dangerous
nonetheless. In the event that a sea hag has other
magical abilities, it will usually be in the form of
rituals to control the weather. Sea Hags love storms
on the waves and like it when ships capsize.

43

Harpy
Grade D
Humanoid
Defense 13, AR 0
Immunities Hypnotic Song
Health 40, Speed 6, Fly 15, Special
Senses Dark Vision (20 yards)
+2 Communication (Deception)
+1 Constitution
-1 Cunning
+2 Dexterity
+2 Magic
+1 Perception (Seeing)
+0 Strength (Intimidation)
+0 Willpower
Melee Claws +0 (1d6), Club +2 (1d6)
Ranged Short Bow +2 (1d6+2, 16/32 yards)
Favored Stunts: Skirmish.
Weapon Groups: Bows, Brawling, Staves
Talents: Scouting (N)
Powers
Hypnotic Song [Charm]: Those who hear the Harpy
sing must succeed at a Willpower (Self-Discipline)
test : TN 14 or become charmed. Those under the
sway spend all their actions walking towards the
source of the sound or standing still if they have
arrived.
Equipment: Club, Short Bow

Hellhound
Grade D
Monster
Defense 14, AR 2
Immunities Fire
Vulnerabilities Cold +1d6
Health 32, Speed 13
-2 Communication
+2 Constitution (Running)
+1 Cunning
+3 Dexterity (Stealth)
+1 Magic
+2 Perception (Smelling, Tracking)
+3 Strength (Jumping)
+0 Willpower
Melee Bite +3 (1d6+3*)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Fiery Bite [Fire]: The Hellhound deals an additional
1d6 damage with its bite from fire.
Flame Blast [Fire]: As Flame Blast spell [Dexterity
(Acrobatics) : TN 11] 2d6+1 (1d6+1) damage.

Harpies are winged female humanoids with the


lower bodies of giant eagles, cruel and merciless.
They are known to lure prey to them, as well as
occasionally kidnapping male humans for a truly
grisly fate. As carnivores, they do not distinguish
between animal and thinking prey. They speak the
local human tongue, but also tend to speak other
languages of use such as Sylvan. Harpy nests are
most often found in mountain passes, or in hills along
trade routes, affording them plenty of food and
people to toy with.

Hellhound are intelligent canines that live in


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

44

Hobgoblin Sergeant
Grade D
Humanoid
Defense 14, AR 4 (-1 Penalty)
Health 40, Speed 10
Senses Dark Vision 30 yards
+1 Communication (Leadership)
+2 Constitution
+0 Cunning (MIlitary Lore)
+1 Dexterity (Stealth)
+0 Magic
-1 Perception (Seeing)
+2 Strength (Heavy Blades, Intimidation)
+0 Willpower (Morale)
Melee Long Sword +4 (2d6+2)
Ranged Spear +2 (1d6+5, 8/16 yards)
Favored Stunts: Mighty Blow, Pierce Armor and Seize
the Initiative
Weapon Groups: Brawling, Heavy Blades, Light
Blades, Spears
Talents: Command (N), Armor Training (N), Weapon
and Shield Style (N)
Equipment: Dagger, Heavy Leather Armor, Long
Sword, Medium Shield, Throwing Spear

Hobgoblin
Hobgoblin Soldier
Grade E
Humanoid
Defense 14, AR 4 (-1 Penalty)
Health 22, Speed 10
Senses Dark Vision 30 yards
+0 Communication
+2 Constitution
+0 Cunning (MIlitary Lore)
+1 Dexterity (Stealth)
+0 Magic
-1 Perception (Seeing)
+1 Strength (Intimidation)
+0 Willpower
Melee Long Sword +1 (2d6+1)
Ranged Spear +1 (1d6+4, 8/16 yards)
Favored Stunts: Pierce Armor and Seize the Initiative
Weapon Groups: Brawling, Heavy Blades, Spears
Talents: Armor Training (N), Weapon and Shield Style
(N)
Equipment: Dagger, Heavy Leather Armor, Long
Sword, Medium Shield, Throwing Spear

Hobgoblin sergeants are elite soldiers with a


modicum of leadership skills. They stand out because
of their role on the battlefield, not because they look
more impressive than their fellows. This is in
particular another trait of hobgoblins that seems to
differ from other goblinoids.

Hobgoblins are almost a contradiction to what


people know about goblinoids. Hobgoblins are
disciplined, they dont fight amongst each other to
the death except for the most unforgivable offenses
and they strive to improve the lot of their people. The
means they usually choose to do so, conquest or
domination of a small population of non-hobgoblins,
are not as easily forgiven as the basic raiding
mentality of other goblinoids, but they are more
predictable as well.
Hobgoblins are mercenary in outlook, but they will
usually make deals that benefit the clan first and
themselves second. They also have a superiority
complex, which lets them enslave lesser races and
trade them for money if outright servitude isnt
desired or feasible. Hobgoblins speak Goblin and the
local human languages.
Visually they appear to be goblins of a height with
humans, with orange or reddish skin. What hair they
have is often brown or grey and their eyes are often
yellow or brown. They tend to sport highly polished
black leather armor, and well maintained weapons
and fighting equipment.

45

Kobold Witch
Grade D
Humanoid
Defense 13, AR 2
Health 16, Mana 9, Speed 10
Senses Dark Vision (30 yards)
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative)
+2 Magic (Arcane Lance)
+1 Perception (Smelling)
+0 Strength (Intimidation)
-1 Willpower
Melee Bite +2 (1d6), Dagger +2 (1d6+1 (halved))
Ranged Arcane Lance +4 (1d6+2, 16 yards)
Favored Stunts: Mana Shield and Skillful Casting.
Weapon Groups: Brawling and Light Blades
Powers
Spells (1): Arcane, Spellpower 12, 3 spells
Equipment: Dagger

Kobold
Kobold Ambusher
Grade E
Humanoid
Defense 13, AR 2
Health 16, Speed 10
Senses Dark Vision (30 yards)
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative, Traps)
+1 Magic
+1 Perception (Searching, Smelling)
+0 Strength (Spears)
-1 Willpower
Melee Bite +2 (1d6), Dagger +0 (1d6+1 (halved))
Ranged Throwing Spear +2 (1d6+3, 8/16 yards)
Favored Stunts: Defensive Stance and Seize the
Initiative.
Weapon Groups: Brawling and Spears
Equipment: Dagger, Throwing Spear

Kobold witches tend to learn one spell that mimics


dragon breath such as flame burst, shock, cone of
acid (flame burst), Winters Grasp, and later on Cone
of Cold, Noxious Cloud, Lightning, Fireball, etc. Then
they concentrate on utility magic or more subtle
spells, such as Obscuring Darkness. Most of the
Kobolds priests are actually witches rather than
shamans. They learn the lore of Kurtulmak, the
entropic immortal patron of Kobolds, and wreak
havoc in that name.

Kobolds are burrowing, reptilian humanoids of small,


lean stature. They are cowardly when factors are
against them, (especially numbers or size and
apparent power of opponents). They set traps in their
tunnels and use guerilla tactics extensively. Because
of their natural assets they are never truly disarmed,
but kobolds without an advantage run at the earliest
opportunity. Kobolds speak draconic, although they
can learn other languages.

46

Lizardfolk
Grade E
Humanoid
Defense 13, AR 2
Health 22, Speed 11
Senses Night Vision
+1 Communication
+2 Constitution (Swimming)
+1 Cunning
+1 Dexterity (Stealth)
+0 Magic
+1 Perception (Smelling)
+2 Strength (Bludgeons, Jumping)
+1 Willpower
Melee Claws +1 (1d3+2), Club +4 (1d6+2) or Spear
+2 (1d6+5)
Ranged Throwing Spear +2 (1d6+5, 8/16 yards)
Favored Stunts: Disarm and Mighty Blow.
Weapon Groups: Bludgeons, Brawling and Spears.
Powers
Lung Capacity: Lizardfolk can hold their breath for 5
minutes before they risk drowning.
Equipment: Club, Medium Shield, Spear or Throwing
Spear

The likelihood of a divine spellcaster being a tribe


member is high in established enclaves. Such a
character is not likely to be much different than the
presented warrior statistics with the exception of the
addition of Spells, and perhaps a Focus in Miracles.
Lizardfolk dont seem to worship the Immortals with
anything approaching the fervor of most humans, nor
the hurried drive and ambition of most humans
either. So while their casters are reliable, they are not
trained in large groups, nor do they gain the same
type of experience as even a single adventuring
cleric.

Lizardfolk are reptilian humanoids that tend to


frequent wet environments, such as swamps and
other wetlands. They possess tails and many
variants have flared ridges along their spines. Skin
coloration can range from black to green, or tan
to brown. There are even some lizardfolk with
purple, bright orange or other outlandish skin
colorations. Variants of lizardfolk can be
found in deserts as well, but the majority of
such are actually a different humanoid race
that call themselves the Sisthik.
Lizardfolk are tribal, territorial and
isolationist, meaning they rarely
intermingle with others of different tribes
and even rarer still with those of other
species. Also, just as with many tribal humans, the
different tribes of lizardfolk often have a single iconic
weapon. They can learn to make and use any
number of combat implements, but their tribes
signature weapon will be carried by all the
competent warriors.
Lizardfolk are very pragmatic, and can be
at turns independent or mercenary in
outlook. Lizardfolk speak their own tongue,
but many learn a smattering of the local human
tongue, if for no other reason to bargain for peace
when outmatched or when the humans are looking
for something in their lands.

47

willingly transform into beast or beast man form as


well.

Lycanthropes
Lycanthropes are humanoids or animals infected with
the magical disease of lycanthropy. The condition of
this supernatural illness is that once a month, for
three nights while the full moon is visible, the
afflicted transforms involuntarily into the form of a
beast, or in the case of infected animals into a
human. It is sometimes referred to as a curse, but it
can be transmitted via saliva when the creature is in
beast form. Lycanthropy is virulent, and those who
are viciously attacked by a lycanthrope rarely recover
and avoid contracting the disease.

Voluntary transformations take a number of rounds (5


minus the weres Willpower to a minimum of 1
round).
Each lycanthrope is built as a humanoid, or animal,
and has a beast form with physical bonuses, or
human form. Those who attain control over
themselves also gain a beast man form, which
possesses arms and legs, the ability to wield weapons
and greater strength and power. They also have a
stunt which they learn to perform in beast man form,
and a unique power which only applies to those
capable of assuming beast man form. Some of these
unique powers only work when the creature is in
beast man form.

Lycanthropes share the same vulnerabilities,


regardless of their species. All lycanthropes avoid
wolfsbane and have an aversion and allergy to silver,
being burned by constant contact for 1d3 damage
per round. Attacking a lycanthrope with a silvered
weapon simply deals normal damage. If a
lycanthrope were to ingest silver they would suffer as
if poisoned.

Beast man form is a template, so such characters


retain any focuses, talents and powers they have as
normal humans.
It is up to the GM how an infected victim becomes
advanced enough to control their curse. However, if
you wish to keep your campaign from changing
genres, it should be an extremely arduous task much
harder than simply getting the disease cured. In most
games, it is entirely appropriate to limit this mastery
condition to NPCs only. It could also be
accompanied by the loss of 3 talent increase
opportunities. While this seems harsh, Mystaran
lycanthropes are extremely dangerous, and nearly
invulnerable to physical damage. As presented they
are difficult foes, and a horrible curse to bear, not a
stepping stone to immense power.

Lycanthropes involuntarily transform at night


whenever the Full Moon is visible, three nights per
month. They also transform under heavy stress, such
as a loved one being threatened with death or when
in a rage. These involuntary transformations take 1
round to complete. If the were is wearing armor at
the time, he takes 1d6 + Armor Rating in penetrating
damage. Any clothing is shredded.
A were under an involuntary transformation has little
control over their actions and is both bestial and
overcome with emotions. Most Lycanthropes feel
hungry during their transformations, others are
merely ornery or mischievous. To represent this
bestial side, the were suffers a -2 penalty to all
Cunning tests while transformed.

Natural lycanthropes are those born of two


lycanthrope parents. It is a hereditary and dominant
trait, and most such natural lycanthropes are
isolationists. Non-lycanthropes often assume they are
no different from the infected lycanthropes that
ravage the world. Natural lycanthropes are not likely
to be carriers of lycanthropy, but they can be,
meaning the Weres Curse power can still be present.

Those who wish to resist the transformation can


attempt a Willpower (Self-Discipline) test versus TN
17. Lycanthropes who succeed do not transform but
have nightmares instead, suffering a -1 penalty to all
actions the following day. After a night of rampaging
in beast shape, or beast man form (if advanced
enough) the lycanthrope must rest 8 or more hours
during the day or will be exhausted (again suffering a
-1 penalty to all actions).

In particular, Lupins, natural enemies of Lycanthropes


everywhere, do not distinguish between natural and
infected lycanthropes at all. Natural lycanthropes are
just as compelled to transform as infected
lycanthropes, but are always in control of their
actions. They often hunt for food during a full moon,
but do not wantonly attack humanoids.

Some advanced lycanthropes have mastered their


condition and retain control over their actions when
transformed, although involuntary transformations
still carry the urges of the beast with them. They can

48

Werebear
Grade C
Monster
Defense varies, AR varies
Health varies, Speed varies
See Becoming a Werebear.
Favored Stunts: Crushing Hold, Mighty Blow, and
Werebears Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Werebears can understand bears,
and when transformed may communicate with them
as well. Even in human form they can communicate
with bears using posture, but at a -2 penalty. Bears
are likely to answer summons from a Werebear that
has been in the area for a while.
Beast Shape [Alteration]: Werebears can assume the
form of a Bear as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. They
retain the Animal Speech, Fast Healing, Werebears
Curse, and Wilderness Walk, (if they have it), powers
in this form.
Crushing Hold: 3 SP, A werebear can follow up a
successful attack with its claws with a Crushing Hold.
The target is grappled and must make an opposed
check at the beginning of its turn to escape: Dexterity
(Legerdemain) or Strength (MIght) versus Strength
(Might) to escape. While so grabbed the Werebear
can crush the target for 2d6+1+Strength damage each
round as a Major action, requiring no attack roll, or
bite the target gaining a +3 to hit.
Fast Healing: Werebears gain +1d6 Health whenever
they would otherwise heal if in beast or beast man
form.
Werebear's Curse: 1+ SP, A Werebear that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a Werebear.
Wilderness Walk: Werebears capable of assuming
beast man form never suffer penalties due to
overgrown brush, impassible plants etc. as terrain
features while transformed.

do not gain the beast man form, or these two powers.


Even with control over their actions Advanced
Werebears are still bestial and ornery during any
involuntary transformation.
Werebears in general are attuned to nature, and are
not normally rampaging beasts, preferring to hunt
animals or gather fruit for food during their moonlit
prowls. When involuntarily transformed they tend to
maintain this unaligned outlook. Still, it is easy to
raise their ire in the same way you can taunt a real
bear into starting a vicious cycle of attacks.
Werebears find it easier to remember their actions
even when they havent mastered their condition,
and will isolate themselves from civilization if they
feel mistreated or ostracized.
Becoming a Werebear:
Gain the powers, special defenses and
vulnerabilities of a Werebear.
Beast man form:
Increase the following Abilities: Constitution by 4
(max 8), Dexterity by 1 (max 7), Magic by 1,
Perception by 1, Strength by 5 (max 9), and
Willpower by 2.
Gain the Stamina focus for Constitution, the Bite
focus for Dexterity, the Smelling focus for
Perception, the Intimidation and Might focuses for
Strength and the Courage and Morale focuses for
Willpower.
Gain the Bite and Claw Attacks dealing 1d6+3 and
2d6 damage respectively.
Gain Night Vision, an Armor Rating of 3, the
Enchanted special defense, and Vulnerabilities of a
werebear.
Gain 30 Health.

Werebears are born or infected with the magical


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

49

Weretiger
Grade C
Monster
Defense varies, AR varies
Vulnerabilities Fire, Silver
Health varies, Speed varies
Senses Night Vision
See Becoming a Weretiger.
Favored Stunts: Bound, Mighty Blow, and Weretigers
Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Weretigers can understand tigers,
and when transformed may communicate with them
as well. Even in human form they can communicate
with tigers using posture, but at a -2 penalty. Tigers
are likely to answer summons from a weretiger that
has been in the area for a while.
Beast Shape [Alteration]: Weretigers can assume the
form of a Tiger as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. It
retains the Animal Speech, Fast Healing, and
Weretigers Curse powers in this form.
Bound: 3 SP, The creature knocks its opponent prone
and leaps to another opponent. Make a second attack
against a different enemy within range and sight. If
doubles are rolled, this attack does not generate any
more stunt points.
Fast Healing: Weretigers gain +1d6 Health whenever
they would otherwise heal if in beast or beast man
form.
Roar [Paralysis]: A Weretiger in beast man form can
force every being within 180 yards to test Willpower
(Self-Discipline) versus TN 10 + Magic. Those who
fail are affected by paralyzing fear which lasts for a
number of rounds equal to Magic. It may Roar once
per day.
Weretiger's Curse: 1+ SP, A weretiger that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is infected.
An infected victim makes a new Constitution
(Stamina) test against the same target number each
night of a full moon (3 in a row). If the victim fails
one of these tests, he becomes a weretiger.

Advanced Weretigers are still bestial and hungry


during any involuntary transformation.
Weretigers are very nature attuned. Unfortunately for
humanoids, natural tigers are inquisitive, swiftly
attack when threatened, and are unafraid of anything
weaker than them that does not strongly fight back.
Weretigers can be vicious hunters viewing everything
as prey, and they are unafraid of men. Weretigers
who have master themselves usually act according to
their humanoid sensibilities.
Becoming a Weretiger:
Gain the powers, special defenses and
vulnerabilities of a Weretiger.
Beast man form:
Increase the following Abilities: Constitution by 4
(max 8), Dexterity by 3 (max 9), Magic by 1,
Perception by 2, Strength by 4 (max 8), Willpower
by 2, and Speed by 3.
Gain the Running focus for Constitution, the Bite
focus for Dexterity, the Smelling and Tracking
focuses for Perception, the Claws and Climbing
focuses for Strength and the Courage and Morale
focuses for Willpower.
Gain the Bite and Claw Attacks dealing 1d6+3 and
2d6 damage respectively.
Gain Night Vision, an Armor Rating of 2, the
Enchanted special defense, and Vulnerabilities of a
weretiger.
Gain 30 Health.

Weretigers are born or infected with the magical


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

50

Werewolf
Grade C
Monster
Defense varies, AR varies
Vulnerabilities Fire, Silver
Health varies, Speed varies
Senses Night Vision
See Becoming a Werewolf.
Favored Stunts: Overwhelm, Skirmish, and
Werewolfs Curse.
Weapon Groups: Same as base character.
Talents: Same as base character
Powers
Animal Speech: Werewolves can understand wolves,
and when transformed may communicate with them
as well. Even in human form they can communicate
with wolves using posture, but at a -2 penalty.
Wolves are likely to answer summons from a
werewolf that has been in the area for a while.
Beast Shape [Alteration]: Werewolves can assume
the form of a Wolf as per the Beastform spell, with +1
bonuses to Constitution, Dexterity, and Strength. It
retains the Animal Speech, Fast Healing, and
Werewolfs Curse powers in this form.
Fast Healing: Werewolves gain +1d6 Health
whenever they would otherwise heal if in beast or
beast man form.
Howl [Fear]: A Werewolf in beast man form can force
every being within 180 yards to test Willpower (SelfDiscipline) versus TN 10 + Magic. Those who fail are
affected by fear. It may Howl once per day.
Overwhelm: 3 SP, The creature knocks its opponent
prone and pins it, giving the werewolf a +2 bonus to
further attacks (this includes the usual +1 for
attacking a prone target). The pinned character must
make an opposed Strength (Might) vs. Strength
(Might) test against the werewolf to escape.
Werewolf's Curse: 1+ SP, A werewolf that scores
stunt points on a bite attack upon a humanoid can
infect it with lycanthropy as a stunt (choosing to use
1 or more stunt points). The victim must make a
Constitution (Stamina) test : TN 10 + the number of
stunt points. A failed test means the victim is
infected. An infected victim makes a new
Constitution (Stamina) test against the same target
number each night of a full moon (3 in a row). If the
victim fails one of these tests, he becomes a
werewolf.

Werewolves are still bestial and hungry during any


involuntary transformation.
Werewolves under the control of their beast side tend
to be cruel and vicious. While motivated by hunger,
their eyes are bigger than their stomachs and such
rampaging werewolves will attack more victims than
they could possibly consume. Werewolves who have
master themselves usually act according to their
human sensibilities.
Becoming a Werewolf:
Gain the powers, special defenses and
vulnerabilities of a Werewolf.
Beast man form:
Increase the following Abilities: Constitution by 3
(max 8), Dexterity by 3 (max 8), Magic by 1,
Perception by 2, Strength by 3 (max 8), Willpower
by 2, and Speed by 2.
Gain the Running focus for Constitution, the Bite
focus for Dexterity, the Smelling and Tracking
focuses for Perception, the Claws and Intimidation
focuses for Strength and the Courage and Morale
focuses for Willpower.
Gain the Bite and Claw Attacks dealing 1d6+3 and
2d6 damage respectively.
Gain Night Vision, an Armor Rating of 2, the
Enchanted special
defense, and
Vulnerabilities of a
werewolf.
Gain 25 Health.

Werewolves are born or infected with the magical


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

51

opponent is ripped free, taking damage. Anyone that


removes a trident without making a TN 12 Cunning
(Healing) check causes the skewered creature an
additional 1d6 damage.
Equipment: Dagger, Trident, bag

Merman
Merrow
Grade E
Humanoid
Defense 12, AR 0
Immunities Drowning
Health 21, Speed Swim 11
Senses Night Vision
+0 Communication
+1 Constitution (Swimming)
+0 Cunning
+1 Dexterity
+0 Magic
+1 Perception (Searching)
+2 Strength (Spears)
+0 Willpower
Melee Trident +4 (1d6+5), Dagger +1
(1d6+3)
Favored Stunts: Defensive Stance and Lightning
Attack.
Weapon Groups: Brawling, Light Blades and Spears.
Powers
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the users grasp or the
opponent is ripped free, taking damage. Anyone that
removes a trident without making a TN 12 Cunning
(Healing) check causes the skewered creature an
additional 1d6 damage.
Equipment: Dagger, Trident, bag

Merrow are classic


mermen, humanoids with
fish tails that live underwater.
Their civilization is based on
hunting, shepherding fish, and kelp
agriculture. They tend to have a balanced outlook on
life, with a live and let live mentality. They will often
train sea animals such as squids, or dolphins to be
their companions. While they are friendly with those
undersea denizens that are friendly to them, the
Kopru and Shark-kin are fairly universally despised
due to past misdeeds.

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

52

Triton Mage
Grade D
Humanoid
Defense 13, AR 0
Immunities Drowning
Health 29, Mana 25, Speed Swim 13
Senses Night Vision
+1 Communication
+0 Constitution
+1 Cunning
+2 Dexterity
+2 Magic (Entropy or Primal)
+0 Perception
+1 Strength (Spears)
+1 Willpower (Self-Discipline)
Melee Trident +3 (1d6+4)
Ranged Arcane Lance +2 (1d6+2, 16 yards)
Favored Stunts: Mighty Spell and Skillful Casting.
Weapon Groups: Brawling, Spears
Talents: Entropy Magic (J) or Primal Magic (J)
Powers
Spells (5): Arcane, Spellpower 12(14), 5 spells.
Trident: Targets that takes damage from a trident
strike are grappled. If the grappled opponent breaks
free the trident is torn from the users grasp or the
opponent is ripped free, taking damage. Anyone that
removes a trident without making a TN 12 Cunning
(Healing) check causes the skewered creature an
additional 1d6 damage.
Equipment: Trident, bag

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

53

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

54

Ogre
Grade D
Giant Humanoid
Defense 10, AR 6
Health 40, Speed 11
Senses Night Vision
+0 Communication
+4 Constitution
-1 Cunning
+0 Dexterity
+0 Magic
+0 Perception
+6 Strength
+1 Willpower
Melee Club +6 (1d6+9)
Favored Stunts: Knock Prone and Dual Strike.
Weapon Groups: Brawling and Bludgeons
Equipment: Light Leather, Two-Handed Club
Ogres are giantish oafs that appear to be nine foot tall
humanoids with distorted faces. They often resemble
goblinoids, or have the hint of bestial ancestry, but a
small number are bald and resemble giants. Like
most giants or bigger goblinoids, ogres are cruel,
killing to cause suffering or from perceived hatred,
not because they have to. Unlike their true giant
cousins, most Ogres speak orc, goblin, or a human
language depending on where they
live, and who lives with them.
Ogres often congregate with
goblinoids or orcs because
their strength is
respected.

55

Ooze

Black puddings are huge quivering masses of oilyblack goo. They are usually 15 feet across and can be
2 feet high when not attacking. They attack anything
that moves nearby with mindless abandon. They like
to grapple targets and dissolve them slowly. When a
pudding disarms an opponent they grab the weapon
which then begins to dissolve unless it is magical or
otherwise protected from corrosive damage. They are
truly horrific creatures because they cannot be
reasoned with, controlled, or easily defeated. While
they are often found underground or in dungeon
complexes, nobody knows exactly where they
originate from and they can be found above ground
as well if food is scarce elsewhere.

Black Pudding
Grade C
Monster
Defense 7, AR 0
Immunities Gaze Attacks, Mental, Poison; Charm,
Illusion, Paralysis, Sleep
Health 100, Speed 8, Climb 8
Senses 360 Degree Touch (20 yards)
-3 Communication
+6 Constitution
-3 Cunning
-3 Dexterity
+0 Magic
+0 Perception (Smelling)
+3 Strength (Climbing)
-2 Willpower
Melee Slam +3 (1d6+3*)
Favored Stunts: Disarm and Lightning Attack.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the pudding or is touched by it except stone takes
1d6 damage. Metal and wooden melee weaponry
that touches the pudding becomes useless on a 1 on
the attacks Dragon Die.
Split: If a pudding takes 10+ damage from a slashing
or piercing attack and survives it will split into two
smaller puddings on a 3 or better on 1d6. These
creatures have half the Health of the original and
suffer a -1 to all actions.

56

Gelatinous Cube
Grade D
Monster
Defense 10-, AR 0
Immunities Gaze Attacks, Mental, Poison; Charm,
Illusion, Paralysis, Sleep
Health 52, Speed 5
Senses 360 Degree Touch (20 yards)
-3 Communication
+8 Constitution
-3 Cunning
-3 Dexterity
+0 Magic
+0 Perception (Smelling)
+0 Strength
-2 Willpower
Melee Slam +0 (1d6*), Ram +0 (1d6+3)
Favored Stunts: Engulf and Mighty Blow.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the cube or is touched by it except metal and stone
takes 1d3 damage. Wooden melee weaponry that
touches the cube becomes useless on a 1 on the
attacks Dragon Die.
Engulf: 3 SP, After a successful ram attack the cube
begins to engulf its target, pulling it inside itself. This
process takes 2 rounds during which the target is
subject to both Acid damage and potential paralysis.
Once inside it the only way out is to kill the cube or
be yanked out.
Touch Attack [Paralysis]: Those touched by the cube
must succeed at Constitution (Stamina) : TN 15 or be
paralyzed for 1 minute.
Transparency: Others have a -2 penalty to notice a
gelatinous cube with a Perception (Seeing) test.

White Pudding
Grade C
Monster
Defense 7, AR 0
Immunities Cold, Gaze Attacks, Mental, Poison;
Charm, Illusion, Paralysis, Sleep
Health 85, Speed 8, Climb 8
Senses 360 Degree Touch (20 yards)
-3 Communication
+5 Constitution
-3 Cunning
-3 Dexterity
+0 Magic
+0 Perception (Smelling)
+3 Strength (Climbing)
-2 Willpower
Melee Slam +3 (1d6+3*)
Favored Stunts: Disarm and Lightning Attack.
Powers
Acidic Secretions [Corrosive]: Anything that touches
the pudding or is touched by it except metal and
stone takes 1d6 damage. Wooden melee weaponry
that touches the pudding becomes useless on a 1 on
the attacks Dragon Die.
Camouflage: When at rest a white pudding looks
exactly like a snowbank. Others suffer a -3 penalty to
recognize it in a snowy environment.
Split: If a pudding takes 10+ damage from a slashing
or piercing attack and survives it will split into two
smaller puddings on a 3 or better on 1d6. These
creatures have half the Health of the original and
suffer a -1 to all actions.
A white pudding is a form of black pudding that
exists only in cold, frigid environments. They tend to
be more lethargic and do not move about unless
actually traversing terrain.

Gelatinous Cubes are transparent cubes that shuffle


down dungeon hallways sweeping up debris, detritus
and corpses. They possess the capability to produce
pseudopods and slam targets, but most often seek to
ram into or engulf them instead. Gelatinous Cubes
are so transparent that they are hard to see when
motionless, or when the other party is running.

57

tribes and regions. Most orcs dont care about


learning human languages, but some care enough to
learn what their potential enemies converse about.
Such an orc may know any humanoid tongue.

Orc
Orc Warrior
Grade E
Humanoid
Defense 12, AR 4 (-1 penalty)
Health 22, Speed 10
Senses Night Vision
-1 Communication
+2 Constitution (Running)
+0 Cunning
+1 Dexterity (Brawling)
+0 Magic
+1 Perception (Searching)
+3 Strength (Axes)
+2 Willpower
Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4
(halved))
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Axes, Brawling and Bludgeons
Talents: Armor Training (N), Weapon and Shield Style
(N)
Equipment: Battle Axe, Heavy Leather
Orcs are savage humanoids that have greyish green
skin, big ears, large porcine noses, a lack of body hair
and big tusks that protrude from their bottom lips.
Most orcs have profound bellies, but to assume they
are in poor condition is often the death of many
would-be adventurers. They are prolific breeders and
squabble amongst themselves for status and territory,
until their numbers grow so large they must raid
nearby civilized areas in an attempt to sate their lust
for food and baser desires. The raiding culture is
ingrained in the cruel orcs and they view a death in
battle as a desirable one, although like most bullies
theyd rather not die if possible.
Orcs always gather in hunting groups and are never
encountered alone unless gathering food in the
wilderness or as the result of a poorly executed raid.
They make their homes in all climes and environs,
from marshes and swamps, to arid wastelands. If they
move into cold climes they slay animals and make
thick clothing, if they move to a hot climate they
wear the minimal for survival. Orcs are not very
modest, although they arent as dumb as most people
believe them to be either.
There are orc shamans, who have mastered divine
magic and orc witches, who use arcane magic. As
orc culture is based on the right of the leaders to rule
by personal might, orc war chieftains and kings are
often brutally powerful. Orcs speak their own
language, Orcish, but also have dialects between

58

Orc Elite
Grade D
Humanoid
Defense 15, AR 7 (-3 penalty)
Health 30, Speed 9
Senses Night Vision
+0 Communication
+2 Constitution (Running)
+0 Cunning (Military Lore)
+2 Dexterity (Brawling)
+0 Magic
+1 Perception (Searching, Tracking)
+4 Strength (Axes, Intimidation)
+2 Willpower (Courage)
Melee Battle Axe +6 (2d6+4), Dagger +0 (1d6+5
(halved))
Favored Stunts: Knock Prone and Dual Strike.
Weapon Groups: Axes, Brawling and Bludgeons.
Talents: Armor Training (J), Weapon and Shield Style
(J)
Equipment: Battle Axe, Heavy Mail, Medium Shield

Orc Shaman
Grade D
Humanoid
Defense 12, AR 5 (-2 penalty)
Health 25, Mana 14, Speed 10
Senses Night Vision
+1 Communication
+1 Constitution
+1 Cunning (Religious Lore)
+2 Dexterity
+2 Magic (Shadow)
+0 Perception (Seeing)
+3 Strength (Intimidation)
+2 Willpower (Faith)
Melee Two-Handed Maul +3 (2d6+5), Dagger +0
(1d6+4 (halved))
Favored Stunts: Pierce Armor and Puissant Casting.
Weapon Groups: Brawling and Bludgeons
Talents: Shadow Magic (J)
Powers
Spells (3): Divine (Shadow), Spellpower 14, 4 spells
+ 1 Shadow.
Equipment: Light Mail, Two-Handed Maul

Orc Elites are stronger and more vicious than the


grunts who make up the majority of the front line of a
raid. They are stronger, faster, and better fighters. They
also have better gear, by virtue of being strong
enough to take it from whomever found it or created
it, whether that person is a human, a lone dwarf or an
orc.

Shaman usually know the Drain Life, Paralyze,


Obscuring Darkness, and Vulnerabilty Hex spells.
Most orcs revere the immortal Wogar, but some
revere Atzanteotl instead, mostly those living in the
Broken Lands. Orcs often need some form of
motivation, and the Shamans provide it by shaming
those too lazy to go on raids, and lashing those too
slow to forge ahead to glory fast enough.

59

Owlbear
Grade D
Beast
Defense 11, AR 0
Health 60, Speed 10
Senses Night Vision
+1 Communication
+6 Constitution
-3 Cunning
+2 Dexterity (Bite)
+1 Magic
+2 Perception (Seeing, Tracking)
+6 Strength (Might)
+2 Willpower (Morale)
Melee Bite +4 (1d6+6), Claws +8 (2d6+6)
Favored Stunts: Lightning Attack and Crushing Hold.
Powers
Crushing Hold: 3 SP, An owlbear can follow up a
successful attack with its claws with a Crushing Hold.
The target is grappled and must make an opposed
check at the beginning of its turn to escape: Dexterity
(Legerdemain) or Strength (MIght) versus Strength
(Might) to escape. While so grabbed the Owlbear can
crush the target for 2d6+7 damage each round as a
Major action, requiring no attack roll, or bite the
target gaining a +3 to hit.

Phanaton
Grade E
Humanoid
Defense 15, AR 0
Health 16, Speed 7, Glide 12
+1 Communication
+1 Constitution
+1 Cunning
+4 Dexterity (Acrobatics)
+0 Magic
+1 Perception (Hearing)
+0 Strength (Climbing)
+0 Willpower
Melee Bite +4 (1d3+1), Club +4 (1d6)
Favored Stunts: Knock Prone and Skirmish.
Weapon Groups: Brawling and Staves
Powers
Prehensile Tail: Phanatons can hang from their tail or
grasp objects with a -2 Dexterity penalty and their
normal Strength.
Equipment: Club, Small Backpack
Phanatons are diminutive humanoids, about the
height of a halfling, but slender with a monkey-like
build, and slender hands. They resemble humanoid
raccoons with feline heads including the mask
coloration, ringed tails and similar grey-brown
coloration. They also have thick membranes that run
between their arms and legs which allow them to
glide through the air from tree to tree with near
silence.

Owlbears are large, temperamental creatures that


have bodies of a size with, and proportion to
ursine predators, and the feathers and
beaks of avians, most closely
resembling owls. They also have
excellent night vision, again
due to their avian eyes. Like
bears, owlbears can stand to
fight, and often hug an
opponent, immobilizing it and
bringing it close enough to
bite repeatedly. Their
prodigious strength allows
them to squeeze the life out
of an opponent. It is
theorized that Owlbears are
the results of experiments
conducted by magic-users in
the distant past, to merge two
disparate creatures together, but
their ubiquitous distribution
throughout Brun allows for
them to be the favored
children of some unknown
immortal.

Phanatons are independent creatures, but


consider themselves caretakers of nature.
They will go out of their way to harass
large humanoids that are
indiscriminately logging or clearing forest
areas. They are not quick to fight, but will go
all out if they encounter aranea, a species that
enjoys hunting them, or if their young are
backed into a corner. Strangely enough
phanatons, although omnivorous prefer
fruits and vegetables to meat with the
exception of giant spiders. Phanatons
speak their own language and a subset
also speak Sylvan, but are perfectly
capable of learning common
human languages, or elven as
well.
Phanaton spellcasters when
present, are likely to be shaman
serving nature or worshipping
nature immortals such as Ordana.

60

Rakasta
Grade E
Humanoid
Defense 16, AR 0
Health 21 Speed 11
Senses Night Vision
+0 Communication
+1 Constitution
+0 Cunning (Natural Lore)
+3 Dexterity
+0 Magic
+1 Perception (Hearing, Tracking)
+0 Strength (Heavy Blades, Jumping)
+1 Willpower (Morale)
Melee Claws +0 (1d3+1), Kasas +0 (1d6), Long
Sword +2 (2d6)
Ranged Spear +0 (1d6+3, 8/16 yards)
Favored Stunts: Knock Prone and Lightning Attack.
Weapon Groups: Brawling, Heavy Blades, and
Spears
Talents: Dual Weapon Style (N)
Equipment: Kasas, Long Sword, Throwing Spear

of rakasta tame mounts and train them to fight with


their riders, whether they are sabertooth tigers, or dire
great cats of some sort. If a rakasta rides a horse, it
will be trained to be absolutely fearless, loyal and be
a prime specimen of its breed. The main difference is
that all primitive rakasta will spring from their saddles
onto prey and engage immediately in melee.
Civilized rakasta may throw spears or fire bows at
enemies and use their spears as lances to ride down
opponents first before leaping into the fray.

Rakasta are feline humanoids that stand roughly 54


feet tall when fully erect and have long tails. They
can be of any apparent big cat lineage, although
puma is the most common. The likelihood of an
albino or pure black coated rakasta is just as rare as
for the big cats themselves. Just like the big cats they
look like, these variant color coats can include stripes
or spots.
Rakasta are concerned with personal honor, and even
the most primitive tribesman abides by rules of his
society. Rakasta are considered bloodthirsty, but they
never let their urges override their honor. Civilized
rakasta may have different rules than the basic ones
the primitive varieties live by. In general, rakasta will
not back down from a challenge to combat, whether
single or outright war. They will not initiate overtures
of peace or surrender, and they do not break their
word once given. Rakasta speak Rakastayne, with
different cultural groups having their own dialects.
They can also speak other common languages.
Rakasta warriors, both primitive and civilized, are
proficient with three pronged claws that are strapped
onto the forearms called kasas. They are treated as
brawling weapons and often used with Dual Weapon
Style. Primitive rakasta prefer to attack with kasas
alone, relying on their natural prowess. They will
occasionally use other weapons if they are extremely
advantageous to the situation. Civilized rakasta use
kasas only as a fall back on the battlefield, preferring
a sword (short or long) or a spear instead. Both types

61

Rhagodessa
Grade D
Aberrant Beast
Defense 14, AR 2
Health 32 Speed 16, Wall Crawler
Senses Dark Vision (-1 in light)
-3 Communication
+1 Constitution
+0 Cunning
+4 Dexterity
+0 Magic
+2 Perception
+2 Strength (Jumping)
+0 Willpower (Self-Discipline)
Melee Bite +4 (1d6+5)
Favored Stunts: Grab and Skirmish.
Powers
Grab: 2, A successful grab brings the target to the
mouth for a vicious bite attack. The rhagodessa gets a
free attack on the target, and if it hits it deals an
additional 1d6 damage.

Stirge
Grade E
Monster
Defense 16, AR 0
Health 14*, Speed 3, Fly 18, Hover
Senses Dark Vision (20 yards)
-1 Communication
-1 Constitution
-2 Cunning
+4 Dexterity (Stealth)
+0 Magic
+2 Perception
-2 Strength
+0 Willpower
Melee Stab +4 (1d6-2)
Favored Stunts: Latch On, and Skirmish.
Powers
Blood Drinking: Whenever the stirge succeeds with a
grapple it may bite as a free action, draining 1d6+3
Health that the stirge then gains. This drain ignores
worn armor, but not inherent armor. After attached, it
can use a Major action to drain the same amount of
Health once per round.
Latch On: 3 SP, If the stirge hits it automatically
grapples the target and gains a +3 bonus to resist
being removed forcibly.

Rhagodessa are large spider-like carnivores, that are


the size of a small horse. They have an oversized
head and mandibles, and is a yellow color with a
dark brown thorax. They have five pairs of legs, rather
than four, and the frontmost pair end in suckers rather
than sharp points. These two limbs allow the creature
to snag prey and bring it to its mouth. These creatures
are unintelligent, nocturnal carnivores that always
hunt in the dark.
Their natural habitat is in
cave structures and
throughout
the Shadowdark.

A Stirge is a large mosquito like creature about the


size of a large house cat that has four leathery wings
sprouting from its back and four legs with pincers.
They have leathery skin, but are often mistaken for
birds at first because of their wildly flapping wings
and long beaklike noses which they use to pierce
their prey.
Stirges live off of blood, and will attack
creatures of any size in order to feed. A stirge
can gain up to twice its normal amount of
Health from this process, and will fly off to
digest blood in its nest if it gains that amount.
If a creature dies before it finishes feeding or it
is removed forcibly from a target it will try to
find a new target if it has not fed its fill.

62

Tortle
Grade E
Humanoid
Defense 10, AR 6
Immunities Drowning
Vulnerabilities Cold +1d6
Health 25, Speed 5, Swim 6
Senses Night Vision
+0 Communication
+1 Constitution (Swimming)
+0 Cunning
-1 Dexterity (Bows)
+0 Magic
+0 Perception
+1 Strength (Spears)
+2 Willpower
Melee Claws +1 (1d6+1), Spear +3 (1d6+4)
Ranged Short Bow +1 (1d6+1, 16/32 yards)
Favored Stunts: Defensive Stance and Disarm.
Weapon Groups: Bows, Brawling, Spears and Staves.
Powers
Shell Defense: Tortles can use a Major action to
withdraw into their shell. Their defense drops to 5,
but their Armor Rating rises to 8 against physical
attacks. Energy attacks, as well as corrosive based
ones use the normal rating. A tortle in its shell cannot
see, but can hear and smell.
Equipment: Ruck Sack, Short Bow, Throwing Spear

among these people, while witch doctors are more


rare. Tortles live relatively short lives, despite their
peaceful outlook, and females lay eggs once in their
lives, near the end of a 40 to 50 year run. At the same
time that the females lay eggs, the male elders and
young tortles create walled defenses and guard the
clutch of eggs nonstop until they hatch. The young
tortles take the newly hatched young away, and bury
the elders who sacrificed their lives so the could be
born safely.
Tortles are fairly common around Ierendi, the Pearl
Islands, the Sea of Dread and Ochalea. They are also
uncommon but known throughout temperate and
warm regions of Brun, including Sind, and near lakes
and rivers throughout Darokin, the Atruaghin region
and Norwold. Rumors abound that they are very
common on the Savage Coast as well.

Tortles are primitive reptilian humanoids that


resemble tortoises. They have beaks on their heads,
thick fingers with claws, and large shells. Their hands
are opposable, while their feet resemble the paws of
a terrapin. They live simple lives dedicated to nature
and seek harmony and peace over destruction of
those who encroach on the wilderness. Tortles speak
their own language, but can easily learn and speak
common human tongues.
In combat, a group of tortles will engage enemies
and keep them relatively boxed in, while others will
emerge from hiding and fire arrows into the area. At
the time arrows are falling everywhere, the melee
combatants will retreat into their shells and avoid all
damage.
Tortles live in close knit communities but often
make their own farmsteads and huts and do not
live in communal groups. They help each other
in raising structures and defenses, and depend
upon one another when assailed or rarely when
hunting food. That said, tortles manage to live
without central leadership, and keep to themselves
when living in established areas near other
humanoids. Shamans are more common spellcasters

63

Troll
Grade C
Giant Humanoid
Defense 12, AR 2
Vulnerabilities Corrosive, Fire
Health 50, Speed 13
Senses Dark Vision (30 yards)
-1 Communication
+6 Constitution (Stamina)
-1 Cunning
+2 Dexterity (Bite)
+0 Magic
+0 Perception (Smelling, Tracking)
+6 Strength
+0 Willpower (Morale)
Melee Bite +4 (1d6+6), Claws +6 (1d6+9)
Favored Stunts: List
Weapon Groups: Brawling
Powers
Regeneration: A troll can take a breather any time as
a minor action, regaining 5+Constitution Health (11).
Doesnt affect damage caused by vulnerabilities.
Trolls are tall, gangly looking creatures that have long
noses, and rubbery skin, often green in coloration.
They have full heads of hair, but they also grow
isolated tufts of it all over their bodies. Their teeth are
often in poor condition, and they have completely
black eyes. Trolls are frightfully strong considering
their apparent body structure and they rarely back
down from confrontation because pain is something
they generally can ignore. Trolls speak Trollish, a
language related to giantish.

64

Just like normal ants, they search far and wide for
food, and when they find it and communicate that
back to the nest, they set up a winding trail to the
source of sustenance. Because giant ants slowly dig
out dirt and stone when they create a nest, there is a
chance that they will find gold in the hills they prefer
to nest in.

Vermin
Giant Ant
Grade E
Giant Beast
Defense 13, AR 4
Health 29, Speed 15
Senses 360 Degree Smell (30 yards)
-3 Communication
+1 Constitution
-3 Cunning
+2 Dexterity (Bite)
+0 Magic
+1 Perception (Smelling)
+0 Strength (Climbing)
+0 Willpower (Morale)
Melee Bite +4 (2d6)
Favored Stunts: Knock Prone and Mighty Blow.
Powers
Berserker: Giant Ants have a +4 bonus to Willpower
(Morale) tests.
Super Lifter: The ant has a +5 bonus to lift, drag or
carry anything.
Tunneling: Giant Ants can tunnel through rock as
well as soil, as fast as humanoid miners.

Giant Bee
Grade D
Giant Beast
Defense 15, AR 0
Health 15, Speed 3, Fly 13
Senses 360 Degree Smell (30 yards)
-3 Communication
-1 Constitution
-3 Cunning
+3 Dexterity (Sting)
+0 Magic
+1 Perception
+0 Strength
+1 Willpower (Courage)
Melee Sting +5 (1d6*)
Favored Stunts: Knock Prone and Skirmish.
Powers
Stinger [Poison]: The bees stinger carries a poison. If
the target takes damage from the sting, they must
succeed at a Constitution (Stamina) vs 12 TN or take
1d6 penetrating damage every round for 3 rounds.
Lastly, unless the victim uses a Major action to Heal
herself, the stinger remains lodged in the victim and
gives them a -1 penalty to all actions. This penalty is
cumulative to a total of -3.

Giant Ant Drone Guard


Grade D
Giant Beast
Defense 14, AR 4
Health 40, Speed 15, Fly 12
Senses 360 Degree Smell (30 yards)
-3 Communication
+1 Constitution
-3 Cunning
+3 Dexterity (Bite)
+0 Magic
+1 Perception (Smelling)
+1 Strength
+1 Willpower (Morale)
Melee Bite +5 (2d6+1)
Favored Stunts: Knock Prone, Mighty Blow and
Skirmish.
Powers
Berserker: Giant Ants have a +4 bonus to Willpower
(Morale) tests.
Super Lifter: The ant has a +5 bonus to lift, drag or
carry anything.

Giant Bee are one foot long insects with vicious


tempers and a dangerous sting. Though the bees die if
they are successful with an attack, as the stinger rips
away from their bodies, they will attack any moving
thing that comes near their hive. Giant Bee hives tend
to be created in cave structures, because the weight
is too great for all but the strongest of trees to bear.
When encountered away from the hive, there may be
less than 7 of them, but there will always be at least
10 plus the queen at the hive, and can be as many as
30 or more. The queen is slightly larger than a normal
giant bee, and can sting without killing herself. Giant
Bee honey is potent and anyone eating 2 pints of it
will be healed 2 Health.

Giant Ants are like their minuscule brethren in every


way except for size, as these creatures are the size of
men. They attack ferociously with no regard for their
own safety when engaged in combat, but usually
they ignore humanoid and animal targets when
searching for food.

65

Giant Centipede
Grade D
Giant Beast
Defense 14, AR 0
Health 11 Speed 5, Wall Crawler
-3 Communication
+1 Constitution
-3 Cunning
+2 Dexterity (Bite)
+0 Magic
-1 Perception
-1 Strength
+2 Willpower (Morale)
Melee Bite +4 (1d6*)
Favored Stunts: Pierce Armor and Skirmish.
Powers
Poisonous Bite: Whenever the Centipede deals
damage with its bite, the target creature must make a
Constitution (Stamina) test : TN 13. Those who
succeed are poisoned and suffer a -1 penalty to all
tests and a -4 modifier to Speed. This poison lasts in
the character's system for 10 days unless treated. If
already affected by the poison, a further failure to
resist causes an additional 2 points of damage.

above their eyes and one near the base of their


abdomen, which glow a dull orange color and light
up a radius of 4 yards around the creatures. If
carefully extracted these glands continue to glow for
up to a week after removal. They are fairly territorial
but are primarily scavengers, presenting the most
danger to those who fall asleep alone in underground
locations.
Giant Locust
Grade E
Giant Beast
Defense 14, AR 0
Immunities Poison (Plant-Based)
Health 21 Speed 5, Fly 15
-3 Communication (Deception)
+0 Constitution
-3 Cunning
+2 Dexterity
+0 Magic
+0 Perception
+1 Strength
+1 Willpower
Melee Bite +2 (1d6+4)
Ranged Spittle +2 (*)
Favored Stunts: Knock Down and Skirmish.
Powers
Spittle: The Locusts can spray opponents with a foul
smelling blast that takes away their next Major
action.

Giant Centipedes are about a foot long. They dwell in


dark damp places and are common on the upper
floors of dungeons and other ruins as well as the
hollow insides of rotted stumps and fallen trees. They
are not prone to attack, but if provoked can be quite
troublesome to deal with.

Giant Locusts are insects between 2 and 3 feet in


length, that are often discovered in groupings
underground when not searching for plants to eat.
Usually they flee when encountered, but there is a
good chance that they will flee into their attackers. If
cornered they often spit up a noisome brown sludge
on opponents which smells so bad that they often
spend long seconds cleaning themselves off as soon
as the surprise wears off.

Giant Fire Beetle


Grade E
Giant Beast
Defense 12, AR 0
Health 14, Speed 8
-3 Communication
-1 Constitution
-3 Cunning
+0 Dexterity
+0 Magic
+0 Perception
+0 Strength (Climbing)
+1 Willpower (Morale)
Melee Bite +0 (1d6+3)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Lamp Glands: Fire Beetles can see up to generate
light in a radius of 4 yards from their bodies, and
creatures do not suffer darkness penalties within that
radius.
Giant Fire Beetles are 2 and a half foot long insects
often discovered below ground in caves, ruins, and in
the Shadowdeep. They possess lamp glands, two

66

Giant Oil Beetle


Grade E
Giant Beast
Defense 12, AR 0
Health 20, Speed 11
-3 Communication
+0 Constitution
-3 Cunning
+1 Dexterity (Bite)
+0 Magic
+0 Perception
+1 Strength
+1 Willpower
Melee Bite +3 (1d6+1)
Ranged Oil Spray +1 (*, 2 yards)
Favored Stunts: Defensive Stance and Skirmish.
Powers
Oil Spray: Targets hit by the oil must succeed at a
Dexterity (Acrobatics) test : TN 12 or it gets on their
skin. The effect of the oil is to raise painful blisters
which give the affected creature a -1 penalty for up to
24 hours, although a Heal spell will fix the ailment
immediately. The penalty is not cumulative. Roll 1d6
after each spray, on a 1 it has no more oil reserved
until the next day.

Giant Tiger Beetle


Grade D
Giant Beast
Defense 13, AR 2
Health 25 Speed 12
-3 Communication
+1 Constitution
-3 Cunning
+2 Dexterity (Bite)
+0 Magic
+1 Perception
+2 Strength
+2 Willpower (Morale)
Melee Bite +4 (1d6+5)
Favored Stunts: Lightning Attack and Skirmish.
Giant Tiger Beetles are 4 feet in length, and have
impressive striped carapaces. They are carnivorous
and can be found in plains, ruins and forests. They
typically prey on giant insects, but will go after
anything that presents itself to them.

Oil Beetles are 3 foot long vermin that sometimes


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

67

Wight
Grade D
Undead Humanoid
Defense 13, AR 0
Immunities Mental, Poison, Charm, Sleep
Health 40, Speed 12
Senses Dark Vision (-1 in light)
+3 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity (Stealth)
+2 Magic
+2 Perception (Hearing)
+2 Strength (Claws)
+1 Willpower (Morale)
Melee Claws +4 (2d6+2*)
Favored Stunts: Lightning Attack and Mighty Blow.
Weapon Groups: Brawling
Powers
Enervating Touch [Necrotic]: A wight deals 3
penetrating damage on touch.
Wights are human corpses animated by an evil spirit.
They are mostly operative during the night, where
they skulk in barrows, catacombs and other places of
burial. They do their best to come upon victims
unawares, or catch them off guard in order to
approach within melee combat distance. Wights
speak all human languages, or more to the point the
creature never has any trouble communicating with
or understanding the living. Wights are patient and
would rather creatures come to them and never
leave, than they be forced to hunt in the open where
prey will likely escape.
All human and demi-humans slain by a wight rise as
such in 2 rounds. Wights are not risen intelligent
dead in the fashion of vampires, and whatever race,
skills or languages the formerly living being remain
with its soul. Spawned wights will obey the orders of
the one that killed them as offshoots of the original
evil spirit. There is seemingly no limit to the number
of bodies one spirit can animate, and beyond their
abject hatred of the living, this seems to be the goal
of each wight.

68

Wolf
Grade E
Beast
Defense 14, AR 0
Health 25, Speed 15
Senses Night Vision
+0 Communication
+2 Constitution (Running)
-2 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+2 Perception (Smelling, Tracking)
+2 Strength (Jumping)
+0 Willpower
Melee Bite +5 (1d6+2)
Favored Stunts: Knock Prone and Pack Tactics.
Pack Tactics: 2 SP, As part of a group, a wolf can
allow another wolf to attack the same target as a free
action if it is close enough to do so.
Wolves are canine predators with excellent senses of
smell. Alone, a wolf is rarely a threat to an adventurer
unless it has a disease, such as rabies, which it can
spread. An entire pack of wolves however is a threat
to much larger creatures such as bears, or a group of
adventurers. Packs are often led by an Alpha wolf
which is often tougher than the others. Wolves live in
hills, forests and mountainous regions, even living in
extremely cold climes.

69

Wyvern
Grade D
Draconic Beast
Defense 11, AR 4
Health 50, Speed 7, Fly 18
Senses Dark Vision 20 yards
-1 Communication
+2 Constitution (Stamina)
-2 Cunning
+1 Dexterity (Bite, Tail)
+0 Magic
+1 Perception
+4 Strength
+0 Willpower
Melee Bite +3 (1d6+7) Claws +4 (1d6+4), Tail Jab +3
(1d6+4*)
Favored Stunts: Pierce Armor and Swoop.
Powers
Poison: A wyverns tail barb is poisonous.
Constitution (Stamina) test : TN 14 or suffer -1 to all
physical actions until end of encounter.
Swoop: 2 SP, the wyvern can pick up and throw a
target it hit with its claws while flying. The target is
left prone and takes 1d6 penetrating damage from the
fall.

The wyvern is a flying reptile, similar to a dragon in


both general body form, scale shape, and head and
skeletal formation. The primary differences between
young dragons and wyverns is both in their size, a
wyvern will only grow to dwarf a horse at most, and
never be more than 11 yards in length from head to
tail or wingspan, but also in the fact that wyverns
possess rear legs and wings, but no forelegs. Their
bodies are almost shaped like a birds, but there is
just a hint of serpentine grace in their skeletons and
this relates them more strongly to dragons as well.
A typical wyvern is testy, and has a mean streak. They
are not intelligent creatures, but are cunning and
vicious hunters that love to torment prey like a feline,
or more aptly, a dragon. They possess the ability to
see in absolute darkness, and have claws on their feet
and a barb at the end of their tail. A wyverns barb is
poisonous, but for a human-sized target they need
fear it as a debilitating toxin, more than as a life
threatening one.

70

Acknowledgements
Firstly, I have to give credit to the original creators of
Dungeons and Dragons and the Mystara world. This
was built up over years until it would be nearly
impossible to credit every person by name who ever
created one of the monsters listed herein. As these
write ups strive to replicate the versions of the
creatures from this specific game world and the
system it was built around, I consider each of these to
be praise worthy in the sense of original work done.
Secondly, I must thank the various people who
inspired me to undertake this endeavor starting with
the Green Ronin crew for making such a deceptively
simple game with such a nostalgic chassis on top of a
brand new engine. Next I want to thank my fellow
fans who gave me such a sense of accomplishment
that I dove headfirst into further products for this line.
Last, but not least, I need to thank the artists whose
hard work I appropriated for this fan work. I dont
know the name or handle of every artist, but those I
was able to discover are listed below. Once again,
show them some appreciation and/or track them
down and offer them a paying gig if you are able.
Jeanette L. Cejchan, Wayne England, Blanc Fonce,
Jun Bob Kim, Todd Lockwood, William OConnor,
Phantombassist, Prodigyduck, Scott Purdy, Christophe
Swal, Tyler Walpole, Eva Widermann and Yoshitaka
Amano.

71

Series
ADVERSARY COMPENDIUM I

This collection of animals, enemy humanoids, monsters,


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

FOR USE WITH


GREEN RONIN GAMES

Requires the Dragon Age Roleplaying Game Box Set. A


copy of Mystara: The Known World is recommended.

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