Creatures

This section is designated as Open Content.

Creatures & Intelligence

A creature with a randomly determined INT is considered sentient - it is a rational creation capable of logical thought and self-determination. A creature with a fixed INT (any INT listed as a single number, rather than a die roll) is not sentient.

Traits

The full description of creature Traits and their effect on the game is covered here.

Breathe Flame

The creature may breathe flame over an area as a Combat Action. The flame will cover a cone in front of the creature, which stretches for its POW in metres. At its furthest extent, the cone is equal to ½ the creature's POW in width.

Any character caught in the flame suffers the noted fire damage to all hit locations, though a character may dive for cover to halve this damage and armour points count as normal.

A creature may only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time period requires the creature to make a Resilience test, with a cumulative -20% penalty for every attempt.

Dark Sight

Allows the character to treat pitch black conditions as darkness.

Earth Sense

By sensing heat and air pressure, a creature with Earth Sense can fight and make Perception tests with no penalty, so long as their target is no more than ten metres away.

Excellent Swimmer

The creature gains a +30% bonus to its Athletics skill whenever swimming. In addition, the creature uses its normal Movement score when swimming.

Formidable Natural Weapons

This creature's natural weapons are as tough and durable as metal. As such they may parry weapon attacks.

Life Sense

If the creature touches another and makes a successful Perception test, it will learn of the target's current hit points, Fatigue level and whether it is currently afflicted by any poison or disease.

Night Sight

Allows the character to treat partial darkness as illuminated and darkness as partial darkness.

Poison

One of the creature's attacks, or possibly its very form, is poisoned. The description will describe the particular poison or venom the creature employs.

Creature Descriptions

Each statistic block is divided into four sections.

Characteristics: Both random and average Characteristic scores are listed here.

Hit Locations: As well as the random scores for determining which Hit Location is struck in combat, there are two scores listed - the first is the natural armour points of the location (if any) and the second is its hit points.

Weapons: This features the creature's Strike Rank, attacks and damage.

Special Rules: Skills, Combat Actions, Strike Rank modifier, Movement, Traits, typical armour and special rules are noted here. The skills are the basic skills for the creature type - individual creatures may well possess enhanced scores or additional skills.

Brown Bear

Characteristics

STR       3D6+15  (25)

CON      2D6+6    (13)

DEX       3D6       (10)

SIZ        3D6+15  (25)

INT        5           (5)

POW      3D6       (10)

CHA      5           (5)

Brown Bear Hit Locations

D20

Hit Location

AP/HP

1-2

Right Rear Leg

3/8

3-4

Left Rear Leg

3/8

5-7

Abdomen

3/9

8-10

Chest

3/10

11-13

Right Front Leg

3/8

14-16

Left Front Leg

3/8

17-20

Head

3/8

Weapons

Type                    Weapon Skill         Damage

Bite                     60%                    1D8+1D10

Claw                   50%                    1D6+1D10

Special Rules

Combat Actions:    2

Strike Rank:          +7

Movement:            6m

Skills:                 Athletics 60%, Perception 50%, Resilience 45%, Stealth 15%, Survival 60%, Tracking 25%

Typical Armour:    Tough Hide (AP 3, no Skill Penalty)

Centaur

Instead of adding SIZ to STR to determine the centaur's Damage Modifier, the centaur's STR should be doubled. However, if the centaur is kicking, charging or striking with a lance or longspear, the Damage Modifier should be figured normally (STR + SIZ).

Characteristics

STR       3D6+6    (17)

CON      3D6       (10)

DEX       3D6+3    (14)

SIZ        4D6+12  (26)

INT        2D6+6    (14)

POW      3D6       (10)

CHA      3D6       (10)

Centaur Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

2/7

3-4

Left Hind Leg

2/7

5-6

Hindquarters

2/8

7-8

Forequarters

2/8

9-10

Right Front Leg

2/7

11-12

Left Front Leg

2/7

13-14

Chest

2/9

15-16

Right Arm

2/6

17-18

Left Arm

2/6

19-20

Head

4/7

Weapons

Type                    Weapon Skill         Damage AP

Long Bow            62%                    2D8+1D4            

Lance                   42%                    1D10+1D8           2

Target Shield        32%                    1D6+1D4             8

War Sword           42%                    1D8+1D4             4

Kick                    32%                    1D6+1D8

Special Rules

Combat Actions:    3

Strike Rank:          +14

Movement:            6m

Skills:                 Athletics 52%, Dodge 22%, Lore (World) 35%, Play Instrument 40%, Resilience 60%, Stealth 22%, Survival 40%, Tracking 40%

Typical Armour:    Leather armour (AP 2, Chest, Hindquarters, Forequarters and Legs only) and helmet (AP 4, Head only); Skill Penalty -18%

Dragon

Characteristics

STR       20D6      (70)

CON      10D6      (35)

DEX       4D6       (14)

SIZ        10D6+30 (65)

INT        6D6       (21)

POW      4D6+12  (26)

CHA      6D6       (21)

Dragon Hit Locations

D20

Hit Location

AP/HP

1-2

Tail

12/20

3-4

Right Hind Leg

12/20

5-6

Left Hind Leg

12/20

7-8

Hindquarters

12/21

9-10

Forequarters

12/21

11-12

Right Wing

12/19

13-14

Left Wing

12/19

15-16

Right Front Leg

12/20

17-18

Left Front Leg

12/20

19-20

Head

12/20

Weapons

Type                    Weapon Skill         Damage AP

Bite                     125%                   1D10+3D12          4

Claw                   95%                    1D8+3D12           6

Tail                     90%                    1D20+3D12          8

Special Rules

Combat Actions:    3

Strike Rank:          +14

Movement:            6m, 10m when flying

Traits:                 Breathe Flame (4D6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight

Skills:                 Athletics 120%, Evaluate 100%, Influence 150%, Lore (all) 100%, Persistence 180%, Resilience 120%, Tracking 110%

Typical Armour:    Dragon scale (AP 12, no Skill Penalty)

Runes:                 A typical dragon has integrated with a number of runes equal to half its POW. It will also know an equal number of Rune Magic spells.

Duck

Characteristics

STR       2D6+3    (10)       

CON      2D6+6    (13)

DEX       2D6+6    (13)

SIZ        1D6+6    (9)

INT        2D6+6    (13)

POW      3D6       (10)

CHA      2D6       (7)

Duck Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

-- /5

4-6

Left Leg

-- /5

7-9

Abdomen

-- /6

10-12

Chest

-- /7

13-15

Right Arm

-- /4

16-18

Left Arm

-- /4

19-20

Head

-- /5

Weapons

Type                    Weapon Skill         Damage AP

Shortsword           50%                    1D6-1D2 3

Sling                   60%                    1D6-1D2

Buckler                40%                    1D4-1D2 5

Special Rules

Combat Actions:    3

Strike Rank:          +12

Movement:            3m

Traits:                 Excellent Swimmer

Skills:                 Boating 40%, Influence 30%, Sleight 40%, Stealth 30%

Dwarf

Characteristics

STR       4D6       (14)       

CON      2D6+12  (19)

DEX       2D6       (7)

SIZ        1D6+6    (9)

INT        2D6+6    (13)

POW      3D6       (10)

CHA      3D6       (10)

Dwarf Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

5/6

4-6

Left Leg

5/6

7-9

Abdomen

5/7

10-12

Chest

5/8

13-15

Right Arm

5/5

16-18

Left Arm

5/5

19-20

Head

5/6

Weapons

Type                    Weapon Skill         Damage AP

War Hammer         75%                    1D8+1                 3

Battleaxe 65%                    1D6+1                 3

Light Crossbow     45%                    2D6                    

Target Shield        65%                    1D6                     8

Special Rules

Combat Actions:    2

Strike Rank:          +10

Movement:            3m

Traits:                 Earth Sense, Dark Sight

Skills:                 Athletics 50%, Craft (stone or metal working) 70%, Engineering 35%, Evaluate 60%, Lore (Mineral) 80%, Mechanisms 40%, Persistence 40%, Resilience 55%

Typical Armour:    Chainmail (AP 5); Skill Penalty -35%

Elf

Characteristics

STR       2D6+3    (10)

CON      3D6       (10)

DEX       3D6+6    (16)

SIZ        2D6+3    (10)

INT        3D6+6    (16)

POW      2D6+6    (13)

CHA      3D6       (11)

Elf Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

2/4

4-6

Left Leg

2/4

7-9

Abdomen

2/5

10-12

Chest

2/6

13-15

Right Arm

2/3

16-18

Left Arm

2/3

19-20

Head

3/4

Weapons

Type                    Weapon Skill         Damage               AP

Long Bow            80%                    1D10-1D2

Longspear             60%                    1D10-1D2            2

Special Rules

Combat Actions:    3

Strike Rank:          +16

Movement:            5m

Traits:                 Life Sense, Night Sight

Skills:                 Acrobatics 56%, Athletics 46%, Dodge 56%, First Aid 40%, Lore (Plant) 80%, Perception 50%, Persistence 55%, Stealth 56%, Survival 55%, Tracking 30%

Typical Armour:    Leather (AP 2); Skill Penalty -14%

Giant

Because of the sheer size of a giant, characters of SIZ 20 or less only roll 1D10 to determine hit location when attacking it in close combat.

The following Characteristics are determined for a giant that stands six metres tall. For every two metres of height, a giant rolls 3D6+6 for STR, 2D6+6 for CON and 3D6+6 for SIZ.

Characteristics

STR       9D6+18  (49)

CON      6D6+18  (39)

DEX       2D6+3    (10)

SIZ        9D6+18  (49)

INT        3D6       (10)

POW      3D6       (10)

CHA      2D6       (7)

Giant Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

5/18

4-6

Left Leg

5/18

7-10

Abdomen

5/19

11-12

Chest

3/20

13-15

Right Arm

3/17

16-18

Left Arm

3/17

19-20

Head

3/18

Weapons

Type                    Weapon Skill         Damage AP

Huge Club            84%                    2D6+2D12           3

Special Rules

Combat Actions:    2

Strike Rank:          +10

Movement:            6m (a giant's Movement is equal to its height in metres)

Skills:                 Athletics 44%, Lore (World) 20%, Perception 40%, Survival 30%

Typical Armour:    Tough Hide (AP 3, no Skill Penalty), Heavy Leather Apron (AP 2, Abdomen and Legs only); Skill Penalty -6%

Great Troll

Characteristics

STR       4D6+12  (26)

CON      2D6+12  (19)

DEX       3D6       (10)

SIZ        4D6+12  (26)

INT        2D6       (7)

POW      3D6       (10)

CHA      2D6       (7)

Great Troll Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

2/11

4-6

Left Leg

2/11

7-9

Abdomen

7/12

10-12

Chest

7/13

13-15

Right Arm

7/10

16-18

Left Arm

7/10

19-20

Head

2/11

Weapons

Type                    Weapon Skill         Damage               AP

Club                    60%                    1D6+1D12           2

Great Hammer       50%                    1D10+1D12          3

Kite Shield           45%                    1D6+1D12           10

Special Rules

Combat Actions:    2

Strike Rank:          +8

Movement:            4m

Traits:                 Dark Sight, Earth Sense

Skills:                 Athletics 60%, Perception 30%, Resilience 50%, Stealth 15%, Survival 30%

Typical Armour:    Thick Troll Skin (AP 2, no Skill Penalty), Chainmail shirt (AP 5, Abdomen, Chest and Arms only); Skill Penalty -20%

Griffin

Characteristics

STR       8D6       (28)

CON      3D6+12  (22)

DEX       3D6+12  (22)

SIZ        8D6       (28)

INT        6           (6)

POW      2D6+6    (13)

CHA      7           (7)

Griffin Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

3/11

3-4

Left Hind Leg

3/11

5-7

Hindquarters

3/12

8-10

Forequarters

3/12

11

Right Wing

3/10

12

Left Wing

3/10

13-14

Right Front Leg

3/11

15-16

Left Front Leg

3/11

17-20

Head

3/11

Weapons

Type                    Weapon Skill         Damage AP

Bite                     60%                    1D8+1D12           2

Claw                   70%                    1D6+1D12           4

Special Rules

Combat Actions:    4

Strike Rank:          +14

Movement:            6m, 10m when flying

Traits:                 Formidable Natural Weapons, Night Sight

Skills:                 Athletics 80%, Dodge 40%, Persistence 80%, Resilience 70%, Survival 60%, Tracking 50%

Typical Armour:    Tough Hide (AP 3, no Skill Penalty)

Horse

Characteristics

STR       2D6+18  (25)

CON      3D6+6    (16)

DEX       2D6+3    (10)

SIZ        2D6+18  (25)

INT        4           (4)

POW      3D6       (10)

CHA      5           (5)

Horse Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

2/9

3-4

Left Hind Leg

2/9

5-7

Hindquarters

2/10

8-10

Forequarters

2/10

11-13

Right Front Leg

2/9

14-16

Left Front Leg

2/9

17-20

Head

2/9

Weapons

Type                    Weapon Skill         Damage

Kick                    40%                    1D6+1D10

Special Rules

Combat Actions:    2

Strike Rank:          +8

Movement:            6m

Skills:                 Athletics 75%, Resilience 40%, Survival 20%

Typical Armour:    Hide (AP 2, no Skill Penalty)

Lion

Characteristics

STR       3D6+12  (24)

CON      3D6       (10)

DEX       3D6+6    (16)

SIZ        2D6+12  (19)

INT        5           (5)

POW      3D6       (10)

CHA      5           (5)

Lion Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

2/6

3-4

Left Hind Leg

2/6

5-7

Hindquarters

2/7

8-10

Forequarters

2/7

11-13

Right Front Leg

2/6

14-16

Left Front Leg

2/6

17-20

Head

2/6

Weapons

Type                    Weapon Skill         Damage

Bite                     60%                    1D8+1D8

Claw                   60%                    1D6+1D8

Special Rules

Combat Actions:    3

Strike Rank:          +10

Movement:            6m

Traits:                 Night Sight

Skills:                 Athletics 70%, Dodge 45%, Resilience 40%, Perception 55%, Stealth 50%, Survival 40%

Typical Armour:    Hide (AP 2, no Skill Penalty)

Manticore

Characteristics

STR       4D6+12  (26)

CON      4D6+6    (20)

DEX       3D6       (10)

SIZ        4D6+12  (26)

INT        7           (7)

POW      3D6       (10)

CHA      7           (7)

Manticore Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

3/10

3-4

Left Hind Leg

3/10

5-6

Tail

3/10

7-9

Hindquarters

3/11

10-12

Forequarters

3/11

13-14

Right Front Leg

3/10

15-16

Left Front Leg

3/10

17-20

Head

3/10

Weapons

Type                    Weapon Skill         Damage

Claw                   70%                    1D6+1D12

Gore                    50%                    1D8+1D12

Poison Sting         50%                    1D6+1D12+poison

Special Rules

Combat Actions:    2

Strike Rank:          +8

Movement:            5m

Traits:                 Night Sight, Poison (sting, see page XX for details on Manticore Venom)

Skills:                 Athletics 60%, Dodge 45%, Resilience 60%, Perception 55%, Persistence 50%, Stealth 50%, Survival 40%, Tracking 40%

Typical Armour:    Tough Hide (AP 3, no Skill Penalty)

Skeleton

Skeletons have a score of 0 for INT, POW and CHA, as they have no intelligence, will or personalities of their own. As such, attempts to control a skeleton's mind or influence its personality will automatically fail. Skeletons are also immune to fatigue, disease and poisons.

Skeletons are immune to damage from weapons that cause impaling critical hits, though an attacker's damage modifier will still cause damage on a successful hit.

A skeleton has the same Movement the creature had in life, but as a skeleton it cannot fly or swim.

Characteristics

STR       2D6+6    (12)

CON      1D6       (3)

DEX       3D6       (10)

SIZ        3D6       (10)

INT        0           (0)

POW      0           (0)

CHA      0           (0)

Skeleton Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

7/3

4-6

Left Leg

7/3

7-9

Abdomen

7/4

10-12

Chest

7/5

13-15

Right Arm

7/2

16-18

Left Arm

7/2

19-20

Head

7/3

Weapons

Type                    Weapon Skill         Damage               AP

Longspear             36%                    1D10                   2

Shortsword           36%                    1D6                     3

Special Rules

Combat Actions:    2

Strike Rank:          +5

Movement:            4m

Traits:                 Dark Sight, Night Sight

Typical Armour:    Skeletal (AP 5, no Skill Penalty), Leather Armour (AP 2); Skill Penalty -14%

Unicorn

A unicorn can heal wounds with its horn by touching the wound, exactly as the Heal 8 spell, save that it costs the unicorn only 6 Magic Points and any requisite casting test are automatically succeeds.

Characteristics

STR       2D6+12  (19)

CON      3D6+12  (22)

DEX       3D6+3    (13)

SIZ        2D6+12  (19)

INT        2D6+6    (13)

POW      2D6+12  (19)

CHA      3D6+6    (16)

Unicorn Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

3/9

3-4

Left Hind Leg

3/9

5-7

Hindquarters

3/10

8-10

Forequarters

3/10

11-13

Right Front Leg

3/9

14-16

Left Front Leg

3/9

17-20

Head

3/9

Weapons

Type                    Weapon Skill         Damage               AP

Horn                    70%                    1D8+1D6             4

Kick                    50%                    2D6                     2

Special Rules

Combat Actions:    3

Strike Rank:          +13

Movement:            6m

Traits:                 Formidable Natural Weapons, Life Sense, Night Sight

Skills:                 Athletics 75%, Dodge 50%, Perception 75%, Persistence 75%, Resilience 60%, Survival 50%

Typical Armour:    Tough Hide (AP 3, no Skill Penalty)

Wolf

Characteristics

STR       3D6       (10)

CON      3D6+3    (13)

DEX       3D6+3    (13)

SIZ        2D6+3    (10)

INT        5           (5)

POW      3D6       (10)

CHA      5           (5)

Wolf Hit Locations

D20

Hit Location

AP/HP

1-2

Right Hind Leg

2/5

3-4

Left Hind Leg

2/5

5-7

Hindquarters

2/6

8-10

Forequarters

2/6

11-13

Right Front Leg

2/5

14-16

Left Front Leg

2/5

17-20

Head

2/5

Weapons

Type                    Weapon Skill         Damage

Bite                     60%                    1D8-1D2

Claw                   30%                    1D6-1D2

Special Rules

Combat Actions:    3

Strike Rank:          +8

Movement:            5m

Traits:                 Night Sight

Skills:                 Athletics 80%, Dodge 55%, Resilience 40%, Perception 60%, Stealth 55%, Survival 40%, Tracking 60%

Typical Armour:    Hide (AP 2, no Skill Penalty)

Wyrm

Upon hatching, a wyrm is about two metres long and has 3D6 SIZ and STR. The wyrm will grow at the rate of 1D6 SIZ and STR every five years until it reaches the age of 35, when the creature's grow slows dramatically. By this point the creature is some nine metres in length. After 35, a wyrm will continue to gain 1D6 SIZ and STR every 50 years.

The statistics given here are for a wyrm between 35 and 85 years old.

Characteristics

STR       10D6      (35)

CON      4D6       (16)

DEX       3D6       (10)

SIZ        10D6      (35)

INT        3D6       (10)

POW      3D6+6    (24)

CHA      3D6       (10)

Wyrm Hit Locations

D20

Hit Location

AP/HP

1-4

Tail

8/11

5-8

Abdomen

8/12

9-12

Chest

8/13

13-14

Right Wing

8/10

15-16

Left Wing

8/10

17-20

Head

8/11

Weapons

Type                    Weapon Skill         Damage AP

Bite                     85%                    1D10+2D6           4

Tail                     60%                    1D20+2D6           8

Special Rules

Combat Actions:    2

Strike Rank:          +10

Movement:            3m, 6m when flying

Traits:                 Dark Sight, Formidable Natural Weapons, Night Sight

Skills:                 Athletics 80%, Influence 60%, Persistence 70%, Resilience 70%

Typical Armour:    Wyrm scale (AP 8, no Skill Penalty)

Wyvern

Characteristics

STR       4D6+12  (26)

CON      2D6+12  (19)

DEX       2D6+6    (13)

SIZ        4D6+12  (26)

INT        7           (7)

POW      3D6       (10)

CHA      6           (6)

Wyvern Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

5/9

4-6

Left Leg

5/9

7-8

Abdomen

5/10

9-11

Chest

5/11

12

Tail

5/9

13-14

Right Wing

5/8

15-16

Left Wing

5/8

17-20

Head

5/9

Weapons

Type                    Weapon Skill         Damage

Bite                     55%                    1D10+1D12

Sting                   70%                    1D6+1D12+poison

Special Rules

Combat Actions:    3

Strike Rank:          +10

Movement:            3m, 6m when flying

Traits:                 Dark Sight, Formidable Natural Weapons, Night Sight, Poison (sting, see page XX for details on Wyvern Venom)

Skills:                 Athletics 60%, Resilience 70%, Survival 40%

Typical Armour:    Wyvern scale (AP 5, no Skill Penalty)

Zombie

Zombies very low INT, POW and CHA, as they have virtually no intelligence, will or personalities of their own. As such, attempts to control a skeleton's mind or influence its personality will suffer a -50% penalty. Zombies are also immune to fatigue, disease and poisons.

Characteristics

STR       3D6+12  (22)

CON      1D6       (3)

DEX       1D6+3    (7)

SIZ        3D6       (10)

INT        1D3       (2)

POW      1D3       (2)

CHA      1D3       (2)

Skeleton Hit Locations

D20

Hit Location

AP/HP

1-3

Right Leg

-- /3

4-6

Left Leg

-- /3

7-9

Abdomen

-- /4

10-12

Chest

-- /5

13-15

Right Arm

-- /2

16-18

Left Arm

-- /2

19-20

Head

-- /3

Weapons

Type                    Weapon Skill         Damage

Unarmed 50%                    1D3+1D4

Special Rules

Combat Actions:    1

Strike Rank:          +4

Movement:            2m

Traits:                 Dark Sight, Night Sight