Bestiary

Aboleth

Wild Card

The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land.

The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12+3, Vigor d8
Skills: Athletics d4, Common Knowledge d8, Fighting d8, Intimidation d6, Notice d6, Persuade d6, Psionics d10, Stealth d6, Taunt d6
Pace: 3; Parry: 6; Toughness: 11

Special Abilities

Powers

Ankheg

The ankheg is a burrowing monster usually found in forests or choice agricultural land. Because of its fondness for fresh meat, the ankheg is a threat to any creature unfortunate enough to encounter it.

The ankheg resembles an enormous many-legged worm. Its six legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a single bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, a small mouth lined with tiny rows of chitinous teeth, and two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d4, Fighting d6, Notice d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 13 (3)

Special Abilities

Behir

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d8
Pace: 8; Parry: 6; Toughness: 19 (4)

Special Abilities

Beholder

Wild Card

The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, and has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries. Beholders and beholder-kin are usually solitary creatures, but there are reports of large communities of them surviving deep beneath the earth and in the void between the stars, under the dominion of hive mothers.

The beholders are a hateful, aggressive and avaricious race, attacking or dominating other races, including other beholders and many of the beholder-kin. This is because of a xenophobic intolerance among beholders that causes them to hate all creatures not like themselves. The basic, beholder body-type allows for a great variety of beholder subspecies. Some have obvious differences, there are those covered with overlapping chitin plates, and those with smooth hides, or snake-like eye tentacles, and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique body-form to be the “true ideal” of beholderhood, the others being nothing but ugly copies, fit only to be eliminated.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Intimidate d8, Notice d12, Shooting d10, Stealth d6, Taunt d6
Pace: 4; Parry: 5; Toughness: 10 (2)

Special Abilities

Eyestalks

  1. Charm Person: As the Puppet power, but with a trapping that causes the target to regard the beholder as a close and trusted friend.
  2. Domination: As the Puppet power.
  3. Sleep: As the Slumber power.
  4. Telekinesis: As the Telekinesis power.
  5. Flesh to Stone: Opposed roll vs Spirit; if successful, turns target to stone.
  6. Disintegrate: Bolt for 3d6 damage, or 4d6 on a raise; wounds result in permanent bodily damage.
  7. Fear: As the Fear power.
  8. Slow: As the Sloth power.
  9. Cause Serious Wounds: Bolt for 3d6 damage, or 4d6 on a raise.
  10. Death Ray: Opposed roll vs Vigor; if successful, the target dies instantly.

Dao

A dao is a genie from the elemental plane of Earth. While they are generally found on that plane (though even there they are uncommon), the dao love to come to the Prime Material plane to work evil. Dao speak all of the languages of the genies, as well as Common and the tongue of earth elementals. Shrewd traders, they seek always to expand their wealth - and they count the souls of mortals amongst that wealth, for it fetches a high price with certain customers.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d6, Notice d6, Persuasion d8, Spellcasting d6
Pace: 6; Parry: 8; Toughness: 9

Special Abilities

Death Knight

Wild Card

A death knight is the horrifying corruption of a paladin or knight, cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. A death knight’s deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life.

A death knight retains a semblance of the pride it held as a good warrior and fights honorably: It never ambushes opponents from behind, nor does it attack before an opponent has an opportunity to ready his weapon. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information (such as the fate of a former family member).

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d12, Focus d12+1, Intimidation d8, Notice d6, Riding d6, Shooting d6
Pace: 6; Parry: 10 (2); Toughness: 12 (4)

Special Abilities

Powers

Djinni

The djinn (singular: djinni) are ancient and powerful spirits of elemental air. Not truly elementals in the purest of senses, they are the spiritual culmination of mortal awe at the vastness and power of the desert, the primal fury of the sandstorm. Although legends ascribe them the ability to grant wishes, this is not quite true; they are powerful servants in the hands of a sorceror capable of binding them, however. It is precisely because of centuries of enslavement by sorcerors that djinn are so wary of mankind.

The djinn are by no means homogenous; each djinni is their own person, with experiences and a personality that can make them differ greatly from their brethren. Some resent humans and will go out of their way to harm or even kill them; others take a benevolent interest in their affairs - usually more from the perspective of someone observing a funny child than from any true feelings of kinship. As immortal, magical beings tied to the elemental forces of the world, they have a very different perspective from humans.

The stats given below are for a “common” specimen of djinni. Although their powers stay the same, most djinn have a variety of different skills that reflect their unique life experiences.

Attributes: Agility d10, Smarts d10, Spirit d12+2, Strength d12+1, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d8
Pace: 6; Parry: 7; Toughness: 8

Special Abilities

Dragon, Red

The scourge of village and tower, dragons are a figure of doom and despair throughout the world. They are more than a match even for an experienced party of adventurers, and only become more powerful as they age. Claws like swords and teeth like daggers are the least of a would-be dragonslayer’s worries - they must also contend with a genius intelligence, powerful breath weapon and often significant arcane power. The only weaknesses of a dragon are their universal arrogance, greed and inability to work together. Note that spellcasting ability is not included in the dragon’s template, as not all dragons choose to cultivate their latent magical powers. Spellcasting dragons should have a Spellcasting skill and a number of appropriate powers.

Red Dragons are the archetypal dragons, who make their home in lonely hills or desolate mountains. They are exceptionally vain and self-confident, even by draconic standards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many “perfect” strategies worked out ahead of time in the solitude of their lairs.

Hatchling (0-5 years)

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Notice d4
Pace: 5; Parry: 5; Toughness: 9(2)

Special Abilities

Fledgling (6-25 years)

Wild Card

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d6, Notice d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 15(4)

Special Abilities

Juvenile (26-100 years)

Wild Card

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Athletics d10, Common Knowledge d4, Fighting d10, Intimidation d12, Notice d8, Persuasion d4, Stealth d6
Pace: 6; Parry: 7; Toughness: 17(4)

Special Abilities

Adult (101-400 years)

Wild Card

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9, Vigor d12
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d12, Notice d12, Persuasion d10, Stealth d8
Pace: 8; Parry: 7; Toughness: 20(4)

Special Abilities

Old (401-1000 years)

Wild Card

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+10, Vigor d12
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d12, Notice d12, Persuasion d10, Stealth d8
Pace: 8; Parry: 7; Toughness: 21(4)

Special Abilities

Great Wyrm (1000+ years)

Wild Card

Attributes: Agility d10, Smarts d12, Spirit d10, Strength d12+12, Vigor d12
Skills: Athletics d12, Common Knowledge d6, Fighting d12, Intimidation d12, Notice d12, Persuasion d10, Stealth d8
Pace: 8; Parry: 8; Toughness: 22(4)

Special Abilities

Dragon, Other

Although red dragons are the most well-known, there are many other colours of dragons that are found throughout the world. Note that the breath weapons described below use numbers for an adult dragon; they should be adjusted up or down for older or younger specimens.

Black Dragons dwell in swamps and bogs, and are masters of ambush and camoflague. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent. To reflect their lower intelligence, their Smarts is reduced by one die at every age except Hatchling. Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. They are immune to acid and corrosion, and can breathe a 10” long jet of acid that deals 3d4 damage to those who fail the save. Targets affected will take a further 3d4 damage on the dragon’s next round unless they can remove or neutralise it.

Blue Dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat. They are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies. Their blue scales confer immunity to electricity, and they can breathe a bolt of lightning 15” long. Those who are affected by it take 3d6 damage; targets wearing metal armor or standing in water take 4d6 damage.

Bronze Dragons are not as noble as their gold and silver cousins, but are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. They enjoy the seaside and generally prefer warm climates. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good. Their bronze scales confer immunity to electricity, and they can breathe a bolt of lightning 15” long. Those who are affected by it take 3d6 damage; targets wearing metal armor or standing in water take 4d6 damage.

Gold Dragons are far more serpentine than most dragons, and breathe golden flame. Unlike most other dragons, they are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised.

Green Dragons dwell in forests and jungles; they love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated. They are extremely bad-tempered, mean, cruel and rude at all times. They initiate fights with little or no provocation, picking on creatures of any size. They are immune to poisons and gases of all kinds, and can breathe a cloud of noxious gas that fills a Cone Template. Anyone who fails to escape is burned for 3d6 damage, and must make a Vigor roll to hold their breath. If they fail, the gas burns their lungs, giving them a permanent level of Fatigue; magical healing or a month of rest will eventually repair their damaged airways.

Silver Dragons have silver scales that confer immunity to cold. They breathe a cone of cold that deals 3d6 damage, just like red dragonfire (making it stronger than a white dragon’s breath weapon). Instead of catching fire, those affected must make an immediate roll against the Cold Hazard (at a -2 due to the intense cold). Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take the forms of kindly old men or fair damsels when associating with people, and dwell in isolated mountains when not travelling the world.

White Dragons dwell in cold places and beneath the earth. They are vicious, impulsive and animalistic in nature - and are much smaller and stupider than most dragons. As a result, their Size is reduced by 2 at all ages except Hatchling (with a corresponding drop in Toughness). Their Smarts also drops by 2 stages, to a minimum of d4. White dragons breathe a cone of frost that does 3d4 damage, and requires those affected to make an immediate roll against the Cold hazard (at a -2 due to the intense cold). Their scales make them immune to the cold.

Drider

These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow’s dark goddess. When a dark elf of above-average ability reaches a certain point, the goddess may put him or her through a special test. Failures become driders. Because they have failed their goddess’s test, driders are outcasts from their own communities. Driders are usually found alone or with 2-12 giant spiders, rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They stalk their victims tirelessly, waiting for the right chance to strike.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d12
Skills: Athletics d8, Battle d4, Fighting d10, Focus d6, Intimidation d6, Notice d8, Shooting d8, Stealth d8, Survival d6
Pace: 6; Parry: 7; Toughness: 10

Special Abilities

Powers

Elemental

Elementals are living spirits of earth, fire, water, or air. Below are lesser versions of such creatures, but many more powerful varieties exist.

Air Elemental

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d10, Fighting d8, Notice d8, Shooting d6, Stealth d10
Pace: 12; Parry: 6; Toughness: 5

Special Abilities

Earth Elemental

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d4, Stealth d6
Pace: 4; Parry: 6; Toughness: 11 (4)

Special Abilities

Fire Elemental

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d10, Notice d6, Shooting d8, Stealth d6
Pace: 6; Parry: 7; Toughness: 5

Special Abilities

Water Elemental

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 7

Special Abilities

Efreeti

Living beings of elemental fire, the efreet (singular: efreeti) are the counterparts and natural enemies of the djinn. Whereas the djinn originate from human worship of the vastness of the desert sands, the efreet were born from the blazing heat of the desert sun. While often considered to be more powerful, the efreet are far crueller and more dangerous than the djinn; they are also arrogant and do not get along with each other, usually choosing to live in solitude. The only thing they truly share with the djinn is a common hatred of being summoned and forced to serve mortals.

The stats given below are for a “common” specimen of efreeti. Although their powers stay the same, most efreet have a variety of different skills that reflect their unique life experiences.

Attributes: Agility d10, Smarts d8, Spirit d12+3, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d8
Pace: 6; Parry: 7; Toughness: 14 (4)

Special Abilities

Flumph

Flumphs, denizens of the Underdark, resemble aerial jellyfish. These odd creatures are round and almost flat, perhaps three or four inches thick in the center, tapering to one or two inches near the edge. The body is mostly hollow, much like a large cushion. A round orifice sits in the center of the upper surface, flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature’s underside, concealing a mass of small spikes. The tentacles closest to the flumph‘s rim can be used for fine manipulation of small objects. A common flumph is pure white in color, though they can shed a soft glow in various colours to convey their emotions.

The common flumph is a nomadic hunter, intelligent, good-aligned, and peaceful. A flumph reproduces about every two years by budding, producing 1d8 tiny flumphs on its underside. These become independent after about three months when they reach two inches in diameter. They grow to adult size within a month, and live for 20 years. Although physically unimpressive, they are intelligent and curious creatures - and there are rumours of magic-using or priestly flumphs leading large communities.

A flumph is helpless if turned over.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d4, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Survival d4
Pace: 3; Parry: 4; Toughness: 3

Special Abilities

Gargoyle

Originally, gargoyles were carved roof spouts, representing grotesque human and animal figures. They were designed in such a way that water flowing down gutters would be thrown away from the wall, so as to prevent stains and erosion. Later, some unknown mage used a powerful enchantment to bring these horrid sculptures to life. The race of gargoyles has flourished, spreading throughout the world.

Despite their appearance, gargoyles are living creatures and are not made of solid stone. Their stone skin acts like armor, though, making them difficult to harm. Gargoyles do not need to eat or drink, so they can stand motionless for as long as they wish almost anywhere. The damage they do to other creatures is not for sustenance, but only for their distorted sense of pleasure.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d4, Perform d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 10 (4)

Special Abilities

Giant, Hill

The smallest and least intelligent of the giants, they still tower over ogres at 16 feet tall. Although hill giants prefer temperate areas, they can be found in practically any climate where there is an abundance of hills and mountains. They lair in caves, excavated dens, or crude huts. Those who live in colder climates have developed more skills with preparing and using skins to keep themselves warm and to keep the harsh winds out of their lairs.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d8, Notice d4
Pace: 8; Parry: 5; Toughness: 13 (1)

Special Abilities

Giant, Stone

Stone giants are so large, and their features so rough, that they are sometimes mistaken for piles of boulders or small hills when sleeping. At their full height, stone giants stand fully 18 feet tall. Stone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.

Even moreso than their smaller cousins, stone giants are exceptional throwers of stones. Whenever possible, they fight from a distance.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+6, Vigor d10
Skills: Athletics d8, Fighting d6, Intimidation d8, Notice d6, Stealth d4
Pace: 8; Parry: 5; Toughness: 13

Special Abilities

Giant, Fire

Fire giants make their home in volcanic regions, forging weapons and armor in temperatures that would make even the most hardened dwarven blacksmith faint. They’re strong for their size (18’ tall), more so than their larger cousins the Frost Giants. Fire giants live in well organized military groups, occupying large castles or caverns. Their lairs are always protected by vigilant watchmen, and sometimes by traps. Fire giants favor deadfalls that can crush intruders, and large crossbow devices that fire huge bolts.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+7, Vigor d12+1
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6
Pace: 8; Parry: 6; Toughness: 18 (3)

Special Abilities

Giant, Frost

Standing at an immense 21 feet tall, frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don’t grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They are known to keep polar bears and winter wolves as pets and guardians. In rare cases, they may subdue or ally with a white dragon.

Frost giants live in small bands consisting of a chief, his henchmen, and their camp followers - though particularly strong or intelligent frost giant chieftains may be jarl over a band three or four times the normal size. A band usually will occupy a crude castle or frigid cavern.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+6, Vigor d12+1
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d4
Pace: 8; Parry: 6; Toughness: 17 (2)

Special Abilities

Giant, Cloud

At 24 feet, cloud giants are second only to the storm giants in sheer size. They consider all other giants to be inferiors save for the storm giants, whom they consider equals. Their skin is milky-white or pale blue, and hair is stark white or brass-colored. While most dwell in remote castles on high mountain peaks, some make their homes in the sky itself. There in the heavens, they inhabit great castles held aloft by enchanted cloudbanks that drift across the world.

Cloud giants live in small clans of no more than six giants. However, these clans know the location of 1-8 other clans and will band together with some of these clans for celebrations, battles, or to trade. Cloud giants are as variable and enigmatic as humans; some are evil, and other goods, but most fall somewhere in between. They tend to leave the affairs of humans beneath them, and focus on their own work - many are mages and scholars.

The works of the magic-using cloud giants tend to be shared or traded amongst their brethren, and 1 in 10 cloud giants possess a magic weapon or protective item (giant-sized, of course).

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Athletics d6, Fighting d8, Focus d6, Intimidation d8, Notice d8, Persuade d6
Pace: 8; Parry: 6; Toughness: 16 (2)

Special Abilities

Giant, Storm

Storm giants are gentle and reclusive. They are usually tolerant of others, but can be very dangerous when angry - they are amongst the tallest of giants at 26 feet. Storm giants have pale, light green or (rarely) violet skin, and can live to be 600 years old. They tend to favour simple attire, such as a belted tunic or robe. They generally live alone, or in a small family unit.

Storm giants are retiring and solitary, but not shy. They live in castles built on cloud islands, mountain peaks, or underwater. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food. If they must fight, however, they possess immense strength and a great magical affinity for the powers of storm and flood.

In storm giants, there is a hint of the gigantine species’ ultimate origin. They are still close to the mighty elemental spirits that once walked the earth, and bear a great affinity for the forces of nature that run through their veins. To anger a storm giant is, in some cases, not so different from angering the winds themselves.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+8, Vigor d12
Skills: Athletics d8, Fighting d8, Focus d8, Notice d10, Persuade d8
Pace: 8; Parry: 6; Toughness: 17 (2)

Special Abilities

Gibbering Mouther

The gibbering mouther is an amoeboid form of life composed entirely of mouth and eyes. With its eyes and mouths closed, it appears to be a lump of earthly material, surprising creatures that stumble across it. Its only motive is to eat whatever is edible and within reach, be it animal, vegetable, or mineral.

Gibbering mouthers are unnatural creatures, usually created by foul sorcery and kept as guards by mages or obscene cults. Although they can survive in the wild, they are more scavenger than hunters, and they rarely establish reproducing populations in any but the most lush swamps. These great beasts strip the land so thoroughly that they generally die of starvation as soon as prey becomes scarce.

Any prey devoured by the mouther is added to its bulk, becoming another mouth and pair of eyes. It is possible to encounter specimens that are significantly larger and tougher than the example given below. If a mouther is Size +4 or above, its Pace is reduced to 1.

Attributes: Agility d4, Smarts d4(A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d6, Notice d8, Perform d6, Shooting d6
Pace: 2; Parry: 5; Toughness: 7

Special Abilities

Gnoll

Standing more than 7 feet tall, the hyena-like gnoll is an imposing sight and a fearsome enemy in combat. Though not inherently evil, they have a feral bent and an innate bloodlust that leads them to frequent, vicious battles even amongst their own kind. In most parts of the world, their culture is tribal and based on strength, and they have a reputation throughout Morus as ruthless reavers and slavers that have no qualms about devouring those they cannot sell.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Stealth d4, Survival d4
Pace: 6; Parry: 6; Toughness: 9 (3)

Special Abilities

Golem

Golems are the powerful animated servitors of magic-users and priests. A golem is no mere animated object, however: potent elemental forces give them life, harnessed by powerful magic. They are immensely strong, extremely resilient, and immune to most forms of magic. Although they can be made of almost any material in theory, the legendary “golem manuals” give instructions on the creation of one of four types of golem. The lesser golems are made or flesh or clay, while greater golems are made of stone or iron.

Golems usually fight with their powerful fists in combat; however, some golems - particularly those with a ceremonial or guardian role - are armed with oversized weapons that will increase their damage die.

Flesh Golem

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 8

Special Abilities

Clay Golem

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 11(2)

Special Abilities

Stone Golem

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d6
Pace: 5; Parry: 7; Toughness: 13(4)

Special Abilities

Iron Golem

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d6
Pace: 6; Parry: 7; Toughness: 15(5)

Special Abilities

Kelpie

A fey creature that lives to lead the foolish astray and drown them in a watery grave, the kelpie is an animated mass of vegetable matter. Though most commonly seaweed, kelpies have been known to use reeds or other riverside plants to make their forms. The kelpie feeds on the fear and anguish of its drowning victims, and is able to possess more plant matter as it grows stronger. When it reaches critical mass, it reproduces by splitting into two.

Kelpies prefer to attack from ambush if possible, luring their prey away and then dragging them down into the water until they drown. If this is not successful and they are forced into open combat, they usually prefer to flee. If this is not an option, they will spread themselves amongst the water and attack at random, striking quickly before returning to the water.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d4, Perform d6, Strealth d6
Pace: 6; Parry: 4; Toughness: 6

Special Abilities

Lizard, Sandstrider

A kind of giant lizard that is native to the Karui Desert, the sandstrider is an impressive creature - adult specimens regularly reach lengths of 8 feet, not including the tail, and come to shoulder-height on a man. Sure-footed, swift and highly intelligent, sandstriders are ideal mounts for the vastness of the desert even if they are unsuitable for carrying heavy loads. Wild sandstriders are foul-tempered and quick to attack when threatened, but those raised from an egg can form close bonds with their human masters.

Attributes: Agility d6, Smarts d8(A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Notice d6, Stealth d4
Pace: 8; Parry: 7; Toughness: 9 (2)

Special Abilities

Lycanthrope

When a full moon emerges, humans infected with lycanthropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause.

Werewolf

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d12+2, Intimidation d10, Notice d12, Stealth d10, Survival d10
Pace: 8; Parry: 9; Toughness: 8

Special Abilities

Mimic

Mimics are magically-created creatures with a hard rock-like outer shell that protects their soft inner organs. Mimics can alter their form and their pigmentation; they use this talent to lure victims into close range, where they attempt to feed on them. They usually appear in the form of treasure chests. Mimics live underground, where they can avoid sunlight. They are solitary creatures; this is to ensure that each mimic has a large grazing area. They have no culture; their primary concerns are survival and food. Common mimics are quite intelligent and will gladly offer information in exchange for food. Wizards who use them as guardians have sometimes found them to be less than enthusiastic about obeying their commands.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d8, Notice d6, Perform d10
Pace: 2; Parry: 6; Toughness: 9 (2)

Special Abilities

Mind Flayer

Wild Card

The illithid, or mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using psionic powers, it enslaves or destroys its foes, which include such powerful creatures as drow and kuo-toa. Mind flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand.

Mind flayers hate sunlight and avoid it when possible. They live in underground cities of 200 to 2,000 illithids, plus at least two slaves per illithid. The center of a community is its elder-brain, a pool of briny fluid that contains the brains of the city’s dead mind flayers. Due to the mental powers of illithids, the elder-brain is still sentient, and the telepathic union of its brains rules the community. The elder-brain has a telepathic range of 2 to 5 miles, depending on its age and size. It does not attack, but telepathically warns the mind flayers of the presence of thinking creatures, so a mind flayer within its telepathic radius can be surprised only by non-intelligent creatures. The range of the elder-brain determines the territory claimed and defended by the community, though raiding parties are sent far beyond this limit.

Mind flayers live about 125 years. They are warm-blooded amphibians, and spend the first 10 years of life as tadpoles, swimming in the elder-brain pool until they either die (which most do) or are ready to be implanted in a living host. Tadpoles are never allowed to grow without a host; such creatures are called neothelids, and are considered to be an abomination by mind flayers. Illithids are hermaphroditic; each can produce one tadpole twice in its life.

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Fighting d6, Intimidation d6, Notice d10, Psionics d12, Stealth d4, Taunt d8
Pace: 6; Parry: 5; Toughness: 5

Special Abilities

Powers

Mummy Lord

Wild Card

These most powerful of undead are not sacred and honoured guardians of consecrated tombs. They are those so evil and powerful that their existence was offensive to the gods themselves. In death, they were given the ultimate punishment: sealed into their own corpse with the Book of the Dead, and damned to eternal unlife in the close confines of a sarcophagus buried deep beneath the earth.

The very magics which bound them make a mummy lord immensely powerful, and most are deeply insane and incredibly devious. Some have been living in torment for more than a thousand years, and it has not improved their disposition. They are unlike other mummies in that they appear fully human and in perfect physical health, and can pass amongst the living without suspicion.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+4, Vigor d12
Skills: Athletics d10, Fighting d12, Notice d6, Occult d8, Intimidate d12
Pace: 6; Parry: 8; Toughness: 10
Edges: Improved Arcane Resistance, Improved Level-Headed
Hindrances: All Thumbs

Special Abilities

Myconid

Myconids, or fungus men, are a race of intelligent fungi that live in the remote reaches of the Underdark. They are cautious creatures that deplore violence; myconids have no desire to conquer anybody and would prefer to be left alone. They are known for their unusual fungal alchemy that allows them to brew special potions for use in times of trouble.

Myconids resemble walking toadstools in human form. Their flesh is bloated and spongy and varies in color from purple to gray. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side. They can be anywhere between 6 and 8 feet tall; their size determines their social status within the community, as well as the kind of spores they release.

Myconid society is based on “circles,” extremely tight social groups that are linked by group work and melding sessions. Most communities consist of 1 to 10 of these circles. Myconid circles usually consist of 20 members: usually, there is an even mix of ordinary, melder and guardian myconids. Only the “king” is not a member of any circle; the other myconids regard separation from the circles with horror and pity the lonely king. The leadership role is thought of as an unpleasant duty, almost a condemnation. The king animates guardians for the colony so the myconids need not commit violence. It coordinates the work schedule and pays attention to affairs outside the colony that could affect the fungus men.

Each circle’s day is rigidly structured: eight hours of rest, followed by eight hours of farming the fungus crops, followed by eight hours of melding. For the myconids, melding is entertainment, worship, and social interaction combined. The fungus men gather in a tight circle and the elder myconid release rapport and hallucinatory spores. The entire group then merges into a collective telepathic hallucination for eight hours. Myconids consider this melding to be the reason for their existence. Only distress spores will bring a circle out of its meld before the eight hours have elapsed.

The stats given here are for the smallest size of myconid, but variants are given at the bottom.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Fighting d6, Intimidation d4, Notice d6, Persuasion d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 6

Ordinary Myconid

Melder Myconid

Guardian Myconid

King Myconid

Naiad

An elemental spirit that inhabits springs, wells, lakes and rivers. They spend most of their time shapelessly in the Spirit World, but can manifest in the material at will - appearing as a vaguely feminine form made of animated water. They usually do so only when the sanctity of their refuge is threatened, as they cannot survive in corrupted water. If they must make long journeys on land, they can temporarily assume an elfin, blue-skinned humanoid form.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d4, Notice d8, Persuasion d8, Stealth d6, Taunt d6
Pace: 6; Parry: 4; Toughness: 5

Special Abilities

Neothelid

An illithid tadpole that fails to undergo ceremorphosis gradually grows into a neothelid — assuming it survives its first 100 years as a mindless slug eking out a living on subterranean vermin. Once a tadpole is powerful enough to be called a neothelid (triggered by the eating of its first sentient brain), it becomes a terrible danger, hunting all other living creatures (including illithids) wih an insatiable, insane hunger.

A slime-covered worm of dragonlike proportions, a neothelid leaves a poison trail of mucous in its wake. It brings its prey down with flesh-corroding exhalations that dissolve all but the fatty brain, an essential component of its diet. An adult reaches 10 feet in diameter, but its wormlike body grows longer throughout its existence — reaching lengths in excess of 120 feet. Unlike some other large predators of the underdark, neothelids are unable to burrow through solid rock, forcing them to hunt naturally or previously delved tunnels and caverns. When a local subterranean ecosystem is exhausted, neothelids may move to “greener” tunnels via their psychoportive abilities.

Note that neothelids are not of animal intelligence; indeed, they are geniuses just like mind flayers. Nonetheless, they are consumed by an insane, insatiable hunger and can think only of their next brain.

Attributes: Agility d6, Smarts d12, Spirit d6, Strength d12+10, Vigor d12
Skills: Athletics d4, Fighting d10, Notice d12, Psionics d12
Pace: 4; Parry: 7; Toughness: 21

Special Abilities

Powers

Ogre Mage

Ogre magi are taller and more intelligent than their cousins, and are endowed with magical powers. Like the worst of their human counterparts, they are haughty and arrogant; yet they are quite able to work together and form cabals if it will lead to greater power. They are often found as the movers and shakers of monstrous legions, for they possess power and intellect in equal measures.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuade d6, Spellcasting d10
Pace: 7; Parry: 6; Toughness: 11(1)

Special Abilities

Powers

Owlbear

Owlbears are a cross between a giant owl and a bear. They are covered with a thick coat of feathers and fur, brown-black to yellow-brown in color. The 8-foot-tall males, which weigh between 1,300 and 1,500 pounds, are darker colored. The beaks of these creatures are yellow to ivory and their terrifying eyes are red-rimmed. Owlbears are probably the crossbred creation of a demented wizard; given the lethality of this creation, it is quite likely that the wizard who created them is no longer alive. They are vicious, ravenous, aggressive, and evil tempered at all times.

An owlbear’s main weakness is also its greatest strength – its ferocity. Because owlbears are so bad-tempered, they stop at nothing to kill a target. It is not difficult to trick an owlbear into hurling itself off a cliff or into a trap, provided you can find one.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidate d6, Notice d8
Pace: 8; Parry: 6; Toughness: 10

Special Abilities

Pixie

These fairies are forest dwellers, flitting about in the company of dryads, nymphs, and sprites. They are fond of pranks and guerilla warfare, particularly against enemies of the forest. Because they are so small, they rarely engage enemies directly; they prefer to annoy and sabotage them. Pixie warriors carry swords for fighting appropriately sized enemies and use special enchanted arrows to neutralise larger intruders.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength 1, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d8, Shooting d8, Stealth d12, Taunt d8
Pace: 3; Parry: 4; Toughness: 1

Special Abilities

Salamander

Appearing at first glance to simply to be garden variety giant lizards, these magical beasts are closely attuned to the energies of elemental fire. They are often found in volcanoes and magma floes, where they bask in the heat the way ordinary lizards do in the sun. Fiercely territorial, they radiate intense heat at all times, which is dangerous for those who venture too close.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidate d6, Notice d10, Stealth d6
Pace: 8; Parry: 6; Toughness: 8 (1)

Special Abilities

Sandworm

One of the most awful monsters of the desert, the sandworm is an immense invertebrate that can grow to lengths of up to 20 feet. They are obligate carnivores that hunt by burrowing deep beneath the sand and prowling the subterranean desert. Although blind, they are incredibly sensitive to vibration and can erupt from the ground at great speed to snatch prey up with their razor-sharp teeth.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d10
Pace: 6; Parry: 5; Toughness: 16 (4)

Special Abilities

Thri-Kreen, Warrior

The pitiless thri-kreen are the scourge of the Karui Desert. They understand neither love nor fear, though they are not the brutal savages many think them to be. They view themselves as noble hunters and the world in terms of predator and prey, and think of most other humanoids only as food sources.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d4, Stealth d4, Survival d6
Pace: 6; Parry: 7 (1); Toughness: 7 (2)

Special Abilities

Tortoise, Great

Deep in the desert, it is said that there are great tortoises the size of rhinoceri. Legendary beasts, they are solitary and live far from civilised lands - far enough away that precious little is known about them. There are all kinds of fabulous tales about these enormous, but peaceful creatures. Some say they are intelligent, and can speak; even that certain nomads worship them, or have treaties with them. One legend recounts the existence of an even larger tortoise, the size of a city, which has a whole tribe of nomads on its back.

The most astounding tale of all would be this: all the stories are true.

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+3, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d6, Persuasion d8, Survival d8
Pace: 3; Parry: 5; Toughness: 14 (4)

Special Abilities

Troll, Sand

A variant of the regenerative trolls found throughout the world, the sand trolls of the desert can be even more dangerous than their cousins elsewhere in the world. While they are smaller and less strong than other types of trolls, they are uniquely adapted ambush predators that excel at burying themselves in sand and bursting out to surprise their victims. When this is not an option, they often use their large claws to climb cliffs and ambush their prey from above. Like all trolls, they are motivated primarily by an insatiable hunger.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Climbing d6, Fighting d8, Intimidation d10, Notice d6
Pace: 7; Parry: 6; Toughness: 9 (1)

Special Abilities

Umber Hulk

Umber hulks are powerful subterranean predators whose ironlike claws allow them to burrow through solid stone in search of prey. They are tremendously strong, standing nearly 8 feet tall and over 5 feet wide. Muscles bulge beneath their thick, scaly hides and their powerful arms and legs all carry great claws. They have no necks to speak of, but the head features a powerful maw with rows of triangular teeth and 8-inch mandibles capable of biting through any hide or bone. Most peculiar of all are the four round eyes, spaced evenly across each umber hulk’s forehead.

Umber hulks are black, shading to a lighter shade of yellowish gray on the front. Their eyes are mere blackened dots each the size of a small coin. For all of their monstrous features, however, umber hulks are intelligent opponents. They usually dig to a point adjacent to a main corridor, then wait, peeking through a crack they’ve made, until likely prey walks by. The umber hulk then springs out upon its startled victim. Other tactics involve planned cave-ins and dead-end tunnels.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Pace: 3; Parry: 7; Toughness: 15 (3)

Special Abilities

Vampire

Wild Card

Few creatures are as feared in human society as that cursed creature of the night known as vampire. This is a relatively young vampire, who has come into their power within the past decade. Older specimens of this cruel and immortal breed will have higher attributes, more skills and a laundry list of Edges.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d8, Notice d6, Persuasion d8, Shooting d6, Stealth d10
Pace: 6; Parry: 6; Toughness: 9
Edges: Frenzy, Level-Headed

Special Abilities

Vampiric Weaknesses

Optional Powers

Wyvern

A distant cousin to the dragon, the wyvern is a huge flying lizard with a poisonous stinger in its tail. Unlike the dragon, it has only hind legs, using them the same way a hunting bird would. The tip of the tail is a thick knot of cartilage from which a 2- foot-long stinger protrudes, very much like that of a scorpion.

Rather stupid, but aggressive, wyverns will nearly always attack. In combat, the wyvern always prefers to be flying, and will seize any opportunity to take flight and continue combat. It dives upon ground targets, attempting to snatch them up in its two taloned claws and fly off. In aerial combat, the wyvern will make a pass during which it will either bite or sting. Then it will land and feast, not hunting again until the next day.

Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12+7, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d8, Stealth d8
Pace: 4; Parry: 6; Toughness: 16(2)

Special Abilities

Yao Guai

The yao guai is a kind of corrupted nature spirit found in the deep, dark places of Kyujitai. They are believed to be created when a kind spirit is twisted by anger, frustration and hatred - usually when a shinshoku fails to correct the balance. They are said to hunger for the flesh of mortals - and of shinshoku and druids above all else.

Physically, the yao guai are bestial creatures standing 7 feet tall. They have the characteristics of wolf, bull and bear - but are monstrous and swollen enough to closely resemble none of them. In terms of strength, build and stature, they are similar to lycanthropes.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d12+2, Intimidation d10, Notice d12, Stealth d10, Survival d10
Pace: 8; Parry: 9; Toughness: 8

Special Abilities

Yuan-Ti, Pureblood

The lowest cast of the yuan-ti, the purebloods are those whose blood is almost unadulterated by the serpentine curse. They have only slight differences from true humans, such as slit eyes, or a forked tongue, maybe even small fangs. They share the psionic gifts of all yuan-ti, though, and are often used to infiltrate human lands in service of their masters, who wish to bring the world into conquest for the glory of their demonic patrons.

The purebloods are always the first ones sent in to face danger when the lair is threatened. When travelling, they are found in small groups of 4 to 6. Amongst human lands, they are always found alone - though they maintain connections with their brethren in the cities and towns that they come to inhabit.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Perform d6, Persuade d4, Psionics d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 5

Special Abilities

Yuan-Ti, Halfbreed

Those with enough of the serpent-blood to take on the physical features of a reptile are known as halfbreeds, and these yuan-ti occupy positions of importance in yuan-ti society. They are the captains and leaders of those below them, and the faithful servants of the abominations that rule the yuan-ti.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Battle d6, Common Knowledge d6, Fighting d8, Notice d8, Perform d6, Persuade d4, Psionics d8, Stealth d4
Pace: 6; Parry: 6; Toughness: 6

Special Abilities

Yuan-Ti Mutations

The average halfbreed has two mutations, though purer bloodlines may have three or four.

Yuan-Ti, Abomination

The overlords of yuan-ti society appear identical to giant snakes, and are mechanically identical for the most part. However, there are some key differences: