Chapter 09

Creatures

Ready-to-play profiles for animals, monsters, nymphs, spirits, and the undead, with the tags and shared procedures that govern them.

Every profile is finished and ready to use: characteristics, derived attributes, skills, attacks, and abilities are already calculated with the standard formulas. Read the shared procedures below first, then take any profile straight to the table.

Tags carry most of the weight. They decide whether wounds, poison, Mind effects, and Spirit Combat reach a creature at all, so check them before applying any rule that assumes a living body.

Filter the bestiary by type to narrow it to the creatures a scene needs.

Using Creatures

A profile is the bare bones of an average member of its kind; build on it for a named opponent, a player character, or a harder encounter.

Creatures here are as detailed as the characters who meet them. They have skills, weapons, and abilities of their own, and motives that bring them into conflict with the player characters. They are not cannon fodder to be killed and looted.

Each profile is the bare bones of its kind. Use one as written for an average, unremarkable member of that species, and treat the lot of them as examples for the creatures a particular campaign needs.

Building on a profile

Monsters are people too. To make one that deserves a name, take the profile as a base, decide on a concept, and add the skills, characteristics, and abilities that concept implies. For a truly significant opponent, build the creature the way a player builds a character; the result stands at comparable experience to the party and fights like it.

Creatures as player characters

Many profiles can in theory serve as a player character. In practice Dwarf, Elf, Goblin, Orc, and Lizardman need the least work, because their capabilities sit near a human’s. Fantasy Races turns a profile into a starting spread, a set of racial maxima, and a price in Improvement Points.

Scaling an encounter

Four adventurers respond by role as an ogre and two goblins press along a narrow woodland causeway.

Be careful raising difficulty by adding bodies. Combat works best with roughly as many creatures as player characters, and a crowd of weak opponents mostly costs table time.

Raise the power of individual creatures instead. Better skills, better equipment, an extra ability, or Shaping cells bring a single creature closer to the party’s level without slowing the round down.

Reading a Profile

Every profile lists ready-to-play values: HP, MWL, PP, and Combat Order follow the standard formulas.

Characteristics and attributes are fixed ready-to-play values: use them directly for an average, unremarkable member of that species. HP is (SIZ + CON) / 2, MWL is HP / 2, PP normally equals POW, and Combat Order is (DEX + INT) / 2 minus worn-armour ENC. Unlisted skills use their normal base values.

Most characteristics also list the dice they were generated from, such as 4D6 under an STR of 14. Roll a listed die to vary an individual, build a specific named creature, or generate a whole group without giving every member identical stats; then recalculate HP, MWL, PP, Combat Order, and Damage Modifier from the result. A characteristic with no listed die is fixed and does not vary — a summoned being’s stats, or an undead’s 0 POW.

An attack lists its skill, base damage, and Size. Add DM once to close, unarmed, and thrown damage; bows, slings, and crossbows never add it. Natural weapons are Light at SIZ 1–5, Medium at 6–20, Heavy at 21–40, and Huge at 41+; ordinary fists and kicks remain Light.

Paralysed creatures remain conscious and make passive resistance tests, but cannot take Actions or Reactions or move voluntarily.

Creature Tags

Ten tags decide which wound, magic, and Spirit rules reach a creature, and which never touch it.

  • Living: a biological living creature. It follows the normal Major Wound, Bleeding, Dying, and 0-PP rules.
  • Corporeal: has a material body and can be affected by physical attacks.
  • Incorporeal: has no physical characteristics, HP, MWL, AP, or DM. Mundane physical attacks cannot harm it.
  • Spirit: a soul-being valid for Spirit effects and Spirit Combat. Spirits are not automatically Undead.
  • Construct: a made, nonliving creature. It is Soulless; a programmed Construct is Mindless, while a free-willed one is not.
  • Elemental: a nonliving, Corporeal, Mindless, Soulless magical substance or force, not a Spirit.
  • Undead: a Corporeal, Soulless dead body. Ghoul, Mummy, and Vampire are intelligent; Skeleton and Zombie are Mindless.
  • Soulless: has no soul, cannot enter Spirit Combat or be possessed, and is invalid for Spirit effects. It may still have a Mind.
  • Mindless: has no thoughts or identity and is invalid for Mind effects. Animals are not Mindless.
  • Anchored: bound to a named place, object, or body. The profile states the boundary and consequence.

Flesh affects biological matter, living or dead: people, beasts, plants, bone, corpses, flesh constructs, and corporeal undead. Mind affects every non-Mindless creature, including a Soulless one. Spirit never affects Soulless creatures.

A nonliving Corporeal Construct, Elemental, or Undead does not breathe, eat, sleep, or suffer poison, disease, suffocation, starvation, thirst, or ordinary fatigue unless its profile says otherwise. It becomes Wounded after a Major Wound but never Bleeding or Dying; at 0 HP it is disabled or destroyed. It remains active at 0 PP. At 0 PP, a Living creature falls unconscious and a Spirit is banished from the scene, ending any possession.

Nymphs are Corporeal Spirits with Anchors. Destruction of a nymph’s body returns its spirit to the anchor; unless its profile says otherwise, it reforms there after 2D6 days.

Creature Talents

Creature profiles list player Talents and the creature-only Exceptional Skill feature; creatures never pay Improvement Points for them.

A profile may list any Talent. Talents work exactly as written, but creatures never pay Improvement Points or meet their prerequisites.

Exceptional Skill (skill) I–III

Exceptional Skill preserves competence that would otherwise require a skill above 100%. Historical ratings of 101–125 become rank I, 126–150 become rank II, and 151+ become rank III; published profiles already list the resulting rank.

After ordinary Bonus and Penalty cancellation, but before the final dice cap, remove up to the rank in remaining Penalty dice from the named skill or profile roll. This can remove a Multiattack Penalty die. It never creates Bonus dice, raises a skill above 100%, or widens its critical range.

Multiattack

A listed Multiattack spends one Combat Action, resolves the first attack normally, and takes -1P on each later attack.

A listed Multiattack spends one Combat Action. Make the first attack normally and each later attack at -1P; each penalty is independent, not cumulative. Attacks may choose the same or different targets, resolve separately, and each permits its own Reaction. The creature retains its base Reaction. Multiattack cannot be a Reaction or combine with Charge, an off-hand attack, Rapid Shot, or another extra-attack source. Dodge remains limited to the base Reaction, once per round.

Creature Senses

Night Vision, Night Sight, Blind Sight, and Spirit Sense each replace ordinary sight only in the conditions they name.

A scout searches a moonless forest by shaded lantern while a mage senses a faint spirit beyond the visible light.

Night Vision treats natural surface night as Illuminated; it does not help underground, in sealed or supernatural darkness, or against obscurity. Night Sight treats Partial Darkness as Illuminated and Darkness as Partial Darkness; Pitch Black is unchanged. Blind Sight (sense) ignores illumination only for targets that the named sense accurately perceives; it grants no colour, writing, fine visual detail, or eye contact, and its stated barriers still block it. Use only the best sense; senses do not stack.

An Incorporeal Spirit is invisible unless it manifests. Manifesting or fading spends its Combat Action and changes only visibility. Every Spirit has Spirit Sense, detecting other Spirits within POW metres regardless of manifestation; physical and magical barriers may block it when appropriate.

Spirit Combat and Possession

Spirit Combat spends a Combat Action at Close range, drains PP through AP, and can end in possession that shares one set of actions.

A kneeling warrior clutches her head in anguish as a translucent hostile spirit rises through her and a mage confronts it from several steps away.

Only a creature with Spirit Combat may initiate it. Spend a Combat Action at Close range; no Reaction is spent. Oppose Spirit Combat with the defender’s Spirit Combat or Persistence. The winner deals its listed PP damage, ignoring AP; a defender using Persistence deals 1D4 PP instead. Criticals affect result grade only. Soulless creatures are invalid targets. A Spirit reduced to 0 PP is banished from the scene and any possession ends.

For hostile possession, a capable Spirit must personally reduce a Living target to 0 PP, then spend a later Combat Action while both remain Close and the target remains at 0 PP; no new roll is made. Possession suspends only PP unconsciousness and restores no PP. Host and Spirit act at the host’s existing Combat Order and share one Combat Action, Movement Action, and Reaction; the Spirit cannot act separately. If either has spent one of these that round, it is spent for their shared turn: possession refreshes nothing. Spirit Combat and Spirit magic may target the possessor. Ending possession reinstates normal 0-PP unconsciousness. A profile states who chooses the shared actions and any further effect.

Elemental Shells

A nymph transforming into an Elemental wears that shell physically while keeping its own mind, PP, and Shaping.

A nymph’s Elemental transformation is a physical overlay. Use the named Medium Elemental’s SIZ, Movement, Combat Order, AP, damage, Attack, Dodge, Resilience, Engulf, Elemental Nature, Elemental Sense, and Camouflage. Retain the nymph’s own tags, INT, POW, CHA, HP, MWL, current PP, Persistence, other skills, and Shaping; it does not gain Mindless or Soulless. Current HP carries unchanged between forms, so transforming or reverting never heals. If the shell reaches 0 HP, it dissolves and the nymph’s Spirit returns to its anchor.

Bestiary

Creature Profiles

57 creatures shown

A pony-sized red-brown ant standing on a forest floor.

animal

Giant Ant

A pony-sized colony predator protected by heavy chitin.

  • living
  • corporeal
STR
14 (4D6)
CON
17 (3D6+6)
DEX
13 (2D6+6)
SIZ
7 (2D6)
INT
2
POW
6 (1D6+3)
CHA
5
HP
12
MWL
6
PP
6
Movement
15 m
Combat Order
8
AP
5 chitin
DM
+0

Skills

  • Dodge 39%
  • Persistence 18%
  • Resilience 51%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D6 + 0, Medium

Talents

None.

Plunder

0

A massive brown bear standing in a forest clearing.

animal

Bear

A massive, powerful omnivore with a thick hide.

  • living
  • corporeal
STR
25 (3D6+15)
CON
13 (2D6+6)
DEX
11 (3D6)
SIZ
25 (3D6+15)
INT
5
POW
11 (3D6)
CHA
5
HP
19
MWL
10
PP
11
Movement
23 m
Combat Order
8
AP
3 hide
DM
+2D6

Skills

  • Dodge 33%
  • Persistence 33%
  • Resilience 39%
  • Unarmed Combat 60%

Attacks

  • Bite — Unarmed Combat 60%, 1D8 + 2D6, Heavy
  • Claw — Unarmed Combat 60%, 1D6 + 2D6, Heavy

Talents

None.

Plunder

0

A muscular brown bull standing alert in a grassy pasture.

animal

Bull

A territorial herd animal capable of devastating charges.

  • living
  • corporeal
STR
20 (4D6+6)
CON
15 (2D6+9)
DEX
7 (2D6)
SIZ
15 (2D6+9)
INT
4
POW
7 (2D6)
CHA
4
HP
15
MWL
8
PP
7
Movement
15 m
Combat Order
6
AP
2 hide
DM
+1D6

Skills

  • Dodge 21%
  • Persistence 21%
  • Resilience 45%
  • Unarmed Combat 40%

Attacks

  • Horns — Unarmed Combat 40%, 1D8 + 1D6, Medium
  • Trample — Unarmed Combat 40%, 1D8 + 1D6, Medium

Talents

None.

Plunder

0

Abilities

Horn Charge: Use Horns for a normal Charge attack and add the Charge’s +1D6 damage.

A heavily armored crocodile resting on a muddy riverbank.

animal

Crocodile

A heavily armoured ambush predator equally dangerous in water and at the shore.

  • living
  • corporeal
STR
30 (5D6+12)
CON
19 (3D6+12)
DEX
11 (3D6)
SIZ
14 (4D6)
INT
3
POW
11 (3D6)
CHA
3
HP
17
MWL
9
PP
11
Movement
7 m land, 23 m swim
Combat Order
7
AP
5 hide
DM
+1D6

Skills

  • Dodge 33%
  • Persistence 33%
  • Resilience 57%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D8 + 1D6, Medium

Talents

None.

Plunder

0

An alert village dog standing on a medieval dirt lane.

animal

Dog

A domestic or feral canine that relies on speed and its bite.

  • living
  • corporeal
STR
13 (2D6+6)
CON
11 (3D6)
DEX
13 (2D6+6)
SIZ
3 (1D6)
INT
5
POW
9 (1D6+6)
CHA
5
HP
7
MWL
4
PP
9
Movement
23 m
Combat Order
9
AP
0
DM
+0

Skills

  • Dodge 39%
  • Persistence 27%
  • Resilience 33%
  • Unarmed Combat 40%

Attacks

  • Bite — Unarmed Combat 40%, 1D6 + 0, Light

Talents

None.

Plunder

0

A large tusked elephant standing on open dry grassland.

animal

Elephant

An immense herd animal whose bulk makes its tusks and feet lethal.

  • living
  • corporeal
STR
45 (6D6+24)
CON
24 (3D6+15)
DEX
11 (3D6)
SIZ
48 (6D6+30)
INT
6
POW
13 (2D6+6)
CHA
5
HP
36
MWL
18
PP
13
Movement
23 m
Combat Order
9
AP
3 hide
DM
+5D6

Skills

  • Dodge 33%
  • Persistence 39%
  • Resilience 72%
  • Unarmed Combat 45%

Attacks

  • Trample — Unarmed Combat 45%, 1D12 + 5D6, Huge
  • Tusk — Unarmed Combat 45%, 1D10 + 5D6, Huge

Talents

None.

Plunder

0

A hawk perched on a weathered branch above open countryside.

animal

Hawk

A small, agile bird of prey.

  • living
  • corporeal
STR
2 (1D3)
CON
4 (2D3)
DEX
27 (3D6+18)
SIZ
2 (1D2)
INT
4
POW
7 (2D6)
CHA
4
HP
3
MWL
2
PP
7
Movement
15 m ground, 30 m fly
Combat Order
16
AP
0
DM
-1D6

Skills

  • Dodge 81%
  • Persistence 21%
  • Resilience 12%
  • Unarmed Combat 50%

Attacks

  • Claw — Unarmed Combat 50%, 1D6 - 1D6, Light
  • Bite — Unarmed Combat 50%, 1D4 - 1D6, Light

Talents

None.

Plunder

0

A horse-sized hawk standing on a high rocky meadow.

animal

Giant Hawk

A massive raptor capable of hunting prey as large as a horse.

  • living
  • corporeal
STR
39 (6D6+21)
CON
33 (5D6+15)
DEX
18 (3D6+9)
SIZ
39 (6D6+21)
INT
4
POW
11 (3D6)
CHA
4
HP
36
MWL
18
PP
11
Movement
23 m ground, 30 m fly
Combat Order
11
AP
3 feathers
DM
+4D6

Skills

  • Dodge 54%
  • Persistence 33%
  • Resilience 99%
  • Unarmed Combat 80%

Attacks

  • Claw — Unarmed Combat 80%, 1D8 + 4D6, Heavy
  • Bite — Unarmed Combat 80%, 1D6 + 4D6, Heavy

Talents

None.

Plunder

0

A sturdy brown horse standing in a simple paddock.

animal

Horse

A swift riding and draft animal whose kick can shatter bone.

  • living
  • corporeal
STR
25 (2D6+18)
CON
17 (3D6+6)
DEX
10 (2D6+3)
SIZ
25 (2D6+18)
INT
4
POW
11 (3D6)
CHA
5
HP
21
MWL
11
PP
11
Movement
30 m
Combat Order
7
AP
2 hide
DM
+2D6

Skills

  • Dodge 30%
  • Persistence 33%
  • Resilience 51%
  • Unarmed Combat 40%

Attacks

  • Kick — Unarmed Combat 40%, 1D6 + 2D6, Light

Talents

None.

Plunder

0

A full-maned male lion standing alert on open grassland.

animal

Lion

A powerful feline predator armed with jaws and claws.

  • living
  • corporeal
STR
24 (3D6+12)
CON
11 (3D6)
DEX
17 (3D6+6)
SIZ
19 (2D6+12)
INT
5
POW
11 (3D6)
CHA
5
HP
15
MWL
8
PP
11
Movement
23 m
Combat Order
11
AP
2 hide
DM
+1D6

Skills

  • Dodge 51%
  • Persistence 33%
  • Resilience 33%
  • Unarmed Combat 60%

Attacks

  • Bite — Unarmed Combat 60%, 1D8 + 1D6, Medium
  • Claw — Unarmed Combat 60%, 1D6 + 1D6, Medium

Talents

None.

Plunder

0

A large scaled lizard standing on a rocky scrubland path.

animal

Giant Lizard

A large reptilian predator with powerful jaws and a battering tail.

  • living
  • corporeal
STR
19 (2D6+12)
CON
11 (3D6)
DEX
15 (1D6+12)
SIZ
19 (2D6+12)
INT
3
POW
11 (3D6)
CHA
3
HP
15
MWL
8
PP
11
Movement
15 m
Combat Order
9
AP
2 hide
DM
+1D6

Skills

  • Dodge 45%
  • Persistence 33%
  • Resilience 33%
  • Unarmed Combat 35%

Attacks

  • Bite — Unarmed Combat 35%, 1D6 + 1D6, Medium
  • Tail — Unarmed Combat 35%, 1D8 + 1D6, Medium

Talents

None.

Plunder

0

A huge reddish octopus moving across a shallow rocky seabed.

animal

Giant Octopus

An enormous marine hunter whose arms can overwhelm several enemies.

  • living
  • corporeal
STR
42 (12D6)
CON
14 (4D6+6)
DEX
23 (3D6+12)
SIZ
42 (12D6)
INT
4
POW
11 (3D6)
CHA
4
HP
28
MWL
14
PP
11
Movement
7 m land, 30 m swim
Combat Order
14
AP
4 skin
DM
+4D6

Skills

  • Dodge 69%
  • Persistence 33%
  • Resilience 42%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D8 + 4D6, Huge
  • Arm — Unarmed Combat 50%, 1D4 + 4D6, Huge

Talents

None.

Plunder

0

Abilities

Many Arms (Multiattack): Make up to four Arm attacks under the Multiattack rule.

A giant patterned python resting in coils on a forest floor.

animal

Giant Python

A huge constricting snake capable of crushing prey within its coils.

  • living
  • corporeal
STR
35 (3D6+24)
CON
11 (3D6)
DEX
13 (2D6+6)
SIZ
11 (3D6)
INT
3
POW
11 (3D6)
CHA
3
HP
11
MWL
6
PP
11
Movement
15 m
Combat Order
8
AP
3 scales
DM
+2D6

Skills

  • Dodge 39%
  • Persistence 33%
  • Resilience 33%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D4 + 2D6, Medium
  • Constrict — Unarmed Combat 50%, 1D8 + 2D6, Medium

Talents

None.

Plunder

0

Abilities

Constrict: Use only against a creature the python is grappling. The grapple continues whether this attack hits or misses.

A black raven perched on a mossy stone wall.

animal

Raven

A quick and observant scavenging bird.

  • living
  • corporeal
STR
2 (1D3)
CON
4 (2D3)
DEX
21 (3D6+12)
SIZ
2 (1D2)
INT
5
POW
7 (2D6)
CHA
4
HP
3
MWL
2
PP
7
Movement
15 m ground, 25 m fly
Combat Order
13
AP
0
DM
-1D6

Skills

  • Dodge 63%
  • Persistence 21%
  • Resilience 12%
  • Unarmed Combat 35%

Attacks

  • Claw — Unarmed Combat 35%, 1D6 - 1D6, Light
  • Bite — Unarmed Combat 35%, 1D4 - 1D6, Light

Talents

None.

Plunder

0

A two-horned rhinoceros standing on open scrubland.

animal

Rhinoceros

A thick-skinned herbivore whose charge can tear through a battle line.

  • living
  • corporeal
STR
26 (2D6+21)
CON
11 (3D6)
DEX
7 (2D6)
SIZ
26 (2D6+21)
INT
3
POW
11 (3D6)
CHA
3
HP
19
MWL
10
PP
11
Movement
23 m
Combat Order
5
AP
5 hide
DM
+2D6

Skills

  • Dodge 21%
  • Persistence 33%
  • Resilience 33%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D6 + 2D6, Heavy
  • Gore — Unarmed Combat 50%, 1D8 + 2D6, Heavy
  • Trample — Unarmed Combat 50%, 1D12 + 2D6, Heavy

Talents

None.

Plunder

0

Abilities

Horn Charge: Use Gore for a normal Charge attack and add the Charge’s +1D6 damage.

A horse-sized brown spider standing beneath a web in a forest.

animal

Giant Spider

A horse-sized ambush predator that traps prey in venomous webs.

  • living
  • corporeal
STR
19 (2D6+12)
CON
17 (3D6+6)
DEX
16 (2D6+9)
SIZ
26 (4D6+12)
INT
8
POW
11 (3D6)
CHA
2
HP
22
MWL
11
PP
11
Movement
15 m ground, 23 m on web
Combat Order
12
AP
4 chitin
DM
+1D6

Skills

  • Dodge 48%
  • Persistence 33%
  • Resilience 51%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D6 + 1D6, Heavy
  • Web — Unarmed Combat 50%, no damage, Heavy, 15 m

Talents

None.

Plunder

0

Abilities

Web: Spend a Combat Action and oppose Unarmed Combat against the Athletics of one target within 15 m. If the spider wins, the target cannot take Movement Actions and suffers -1P on physical tests until the web is destroyed. Each web has 22 HP and 0 AP.

Giant Spider Venom: A Bite dealing HP damage exposes the target. Type: Injected. Delay: 1D3 rounds. Potency: 51. Effect: -6 DEX for the Duration and 1D3 HP at each minute’s end; DEX 0 causes paralysis. Duration: 6D10 minutes.

A patterned viper resting in a compact coil on a rock.

animal

Viper

A fast venomous snake whose bite can bring down much larger prey.

  • living
  • corporeal
STR
13 (2D6+6)
CON
6 (2D6)
DEX
27 (3D6+18)
SIZ
7 (2D6)
INT
3
POW
13 (2D6+6)
CHA
3
HP
7
MWL
4
PP
13
Movement
30 m
Combat Order
15
AP
1 scales
DM
+0

Skills

  • Dodge 81%
  • Persistence 39%
  • Resilience 18%
  • Unarmed Combat 60%

Attacks

  • Bite — Unarmed Combat 60%, 1D6 + 0, Medium

Talents

None.

Plunder

0

Abilities

Viper Venom: A Bite dealing HP damage exposes the target. Type: Injected. Delay: 1 round. Potency: 48. Effect: -3 CON for the Duration and 1D4 HP at each minute’s end; CON 0 causes death. Duration: 6D10 minutes.

A grey wolf standing alert in a forest clearing.

animal

Wolf

A swift pack predator armed with powerful jaws and claws.

  • living
  • corporeal
STR
11 (3D6)
CON
14 (3D6+3)
DEX
13 (3D6+3)
SIZ
10 (2D6+3)
INT
5
POW
11 (3D6)
CHA
5
HP
12
MWL
6
PP
11
Movement
23 m
Combat Order
9
AP
0
DM
+0

Skills

  • Dodge 39%
  • Persistence 33%
  • Resilience 42%
  • Unarmed Combat 50%

Attacks

  • Bite — Unarmed Combat 50%, 1D8 + 0, Medium
  • Claw — Unarmed Combat 50%, 1D6 + 0, Medium

Talents

None.

Plunder

0

A brightly colored alchemical basilisk standing on flagstones.

monster

Basilisk

A small, many-coloured reptile created by foul alchemy; its eyes and blood are deadlier than its jaws.

  • living
  • corporeal
STR
4 (2D3)
CON
13 (2D6+6)
DEX
11 (3D6)
SIZ
2 (1D3)
INT
3
POW
16 (1D6+12)
CHA
3
HP
8
MWL
4
PP
16
Movement
15 m
Combat Order
7
AP
2 scales
DM
-1D6

Skills

  • Dodge 40%
  • Persistence 50%
  • Resilience 70%
  • Athletics 65%
  • Deception 40%
  • Natural Lore 40%
  • Unarmed Combat 35%

Attacks

  • Bite — Unarmed Combat 35%, 1D6 - 1D6, Light

a damaging hit injects Basilisk Venom.

Talents

None.

Plunder

5

Abilities

Death Gaze: Once per turn, freely choose a creature within 16 m that can see the basilisk’s eyes. It may avert its gaze, preventing the Gaze; without suitable Blind Sight it then cannot attack or React against the basilisk until its next turn. If it does not avert, oppose the basilisk’s Persistence with Resilience. Defeat reduces it to 0 HP and makes it Dying, subject to its type rules; victory grants immunity for this combat. Eye contact must be mutual and Blind Sight never triggers the Gaze. The basilisk may still Bite.

Basilisk Venom: Type: Injected or contact. Delay: Immediate. Potency: 65. Effect: -6 CON for the Duration and 1D4 HP at each minute’s end; CON 0 causes death. Duration: 6D10 minutes.

Corrosive Blood: A mundane weapon that deals HP damage to the basilisk is destroyed after 1D4 rounds. Before the end of the wielder’s next turn, a Combat Action with abundant water or a suitable neutraliser prevents this.

A ram-headed beastman carrying a spear and round shield.

monster

Beastman

Animal-headed humanoids who fiercely resist settlement of their wild territories.

  • living
  • corporeal
STR
13 (2D6+6)
CON
16 (1D6+12)
DEX
11 (3D6)
SIZ
16 (1D6+12)
INT
13 (2D6+6)
POW
11 (3D6)
CHA
7 (2D6)
HP
16
MWL
8
PP
11
Movement
15 m
Combat Order
9
AP
2 leather
DM
+1D4

Skills

  • Dodge 40%
  • Persistence 30%
  • Resilience 30%
  • Deception 40%
  • Natural Lore 70%
  • Close Combat 50%
  • Unarmed Combat 60%

Attacks

  • Club — Close Combat 50%, 1D6 + 1D4, Light
  • Shortspear — Close Combat 50%, 1D6 + 1D4, Medium
  • Medium Shield — Close Combat 50%, 1D6 + 1D4, Heavy
  • Head Butt — Unarmed Combat 60%, 1D6 + 1D4, Medium

Talents

None.

Plunder

2

Abilities

Leaders or mystics may know individual nature-themed Shaping cells.

A four-legged, two-winged dragon standing on a rocky upland.

monster

Dragon

An ancient, intelligent flying reptile whose magic and temperament vary widely.

  • living
  • corporeal
STR
70 (20D6)
CON
35 (10D6)
DEX
14 (4D6)
SIZ
65 (10D6+30)
INT
21 (6D6)
POW
26 (4D6+12)
CHA
21 (6D6)
HP
50
MWL
25
PP
26
Movement
30 m ground, 45 m fly
Combat Order
18
AP
12 scales
DM
+7D6

Skills

  • Dodge 30%
  • Persistence 100%
  • Resilience 100%
  • Athletics 100%
  • Influence 100%
  • Perception 100%
  • Culture (Local) 100%
  • Natural Lore 100%
  • Unarmed Combat 100%

Attacks

  • Bite — Unarmed Combat 100%, 1D10 + 7D6, Huge
  • Claw — Unarmed Combat 100%, 1D8 + 7D6, Huge
  • Tail — Unarmed Combat 100%, 1D20 + 7D6, Huge

Talents

Exceptional Skill (Persistence) III; Exceptional Skill (Influence) II; Exceptional Skill (Resilience) I; Exceptional Skill (Athletics) I; Exceptional Skill (Perception) I; Exceptional Skill (Unarmed Combat) I.

Plunder

5

Abilities

Double Claw 2 (Multiattack): Make two Claw attacks. Exceptional Skill (Unarmed Combat) I normally removes the second attack’s -1P.

Breathe Flame: Spend a Combat Action. A 26 m cone, 26 m wide at its end, deals 4D6 fire damage; roll once. An aware target may use its base Reaction to Dodge at -1P: success halves damage; failure takes full damage. AP applies. Afterward, another use within one hour requires Resilience, at cumulative -1P for each attempt that hour.

Fire Resistance: Reduce fire damage by 12 after other reductions.

Ancient dragons may know potent cells such as Conjure·Fire, Bend·Fire, Ward·Fire, or Scry·Fate.

A broad dwarf warrior carrying a hammer and round shield.

monster

Dwarf

Stocky, long-lived underground folk renowned for craft, mining, and stonework.

  • living
  • corporeal
STR
14 (4D6)
CON
19 (2D6+12)
DEX
11 (3D6)
SIZ
7 (1D6+3)
INT
13 (2D6+6)
POW
11 (3D6)
CHA
11 (3D6)
HP
13
MWL
7
PP
11
Movement
12 m
Combat Order
5
AP
5 chainmail
DM
+0

Skills

  • Dodge 20%
  • Persistence 40%
  • Resilience 55%
  • Athletics 50%
  • Engineering 35%
  • Mechanisms 40%
  • Trade 60%
  • Craft 70%
  • Close Combat 65%
  • Ranged Combat 45%

Attacks

  • War Hammer or Battleaxe — Close Combat 65%, 1D8 + 0, Medium
  • Medium Shield — Close Combat 65%, 1D6 + 0, Heavy
  • Light Crossbow — Ranged Combat 45%, 1D8, 125 m

Talents

None.

Plunder

3

Abilities

Blind Sight (heat): Thermoception perceives heat-contrasting targets regardless of illumination. Solid barriers, heavy insulation, and ambient-temperature targets defeat it.

Earth Sense: While touching connected earth or stone, the dwarf knows approximate depth and whether the surrounding chamber is structurally unstable.

Dwarven Shapers commonly favour Bend, Alter, Ward, or Scry·Earth/Stone cells.

A stone elemental formed from interlocking rock slabs.

monster

Elemental

Raw elemental substance embodied as water, darkness, flame, stone, or storm.

  • corporeal
  • elemental
  • soulless
  • mindless
STR
CON
DEX
SIZ
by rank
INT
POW
CHA

Use the rank table; Combat Order 10 is an explicit profile value because Elementals have no DEX or INT.

Skills

  • Perception 80%
  • Deception 80% while merged with a substantial quantity of its own element
  • rank-table combat skills

Attacks

  • Engulf — Attack by rank, rank damage, every other creature within the listed radius

subtype sets resistance and damage kind.

Talents

Small: Exceptional Skill (Dodge) I. Large: Exceptional Skill (Attack) I. Huge: Exceptional Skill (Persistence) I. Medium: none.

Plunder

0

Abilities

Rank SIZ HP MWL PP Move CO AP DM Damage Area Attack Dodge Persistence Resilience
Small 3 3 2 0 15 m 10 0 1D6 1 m 15% 100% 30% 100%
Medium 9 9 5 0 23 m 10 0 2D6 3 m 45% 90% 60% 100%
Large 21 21 11 0 30 m 10 0 3D6 7 m 100% 60% 90% 100%
Huge 50 50 25 0 45 m 10 0 4D6 16 m 30% 100% 100%

Engulf: Spend one Combat Action, centred on the Elemental; complete barriers block it. Roll damage once. Small through Large roll Attack once, which must succeed and win against each target’s listed resistance separately.

Overwhelming Engulf: Huge rolls no Attack. Critical resistance negates damage, Success takes half, and Failure or Fumble takes full damage.

  • Undine — Drown: Resilience; HP damage; ignores AP.
  • Shade — Fear: Persistence; PP damage; ignores AP; normal 0-PP unconsciousness applies.
  • Salamander — Burn: Resilience; HP damage; AP applies.
  • Gnome — Crush: Resilience; HP damage; AP applies.
  • Sylph — Buffet: Resilience; HP damage; AP applies.

Elemental Nature: Immune to poison, disease, and its own element.

Elemental Sense: Perception 80% detects invisible, Spirit, and magical targets regardless of light or invisibility; a solid barrier blocks it. Ordinary darkness still affects ordinary, nonmagical targets. Oppose concealment with Deception.

Camouflage: Deception 80% while merged with matching water, fire, stone, darkness, or cloud.

A forest elf carrying a longbow and shortspear beside an old tree.

monster

Elf

Ageless forest folk bound to their woodland realms and fiercely protective of them.

  • living
  • corporeal
STR
10 (2D6+3)
CON
11 (3D6)
DEX
17 (3D6+6)
SIZ
10 (2D6+3)
INT
17 (3D6+6)
POW
13 (2D6+6)
CHA
11 (3D6)
HP
11
MWL
6
PP
13
Movement
15 m
Combat Order
14
AP
2 leather
DM
+0

Skills

  • Dodge 55%
  • Persistence 55%
  • Resilience 20%
  • Athletics 55%
  • Deception 55%
  • Healing 50%
  • Perception 30%
  • Natural Lore 80%
  • Close Combat 60%
  • Ranged Combat 80%

Attacks

  • Shortspear — Close Combat 60%, 1D6 + 0, Medium
  • Longbow — Ranged Combat 80%, 1D10, 150 m

Talents

None.

Plunder

1

Abilities

Exceptional Archer: Gain +1B with bows. The longbow’s minimum STR gives this elf -1P, so the dice normally cancel.

Night Sight: Partial Darkness counts as Illuminated and Darkness as Partial Darkness. Pitch Black and obscurity are unchanged.

Elf Shapers often favour Alter·Flesh, Scry·Flesh, Bend·Earth/Stone, and protective nature cells.

A grey winged gargoyle crouching on a cathedral parapet.

monster

Gargoyle

A grey, winged humanoid predator often mistaken for a grotesque stone statue.

  • living
  • corporeal
STR
29 (5D6+12)
CON
11 (3D6)
DEX
11 (3D6)
SIZ
17 (5D6)
INT
4 (1D6)
POW
11 (3D6)
CHA
4 (1D6)
HP
14
MWL
7
PP
11
Movement
15 m ground, 23 m fly
Combat Order
8
AP
6 hide
DM
+2D6

Skills

  • Dodge 25%
  • Persistence 40%
  • Resilience 40%
  • Athletics 40%
  • Deception 30%
  • Perception 40%
  • Natural Lore 40%
  • Unarmed Combat 50%

Attacks

  • Claw — Unarmed Combat 50%, 1D6 + 2D6, Medium

Talents

None.

Plunder

0

Abilities

Trained individuals may know a few scouting or warfare Shaping cells.

A human-faced mountain giant standing beside a huge club and boulder.

monster

Giant

A six-metre humanoid who adopts nearby cultures or lives in an isolated mountain clan.

  • living
  • corporeal
STR
49 (9D6+18)
CON
39 (6D6+18)
DEX
10 (2D6+3)
SIZ
49 (9D6+18)
INT
11 (3D6)
POW
11 (3D6)
CHA
7 (2D6)
HP
44
MWL
22
PP
11
Movement
30 m
Combat Order
11
AP
3 hide
DM
+5D6

Skills

  • Dodge 10%
  • Persistence 25%
  • Resilience 80%
  • Athletics 50%
  • Deception 5%
  • Perception 40%
  • Natural Lore 20%
  • Close Combat 90%
  • Ranged Combat 35%
  • Unarmed Combat 75%

Attacks

  • Huge Club — Close Combat 90%, 2D6 + 5D6, Huge
  • Thrown Boulder — Ranged Combat 35%, 2D6 + 5D6, Huge, 49 m
  • Stomp — Unarmed Combat 75%, 1D6 + 5D6, Huge

Talents

None.

Plunder

1

Abilities

Giants may learn cultural Shaping; isolated ones favour Earth/Stone, Air/Storm, or Spirit cells.

A small goblin carrying a shortspear and round shield in a hill camp.

monster

Goblin

A small, agile humanoid accustomed to surviving through cunning and numbers.

  • living
  • corporeal
STR
10 (2D6+3)
CON
10 (2D6+3)
DEX
17 (5D6)
SIZ
7 (2D6)
INT
11 (3D6)
POW
10 (2D6+3)
CHA
7 (2D6)
HP
9
MWL
5
PP
10
Movement
15 m
Combat Order
11
AP
2 leather
DM
+0

Skills

  • Dodge 50%
  • Persistence 20%
  • Resilience 35%
  • Athletics 50%
  • Deception 75%
  • Mechanisms 50%
  • Perception 35%
  • Natural Lore 50%
  • Close Combat 40%
  • Ranged Combat 50%

Attacks

  • Shortspear — Close Combat 40%, 1D6 + 0, Medium
  • Small Shield — Close Combat 40%, 1D4 + 0, Medium
  • Sling — Ranged Combat 50%, 1D6, 50 m

Talents

None.

Plunder

1

Abilities

Blind Sight (heat): Thermoception perceives heat-contrasting targets regardless of illumination. Solid barriers, heavy insulation, and ambient-temperature targets defeat it.

Leaders and shamans may know combat, trickery, or survival-themed Shaping cells.

A heavy clay golem standing motionless in a temple courtyard.

monster

Golem

A clay construct animated to execute a sacred command with literal, tireless precision.

  • corporeal
  • construct
  • soulless
  • mindless

a free-willed Golem loses Mindless.

STR
39 (6D6+18)
CON
29 (3D6+18)
DEX
7 (2D6)
SIZ
29 (3D6+18)
INT
4 or 7 free-willed (1D6/2D6)
POW
4 or 11 free-willed (1D6/3D6)
CHA
4 or 7 free-willed (1D6/2D6)
HP
29
MWL
15
PP
4 or 11 free-willed
Movement
15 m
Combat Order
6 or 7 free-willed
AP
8, or 4 against crushing harm
DM
+3D6

Skills

  • Dodge 0%
  • Persistence 90%
  • Resilience 100%
  • Lore (Allocated Task) 50%
  • one programmed skill 100%
  • Unarmed Combat 30%

Free-willed Golems develop other skills normally.

Attacks

  • Fist — Unarmed Combat 30%, 1D8 + 3D6, Light

Talents

None.

Plunder

0

Abilities

Programmed Task: A programmed Golem pursues only its stated task and obeys literally. A free-willed Golem is not bound by this rule.

Construct Body: It does not breathe, eat, sleep, bleed, or suffer poison or disease. At 0 HP it is disabled or destroyed; 0 PP does not incapacitate it.

Slow: It cannot Sprint. Free-willed Golems may learn Shaping.

An eagle-headed griffin with immense wings standing on a mountain meadow.

monster

Griffin

A proud mountain predator with a lion's body, an eagle's head, and immense wings.

  • living
  • corporeal
STR
28 (8D6)
CON
22 (3D6+12)
DEX
22 (3D6+12)
SIZ
28 (8D6)
INT
6
POW
13 (2D6+6)
CHA
7
HP
25
MWL
13
PP
13
Movement
23 m ground, 30 m fly
Combat Order
14
AP
3 hide
DM
+2D6

Skills

  • Dodge 40%
  • Persistence 80%
  • Resilience 70%
  • Athletics 80%
  • Deception 28%
  • Perception 50%
  • Natural Lore 60%
  • Unarmed Combat 70%

Attacks

  • Bite — Unarmed Combat 70%, 1D8 + 2D6, Heavy
  • Claw — Unarmed Combat 70%, 1D6 + 2D6, Heavy

Talents

None.

Plunder

0

Abilities

Raking Dive (Multiattack): Spend the Combat and Movement Actions to fly at least 10 m straight and then make two Claw attacks. This replaces Charge, grants no Charge damage, and retains the base Reaction.

A winged harpy holding a stone on a bare cliff ledge.

monster

Harpy

A filthy, winged scavenger whose claws and missiles spread disease.

  • living
  • corporeal
STR
11 (3D6)
CON
11 (3D6)
DEX
18 (5D6)
SIZ
7 (2D6)
INT
11 (3D6)
POW
11 (3D6)
CHA
4 (1D6)
HP
9
MWL
5
PP
11
Movement
15 m ground, 30 m fly
Combat Order
15
AP
0
DM
+0

Skills

  • Dodge 50%
  • Persistence 25%
  • Resilience 60%
  • Athletics 60%
  • Deception 60%
  • Perception 75%
  • Natural Lore 60%
  • Ranged Combat 40%
  • Unarmed Combat 75%

Attacks

  • Claw — Unarmed Combat 75%, 1D6 + 0, Medium
  • Dropped Stone — Ranged Combat 40%, 1D6 per full 3 m fallen, maximum 10D6, Light, directly below
  • Dung — Ranged Combat 40%, no damage, Light, directly below

Talents

None.

Plunder

3

Abilities

Dropped Missile: Choose a target directly below the Harpy, no more than 30 m down. Dropping a stone or dung is a Ranged Combat attack; an aware target may React normally.

Filth: A damaging Claw, dung hit, or dung-coated stone exposes the victim to the Shakes. Type: Touch. Delay: 1D2 days. Potency: 50. Effect: DEX remains halved while active; lose 1D6 HP after each Delay. Duration: Until the victim wins a repeated Resilience-versus-Potency test.

Stench: A dung hit gives -1P to Influence and Deception until the victim and equipment are washed for one hour. Harpies are immune to disease. Some know Bend·Force/Motion or Alter·Flesh.

A merfolk guard carrying a longspear above an undersea terrace.

monster

Merfolk

A territorial sea-dweller whose undersea society mirrors kingdoms above.

  • living
  • corporeal
STR
14 (3D6+3)
CON
11 (3D6)
DEX
13 (2D6+6)
SIZ
17 (3D6+6)
INT
11 (3D6)
POW
11 (3D6)
CHA
11 (3D6)
HP
14
MWL
7
PP
11
Movement
23 m swim, 7 m crawl
Combat Order
12
AP
0
DM
+1D6

Skills

  • Dodge 30%
  • Persistence 30%
  • Resilience 30%
  • Athletics 60%
  • Deception 30%
  • Perception 50%
  • Natural Lore 80%
  • Close Combat 35%

Attacks

  • Longspear — Close Combat 35%, 1D8+1 + 1D6, Medium
  • Dagger — Close Combat 35%, 1D4+1 + 1D6, Light

Talents

None.

Plunder

1

Abilities

Aquatic: Breathes air and can hold its breath underwater for 11 minutes. Merfolk Shapers commonly know Water/Ice cells.

A huge finned sea serpent swimming near an underwater cavern.

monster

Sea Serpent

An enormous aquatic serpent that drags prey to caverns beneath the sea.

  • living
  • corporeal
STR
58 (8D6+30)
CON
35 (4D6+21)
DEX
7 (2D6)
SIZ
36 (6D6+15)
INT
3
POW
21 (6D6)
CHA
3
HP
36
MWL
18
PP
21
Movement
23 m swim, 0 m land
Combat Order
5
AP
5 scales
DM
+5D6

Skills

  • Dodge 40%
  • Persistence 40%
  • Resilience 80%
  • Athletics 60%
  • Deception 25%
  • Unarmed Combat 60%

Attacks

  • Bite — Unarmed Combat 60%, 1D6 + 5D6, Heavy

Talents

None.

Plunder

3

Abilities

Aquatic: Breathes water and cannot move under its own power on land.

A sacred horse formed from dark iron plates in a temple court.

monster

Holy Steed

A deity's otherworldly mount, manifesting as a sacred eagle, kraken, iron horse, or similar form.

  • living
  • corporeal
STR
30
CON
20
DEX
18
SIZ
30
INT
18
POW
18
CHA
18
HP
25
MWL
13
PP
18
Movement
20 m
Combat Order
18
AP
6
DM
+2D6

Skills

  • Dodge 100%
  • Persistence 100%
  • Resilience 100%
  • Unarmed Combat 80%

Attacks

  • Fist or Kick — Unarmed Combat 80%, 1D10 + 2D6, Light

Talents

Exceptional Skill (Dodge) I; Exceptional Skill (Persistence) I; Exceptional Skill (Resilience) I.

Plunder

0

Abilities

Divine Form: Choose land, swim, or flight as its 20 m movement mode when creating it.

A holy warrior carrying a longspear and round shield.

monster

Holy Warrior

An otherworldly champion whose form and weapon reflect its deity.

  • living
  • corporeal
STR
20
CON
18
DEX
15
SIZ
18
INT
15
POW
18
CHA
18
HP
18
MWL
9
PP
18
Movement
12 m
Combat Order
15
AP
6
DM
+1D6

Skills

  • Dodge 100%
  • Persistence 100%
  • Resilience 100%
  • Athletics 100%
  • choose Close Combat, Ranged Combat, or Unarmed Combat 100%

Attacks

Choose a current weapon or natural attack.

use its base damage and Size, adding DM only when that attack normally does.

Talents

Exceptional Skill (Dodge) II; Exceptional Skill (chosen combat skill) II; Exceptional Skill (Resilience) I; Exceptional Skill (Athletics) I.

Plunder

0

Abilities

Appearance, weapon, and optional Shaping cells express its patron without changing these values.

A reptilian warrior carrying a battleaxe on a marsh bank.

monster

Lizardman

A tool-using reptilian person adapted to deserts, swamps, and other hot regions.

  • living
  • corporeal
STR
17 (3D6+6)
CON
11 (3D6)
DEX
10 (2D6+3)
SIZ
11 (3D6)
INT
13 (2D6+6)
POW
11 (3D6)
CHA
7 (2D6)
HP
11
MWL
6
PP
11
Movement
15 m
Combat Order
12
AP
2 scales
DM
+1D4

Skills

  • Dodge 45%
  • Persistence 25%
  • Resilience 30%
  • Athletics 45%
  • Deception 30%
  • Perception 35%
  • Natural Lore 45%
  • Close Combat 45%
  • Ranged Combat 35%
  • Unarmed Combat 25%

Attacks

  • Battleaxe — Close Combat 45%, 1D8 + 1D4, Medium
  • Sling — Ranged Combat 35%, 1D6, 50 m
  • Bite — Unarmed Combat 25%, 1D6 + 1D4, Medium

Talents

None.

Plunder

3

Abilities

Lizardman cultures may teach any appropriate Shaping cells.

A broad-shouldered grey-green ogre standing on an old stone bridge.

monster

Ogre

A massive, warty humanoid who dominates weaker creatures through brute force.

  • living
  • corporeal
STR
23 (3D6+12)
CON
13 (2D6+6)
DEX
11 (3D6)
SIZ
23 (3D6+12)
INT
10 (2D6+3)
POW
10 (2D6+3)
CHA
3 (1D6)
HP
18
MWL
9
PP
10
Movement
15 m
Combat Order
11
AP
2 skin
DM
+2D6

Skills

  • Dodge 35%
  • Persistence 45%
  • Resilience 35%
  • Athletics 35%
  • Deception 50%
  • Perception 50%
  • Natural Lore 35%
  • Close Combat 60%
  • Ranged Combat 40%
  • Unarmed Combat 60%

Attacks

  • Great Axe — Close Combat 60%, 2D8 + 2D6, Heavy
  • Improvised Rock — Ranged Combat 40%, 1D4 + 2D6, Light, 23 m
  • Fist — Unarmed Combat 60%, 1D6 + 2D6, Light
  • Bite — Unarmed Combat 60%, 1D8 + 2D6, Heavy

Talents

None.

Plunder

1

Abilities

Ogre mystics commonly favour destructive Fire, Flesh, Mind, or Spirit cells.

An orc fighter advancing through ruined streets behind a round shield.

monster

Orc

A violent clan-based humanoid whose warband is ruled by strength and ambition.

  • living
  • corporeal
STR
14 (4D6)
CON
11 (3D6)
DEX
14 (4D6)
SIZ
10 (2D6+3)
INT
11 (3D6)
POW
10 (2D6+3)
CHA
7 (2D6)
HP
11
MWL
6
PP
10
Movement
15 m
Combat Order
10
AP
2 leather
DM
+0

Skills

  • Dodge 35%
  • Persistence 35%
  • Resilience 35%
  • Athletics 35%
  • Deception 45%
  • Perception 45%
  • Craft 40%
  • Close Combat 40%
  • Ranged Combat 50%

Attacks

  • Scimitar — Close Combat 40%, 1D8 + 0, Medium
  • Medium Shield — Close Combat 40%, 1D6 + 0, Heavy
  • Shortbow — Ranged Combat 50%, 1D8, 75 m

Talents

None.

Plunder

2

Abilities

War leaders and shamans may know aggressive or protective Shaping cells.

A tiny winged pixie standing on a broad shelf mushroom.

monster

Pixie

A tiny, winged forest person known for curiosity, mischief, and subtle magic.

  • living
  • corporeal
STR
4 (2D3)
CON
11 (3D6)
DEX
14 (4D6)
SIZ
4 (1D6)
INT
11 (3D6)
POW
13 (2D6+6)
CHA
11 (3D6)
HP
8
MWL
4
PP
13
Movement
15 m ground, 30 m fly
Combat Order
13
AP
0
DM
-1D6

Skills

  • Dodge 60%
  • Persistence 60%
  • Resilience 20%
  • Athletics 60%
  • Deception 60%
  • Perception 60%
  • Natural Lore 80%
  • Close Combat 10%
  • Ranged Combat 25%

Attacks

  • Dagger — Close Combat 10%, 1D4+1 - 1D6, Light
  • Sling — Ranged Combat 25%, 1D6, 50 m

Talents

None.

Plunder

0

Abilities

Magical Pixies may know cells such as Conjure·Mind, Bend·Air/Storm, or Bend·Paths; set Shaping to suit the individual.

A long-armed troll carrying a wooden club in a rocky ravine.

monster

Troll

A large, solitary predator whose body repairs wounds with terrifying speed.

  • living
  • corporeal
STR
26 (4D6+12)
CON
20 (3D6+9)
DEX
7 (2D6)
SIZ
26 (4D6+12)
INT
6 (1D6+3)
POW
11 (3D6)
CHA
7 (2D6)
HP
23
MWL
12
PP
11
Movement
23 m
Combat Order
7
AP
3 hide
DM
+2D6

Skills

  • Dodge 25%
  • Persistence 25%
  • Resilience 60%
  • Athletics 20%
  • Deception 20%
  • Perception 20%
  • Natural Lore 40%
  • Close Combat 40%
  • Unarmed Combat 40%

Attacks

  • Club — Close Combat 40%, 1D6 + 2D6, Light
  • Claw — Unarmed Combat 40%, 1D6 + 2D6, Heavy

Talents

None.

Plunder

1

Abilities

Regeneration: At the start of its turn, even at 0 HP, recover 1D6 HP unless it has taken fire damage since the start of its previous turn. This bypasses Wounded’s recovery lock and removes Bleeding and Dying; Wounded remains. If HP rises above 0, the Troll wakes and may act that turn.

Blind Sight (heat): Thermoception perceives heat-contrasting targets regardless of illumination. Solid barriers, heavy insulation, and ambient-temperature targets defeat it.

A werewolf in giant-wolf form standing beside a discarded cloak.

monster

Werewolf

A person who can become a giant wolf willingly—or involuntarily beneath the full moon.

  • living
  • corporeal
STR
11/22 (3D6/6D6)
CON
11 (3D6)
DEX
11 (3D6)
SIZ
13 (2D6+6)
INT
13/6 (2D6+6/1D6+3)
POW
11 (3D6)
CHA
11, human/wolf (3D6)
HP
12
MWL
6
PP
11
Movement
15/30 m
Combat Order
12/9
AP
0/1
DM
+0/+1D6, human/wolf

Skills

  • Dodge 60%
  • Persistence 60%
  • Resilience 60%
  • Athletics 60%
  • Deception 60%
  • Perception 60%
  • Natural Lore 80%
  • human Close Combat 35%
  • human Ranged Combat 25%
  • wolf Unarmed Combat 60%

Attacks

  • Human Arming Sword — Close Combat 35%, 1D8 + 0, Medium
  • Human Shortbow — Ranged Combat 25%, 1D8, 75 m
  • Wolf Bite — Unarmed Combat 60%, 1D8 + 1D6, Medium
  • Wolf Claw — Unarmed Combat 60%, 1D6 + 1D6, Medium

Talents

None.

Plunder

0

Abilities

Shapeshift: Spend a Combat Action on two consecutive turns; transformation completes after the second. A full moon forces wolf form.

Night Vision: In either form, natural surface night counts as Illuminated. It does not overcome sealed, underground, or supernatural darkness or obscurity.

Wolf Immunity: In wolf form, mundane attacks deal no damage unless silver, fire, or magical; a qualifying source deals normal damage. Poison, suffocation, and drowning still work. Mystics favour Alter·Flesh, Scry·Flesh, or Earth/Stone cells.

A two-legged winged wyvern standing on a rocky mountain shelf.

monster

Wyvern

A lean, two-legged draconic predator armed with jaws, claws, and a venomous tail.

  • living
  • corporeal
STR
26 (4D6+12)
CON
19 (2D6+12)
DEX
13 (2D6+6)
SIZ
26 (4D6+12)
INT
7
POW
11 (3D6)
CHA
6
HP
23
MWL
12
PP
11
Movement
23 m ground, 30 m fly
Combat Order
10
AP
5 scales
DM
+2D6

Skills

  • Dodge 50%
  • Persistence 35%
  • Resilience 50%
  • Athletics 50%
  • Deception 10%
  • Perception 60%
  • Unarmed Combat 60%

Attacks

  • Bite — Unarmed Combat 60%, 1D10 + 2D6, Heavy
  • Claw — Unarmed Combat 60%, 1D6 + 2D6, Heavy
  • Sting — Unarmed Combat 60%, 1D6 + 2D6, Heavy

a damaging Sting injects venom.

Talents

None.

Plunder

1

Abilities

Bite/Claw/Sting 3 (Multiattack): Make all three attacks; Bite is normal, while Claw and Sting each suffer -1P under Multiattack.

Wyvern Venom: Type: Injected. Delay: 1D2 rounds. Potency: 60. Effect: 1D6 HP and -4 CON. Duration: 6D10 minutes.

A bark-skinned dryad touching her ancient tree while guiding ivy across the grove.

nymph

Dryad

A woodland spirit whose body grows from one tree and whose grove extends 44 m from it.

  • corporeal
  • spirit
  • anchored
STR
7 (2D6)
CON
11 (3D6)
DEX
14 (4D6)
SIZ
10 (2D6+3)
INT
17 (3D6+6)
POW
22 (2D6+15)
CHA
19 (2D6+12)
HP
11
MWL
6
PP
22
Movement
15 m
Combat Order
16
AP
0
DM
+0

Skills

  • Close Combat 40%
  • Dodge 50%
  • Persistence 60%
  • Resilience 40%
  • Natural Lore 60%
  • Deception 50%
  • Perception 50%
  • Performance 50%
  • Shaping 60%

Attacks

  • Quarterstaff — Close Combat 40%, 1D8 + 0, Medium

Talents

None.

Plunder

1

Abilities

Shaping cells: Bend·Mind, Alter·Mind, Conjure·Fire, Bend·Paths.

Grove Anchor: The Dryad cannot leave its grove; doing so dissolves its body and returns its Spirit to the tree. If the tree is destroyed, it cannot reform.

Tree Passage: While touching its tree, spend a Movement Action to dissolve the body or emerge beside the tree.

One with the Grove: As a Combat Action, choose one 3 m-radius patch of vegetation in the grove. Until this ability is used again, movement through it costs double, or existing vegetation opens to permit normal movement. The Dryad may instead cause harmless growth, flowers, or fruit. Damage and restraint require Shaping.

A clawed cave hag standing at the entrance to her rocky domain.

nymph

Hag

A cave or darkness spirit that hunts beyond its domain only between sunset and dawn.

  • corporeal
  • spirit
  • anchored
STR
21 (6D6)
CON
11 (3D6)
DEX
11 (3D6)
SIZ
11 (3D6)
INT
19 (2D6+12)
POW
28 (2D6+21)
CHA
3 (1D6)
HP
11
MWL
6
PP
28
Movement
15 m
Combat Order
15
AP
0
DM
+1D6

Skills

  • Unarmed Combat 55%
  • Dodge 50%
  • Persistence 60%
  • Resilience 40%
  • Lore (Magic) 40%
  • Lore (Undead) 40%
  • Natural Lore 40%
  • Deception 100%
  • Perception 50%
  • Shaping 75%

Attacks

  • Claw — Unarmed Combat 55%, 1D6 + 1D6, Medium

Talents

Exceptional Skill (Deception) I.

Plunder

3

Abilities

Shaping cells: Bend·Mind, Alter·Mind, Unmake·Fire, Unmake·Flesh.

Nightbound: The Hag may leave its domain only at night. Dawn outside the domain or direct natural sunlight destroys its body and returns its Spirit home.

Create Shade: In Darkness within its domain, spend a Combat Action and 3 PP to create one Small Shade using the Elemental profile. Give it one simple standing order; it follows literally and otherwise protects the Hag. Changing the order costs the Hag a Combat Action. It acts immediately after the Hag and remains within the domain until destroyed or dismissed. Only one may exist at a time.

A blue-grey naiad holding a spear in the shallow stream she guards.

nymph

Naiad

A water spirit anchored to one stream, lake, swamp, or coastal reach.

  • corporeal
  • spirit
  • anchored
STR
14 (4D6)
CON
11 (3D6)
DEX
14 (4D6)
SIZ
10 (2D6+3)
INT
17 (3D6+6)
POW
25 (2D6+18)
CHA
19 (2D6+12)
HP
11
MWL
6
PP
25
Movement
15 m
Combat Order
16
AP
0
DM
+0

Skills

  • Close Combat 40%
  • Ranged Combat 40%
  • Dodge 80%
  • Persistence 70%
  • Resilience 60%
  • Natural Lore 40%
  • Deception 65%
  • Perception 40%
  • Performance 40%
  • Shaping 60%

Attacks

  • Shortspear — Close Combat 40%, 1D6 + 0, Medium
  • Javelin — Ranged Combat 40%, 1D6 + 0, Medium, 28 m

Talents

None.

Plunder

1

Abilities

Shaping cells: Bend·Water/Ice, Alter·Water/Ice, Ward·Water/Ice, Alter·Flesh, Bend·Mind.

Water Anchor: Each complete 10 m band travelled away from its water costs 1 PP; returning restores none. The Naiad recovers PP only while submerged. At 0 PP, its body collapses into water and its Spirit returns home.

Undine Transformation: Spend a Combat Action and 9 PP to adopt a Medium Undine shell under the shared rule. A Combat Action restores normal form.

A stone-skinned oread holding a rock on a mountain slope.

nymph

Oread

A stone spirit anchored to one hill, mountain, valley, or similar landform.

  • corporeal
  • spirit
  • anchored
STR
7 (2D6)
CON
12 (3D6+3)
DEX
17 (3D6+6)
SIZ
10 (2D6+3)
INT
14 (3D6+3)
POW
22 (2D6+15)
CHA
15 (2D6+9)
HP
11
MWL
6
PP
22
Movement
15 m
Combat Order
16
AP
0
DM
+0

Skills

  • Unarmed Combat 35%
  • Ranged Combat 40%
  • Dodge 40%
  • Persistence 30%
  • Resilience 50%
  • Natural Lore 40%
  • Deception 80%
  • Perception 50%
  • Performance 50%
  • Shaping 70%

Attacks

  • Stone Fist — Unarmed Combat 35%, 1D6 + 0, Medium
  • Thrown Rock — Ranged Combat 40%, 1D4 + 0, Light, 7 m

Talents

None.

Plunder

1

Abilities

Shaping cells: Bend·Earth/Stone, Alter·Earth/Stone, Ward·Earth/Stone, Unmake·Earth/Stone, Scry·Earth/Stone.

Earth Anchor: Each complete 10 m band travelled away from its domain costs 1 PP; returning restores none. The Oread recovers PP only within its domain. At 0 PP, its body petrifies and its Spirit returns home.

Gnome Transformation: Spend a Combat Action and 9 PP to adopt a Medium Gnome shell under the shared rule. A Combat Action restores normal form.

A translucent ancestor spirit holding a woodworking chisel by a hearth.

spirit

Ancestor Spirit

A deceased relative who preserves family memory, craft, and counsel.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
11 (3D6)
POW
17 (3D6+6)
CHA
11 (3D6)
HP
MWL
PP
17
Movement
30 m
Combat Order
11
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Spirit World) 40%
  • Spirit Combat 40%

Attacks

  • Spectral Blast — Spirit Combat 40%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Helpful Possession: The Ancestor and a willing Living relative each spend a Combat Action while Close; no Spirit Combat is required. Choose 1D6 appropriate inherited skills when creating it. During possession, the host gains +1B with them and normally chooses the shared actions.

A gaunt yellow-green disease spirit in an empty sickroom.

spirit

Disease Spirit

A predatory spirit embodying one disease.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
7 (2D6)
POW
17 (3D6+6)
CHA
11 (3D6)
HP
MWL
PP
17
Movement
30 m
Combat Order
7
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Disease) 100%
  • Lore (Spirit World) 40%
  • Deception 30%
  • Spirit Combat 50%

Attacks

  • Spectral Claw — Spirit Combat 50%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Disease Possession: Choose one disease when creating the Spirit. The host chooses shared actions, immediately contracts the disease, and suffers -1P on Resilience against disease. A successful recovery test prevents that interval’s effect, but the disease remains and tests again after its Delay until the Spirit is expelled. Expulsion permits normal recovery but removes no accumulated effect.

A pale translucent ghost standing in an abandoned timber-framed room.

spirit

Ghost

A dead soul held in the world by obsession, violence, or unfinished duty; it is neither Undead nor Soulless.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
11 (3D6)
POW
11 (3D6)
CHA
11 (3D6)
HP
MWL
PP
11
Movement
23 m
Combat Order
11
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Spirit World) 30%
  • Deception 50%
  • Perception 40%
  • Spirit Combat 40%

Attacks

  • Spectral Grasp — Spirit Combat 40%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Dominant Possession: The Ghost normally chooses shared actions. At each turn’s start, the host opposes Persistence with the Ghost’s Persistence. A host win lets it choose that turn; a Critical win by the host also ends possession.

Echoes of Life: A particular Ghost may retain appropriate mundane skills or Shaping cells known while alive.

A translucent guardian spirit standing before a sealed tomb door.

spirit

Guardian Spirit

A bound spirit that protects a place, object, tomb, or treasure according to stated conditions.

  • incorporeal
  • spirit
  • anchored
STR
CON
DEX
SIZ
INT
7 (2D6)
POW
17 (3D6+6)
CHA
11 (3D6)
HP
MWL
PP
17
Movement
30 m
Combat Order
7
AP
DM

Skills

  • Dodge 40%
  • Persistence 60%
  • Lore (Spirit World) 40%
  • Spirit Combat 70%

Attacks

  • Spectral Claw — Spirit Combat 70%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Binding: Define the anchor and conduct that triggers the Guardian. It cannot move more than 17 m from the anchor.

Alarm: When its condition is broken, it howls audibly to 170 m and identifies the intruders. On its next turn it spends its Combat Action to manifest, then acts according to its binding.

A pale healing spirit with open hands in an herb garden.

spirit

Healing Spirit

A luminous restorative spirit and natural enemy of Disease Spirits.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
7 (2D6)
POW
14 (4D6)
CHA
11 (3D6)
HP
MWL
PP
14
Movement
30 m
Combat Order
7
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Disease) 100%
  • Lore (Spirit World) 60%
  • Spirit Combat 50%
  • Shaping 100%

Attacks

  • Spectral Blast — Spirit Combat 50%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Shaping cells: Alter·Flesh, Scry·Flesh.

Disease Hunter: It may initiate Spirit Combat with a Disease Spirit possessing a creature it touches. The host suffers no PP damage from that combat. Banishment ends the disease possession. A Healing Spirit cannot possess.

A blue-violet constellation spirit floating above a hilltop.

spirit

Magic Spirit

A constellation of coloured lights gathered around one coherent magical theme.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
11 (3D6)
POW
14 (4D6)
CHA
4 (1D6)
HP
MWL
PP
14
Movement
30 m
Combat Order
11
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Spirit World) 60%
  • Spirit Combat 50%
  • Shaping 70%

Attacks

  • Spectral Blast — Spirit Combat 50%, 1D6 PP

Talents

None.

Plunder

0

Abilities

Shaping Cells: Choose 1D6 cells sharing one Form or coherent theme. Shaping is POW × 5%, capped at 100%. The Spirit casts and spends its own PP; it cannot lend PP, active capacity, or cells.

Defensive Spirit: It cannot initiate Spirit Combat but may defend when another creature initiates it.

A violet fear spirit reaching through an empty stone passage.

spirit

Passion Spirit

A predatory embodiment of fear, madness, or pain; choose one passion when creating it.

  • incorporeal
  • spirit
STR
CON
DEX
SIZ
INT
10 (2D6+3)
POW
17 (3D6+6)
CHA
14 (4D6)
HP
MWL
PP
17
Movement
30 m
Combat Order
10
AP
DM

Skills

  • Dodge 40%
  • Persistence 50%
  • Lore (Spirit World) 60%
  • Spirit Combat 55%

Attacks

  • Spectral Claw — Spirit Combat 55%, 1D6 PP

Talents

None.

Plunder

0

Abilities

The host chooses shared actions except when Madness incapacitates it.

Fear Possession: The host suffers -1P on attacks and Reactions.

Pain Possession: The host suffers -1P on every skill test.

Madness Possession: At each stressful scene’s start, oppose the Spirit’s Persistence with the host’s Resilience. If the Spirit wins, the host is Incapacitated—no Actions or Reactions—for 1D6 × 10 minutes. A host win prevents another fit that scene.

A gaunt grey ghoul with long claws standing in an old burial ground.

undead

Ghoul

An intelligent corpse-eater driven by endless hunger.

  • corporeal
  • undead
  • soulless
STR
14 (4D6)
CON
11 (3D6)
DEX
11 (3D6)
SIZ
13 (2D6+6)
INT
11 (3D6)
POW
11 (3D6)
CHA
4 (1D6)
HP
12
MWL
6
PP
11
Movement
15 m
Combat Order
11
AP
0
DM
+1D4

Skills

  • Unarmed Combat 60%
  • Dodge 40%
  • Persistence 30%
  • Resilience 40%
  • Lore (Undead) 75%
  • Athletics 40%
  • Deception 60%
  • Perception 30%

Attacks

  • Claw — Unarmed Combat 60%, 1D4 + 1D4, Medium
  • Bite — Unarmed Combat 60%, 1D6 + 1D4, Medium

a damaging Bite exposes the target to Ghoul Venom.

Talents

None.

Plunder

1

Abilities

Ghoul Howl: Freely at the start of its turn, affect every Living listener within 11 m. A howl remains audible until the Ghoul’s next turn. Oppose the highest-Persistence audible Ghoul with each listener’s Persistence. Defeat gives -1P on attacks and Reactions while any howl is audible; victory grants immunity for this combat. A listener tests once per round and multiple howls do not stack. The Ghoul retains its normal actions.

Ghoul Venom: Type: Injected, ingested, or smeared. Delay: 1D3 rounds. Potency: 22. Effect: Paralysed. Duration: 1D10 hours or until healing restores at least 1 HP.

A bandaged mummy holding a great hammer in a dry stone burial chamber.

undead

Mummy

An intelligent, ritually preserved ruler or guardian with no Shaping by default.

  • corporeal
  • undead
  • soulless
STR
23 (3D6+12)
CON
23 (3D6+12)
DEX
4 (2D6)
SIZ
13 (2D6+6)
INT
13 (2D6+6)
POW
0
CHA
1
HP
18
MWL
9
PP
0
Movement
15 m
Combat Order
9
AP
2 natural
DM
+1D6

Skills

  • Close Combat 80%
  • Unarmed Combat 60%
  • Dodge 30%
  • Persistence 80%
  • Resilience 50%
  • Lore (Undead) 65%
  • Athletics 10%
  • Deception 10%
  • Perception 40%

Attacks

  • Great Hammer — Close Combat 80%, 2D8 + 1D6, Heavy
  • Fist — Unarmed Combat 60%, 1D6 + 1D6, Light

Talents

None.

Plunder

4

Abilities

Flammable: Fire that deals HP damage ignites the Mummy. At each round’s end it suffers that damage again without reapplying AP. Extinguishing costs its Combat Action, Movement Action, and all Reactions while it rolls, smothers the flames, or enters water.

Preserved Flesh: Alter·Flesh repairs it at normal Intensity. Mind affects it normally; Soulless protects only against Spirit.

An animated skeleton carrying an arming sword and round wooden shield.

undead

Skeleton

Animated bones following simple commands.

  • corporeal
  • undead
  • soulless
  • mindless
STR
13 (2D6+6)
CON
4 (1D6)
DEX
11 (3D6)
SIZ
11 (3D6)
INT
0
POW
0
CHA
0
HP
8
MWL
4
PP
0
Movement
15 m
Combat Order
3
AP
2 leather
DM
+0

Skills

  • Close Combat 35%
  • Dodge 10%
  • Persistence 100%
  • Resilience 100%

Attacks

  • Arming Sword — Close Combat 35%, 1D8 + 0, Medium
  • Medium Shield — Close Combat 35%, 1D6 + 0, Heavy

Talents

None.

Plunder

0

Abilities

Pierce Resistance: After Parry and AP, halve damage from piercing weapons.

A pale armored vampire carrying a sword and round shield in a stone hall.

undead

Vampire

An intelligent undead predator sustained by stolen blood and life force.

  • corporeal
  • undead
  • soulless
STR
23 (3D6+12)
CON
23 (3D6+12)
DEX
11 (3D6)
SIZ
13 (2D6+6)
INT
13 (2D6+6)
POW
0
CHA
11 (3D6)
HP
18
MWL
9
PP
0
Movement
15 m
Combat Order
5 in chainmail or 3 in platemail
AP
5/6
DM
+1D6

Blood Reserve 0/18.

Skills

  • Close Combat 50%
  • Unarmed Combat 60%
  • Dodge 40%
  • Persistence 80%
  • Resilience 80%
  • Culture (Local) 80%
  • Athletics 50%
  • Deception 80%
  • Perception 80%

Attacks

  • Arming Sword — Close Combat 50%, 1D8 + 1D6, Medium
  • Medium Shield — Close Combat 50%, 1D6 + 1D6, Heavy
  • Bite — Unarmed Combat 60%, 1D6 + 1D6, Medium

Talents

None.

Plunder

4

Abilities

Senses: Night Vision; Blind Sight (living beings), blocked by walls and complete solid cover.

Blood Reserve: Maximum 18, current 0. Use current Reserve as PP and maximum Reserve instead of POW for the active Shaping limit. It pays costs, Counter, rituals, and commitments, but never recovers naturally; 0 does not incapacitate the Vampire. It also recovers no HP naturally.

Clinging Bite: If Bite deals HP damage, establish a grapple with that target without another Action or test.

Drain: While grappling a Living target, spend a Combat Action and roll 1D6. If the target began above 0 PP, drain actual PP up to its current PP; only if it began at 0 PP, drain HP instead. Drain ignores AP and never spills from PP to HP. Allocate the actual amount between Vampire HP and Blood Reserve within their maxima; excess is lost.

Mist Form: Spend a Combat Action to become mist with carried nonliving equipment. It is immune to mundane physical attacks and can only use its Movement Action or a Combat Action to reform. Magic and sunlight work normally.

Death Mist: At 0 HP, the Vampire is disabled until the start of its next turn, then enters Mist Form at 1 HP. Before then, an adjacent creature can spend a full round to stake and decapitate it, destroying it permanently.

Sunlight: Direct natural sunlight deals 2 HP at each round’s end, ignoring AP; complete opaque covering prevents exposure.

Holy Aversion: Choose a sacred symbol. Presenting it within sight spends a Combat Action and opposes the bearer’s Persistence with the Vampire’s Resilience. If the bearer wins, the Vampire loses 1D4 HP ignoring AP and cannot attack the bearer until the bearer’s next turn while the symbol remains visible.

Individual Vampires may learn Shaping cells and pay for them from Blood Reserve.

A grey-green zombie standing slackly on an abandoned farm lane.

undead

Zombie

A rotting corpse animated to obey simple commands or attack the living.

  • corporeal
  • undead
  • soulless
  • mindless
STR
23 (3D6+12)
CON
4 (1D6)
DEX
7 (1D6+3)
SIZ
10 (3D6)
INT
0 (1D3)
POW
0
CHA
2 (1D3)
HP
7
MWL
4
PP
0
Movement
7 m
Combat Order
4
AP
0
DM
+1D6

Skills

  • Unarmed Combat 50%
  • Dodge 0%
  • Persistence 100%
  • Resilience 100%

Attacks

  • Fist — Unarmed Combat 50%, 1D3 + 1D6, Light

Talents

None.

Plunder

0