The following document presents a sampler of material that will appear in the forthcoming Monster Manual for 27th edition Platemail. The final document will be ~60 pages long and contain ~150 creatures.
Hits: The creatures total number of hits when healthy and rested.
Combat pool: The number of dice available in skirmish and dueling combat
Armor Class: The target number for attacks directed against the creature.
DR: Damage reduction; the penalty to damage rolls made against the creature using the Consequences table.
Skirmish: The creature’s modifier for skirmish attacks (reflecting a balance of abilities to attack, penetrate armor and deliver damage).
Dueling: The creature’s modifiers in dueling combat, including to attack (A), to damage rolls on the consequences table (D), to parry (P), and reach (R).
Treasure: Modifier to treasure rolls; see Appendix IV for details. Nil indicates usually no treasure.
Morale: The creatures modifier to morale checks.
Movement rate: Base movement rate in meters per turn.
Initiative: Modifier to initiative rolls.
Special: Any special abilities or attacks; these are often detailed in the accompanying text.
Goblin and Orc races: The various races of goblin and orc are fell, wicked humanoids that make for good bad guys in any campaign. These exist in two distinct groups of races: the goblinoids and the orcs.
Goblinoids include Goblins, Hobgoblins and Bugbears. They are fey, often magical creatures who have more in common with elves, leprechauns and other fairy folk than they do with any other kind of humanoid. Goblinoids can co-exist with other humanoids despite their wicked nature, and frequently engage in trade and diplomacy with men. Nevertheless, they are avaricious and have great potential for mischief. Goblinoid kingdoms are ruled by the relatively small but intelligent Goblins, with Hobgoblins serving as their soldiers and military leaders. Bugbears are large, powerful brutes who either form self-sufficient tribes (which generally must turn to banditry to survive) or may be incorporated into a Goblin kingdom as shock-troops or a Goblin-king’s body guard.
Orcs are depraved, entirely wicked humanoids that may be descended from man’s ancestors, or perhaps are the product of sorcerous experimentation on elves, men or other humanoids. They live in violent, tempestuous tribal societies, ruled by strong war lords and showing no capacity for diplomacy or rational co-existence with other humanoids. Warfare between orc tribes is common. Orcs come in a wide variety of shapes and sizes, but three main types are recognized: The Snagga are a small, nimble type who generally work as scouts and slaves of their betters; Uruk-Hai are powerfully muscled, violent warriors who inevitably rule any group of orcs in which they are found; Uruks, or simply ‘orcs’, are the common variety of stooped, bandy-legged roughly man-sized degenerates. All dislike and avoid bright natural sunlight.
The undead: The undead are beings whose living bodies remain animated after death. Some are mindless automatons, but others also retain intelligence and even magical powers they once had in life. All are corrupted by the vile magic that keeps them alive and are sure to turn to evil sooner or later. All corporeal undead can be destroyed by physical means. However, because their bodies are animated by magic rather than the beating hearts of living things, they are very hearty. Unless otherwise noted, an undead being is never destroyed through accumulated hit loss to wounds, unless that damage comes from fire or acid. And, (also unless otherwise noted) they are unaffected by most effects from the consequences table. The only way to make a physical impression on them is through an ‘X’ or ‘I’ effect on the consequences table (even the living dead take notice if you hack off their arms). Many undead beings are harmed by all sorts of mundane damage; others are only harmed by magic weapons or spells or have other immunities. See each one’s description for details. On the other hand, the undead also do not heal normally (unless they have a regenerative capacity, like Vampires). So, unless they find some means of magical healing or repair, any injury they receive is permanent. For these reason, old undead are often covered in grisly, disfiguring gashes, even when they still function.
The undead can be created by arcane magic, using the spells Skeleton, Black Binding, or Become Undead. They can also be temporarily animated by the Awake the Dead spell. Finally, they can be summoned. Undead are classified into two categories: Lesser Undead, including Ghouls, Skeletons, and Zombies, and Greater Undead, including Mummies, Nazgul, Vampires, Wraiths, and the Worm the Walks.
Demons: Demons are supernatural inhabitants of planes of existence that are consumed by physical torments and madness. Demons are diverse, ranging from fiery monstrosities to subtle seducers to warped, smelly gnomes. They are classified by type: Lesser demons are typically no more powerful than the summoning sorcerer, but have unique abilities and knowledge; examples include the Barbed Devil, Hell Hound, Imp, and Succubus (Incubus). Major demons are mighty beings beyond the capabilities of most mortals; an example is the Bälrog. Demon Lords are unique entities, the nobility of the plane(s) from which demons come. The are nearly god-like in their power, and some are worshiped. An example provided here is Baalzebul.
An evil demonic being who serves a demon lord (though some wander loose in the world). They commonly fight with a large flaming sword in one hand and a whip with many lashes in the other. The latter weapon is employed to entangle their foe and drag him into the flames that the demons are able to create around themselves. A victim who is wrapped in their whip and dragged into the flames takes 2 hits of fire damage per turn until he can free himself. They shed darkness that fills a 30 yard area centered on themselves at will. Their other spell-like abilities (all of which can be done at will) are: Fear, Fire, Control Person, Telekinesis, Sleep and Confusion. They can cast all counter spells. They also have the following special abilities: understand and read all languages, detect invisible objects, summon a lesser demon at will. With proper invoking, offerings, and promises a Bälrog might be convinced to co-operate with a character or group for a time. Naturally, the demon will attempt to assume/usurp command at every opportunity. Bälrogs are often surrounded by a collection of evil monsters that are drawn to their power.
Hits: 10 Dueling: A: +3 D: +2 P: +1 R: +2
Combat pool: 10 Treasure: +2 Morale: +3
Armor Class: 7 DR: -1 Movement rate: 25 Initiative: +1
Skirmish: +3 Special: Numerous; see above
Bears are usually found alone, though a pair may be encountered. If you encounter a mother with her cubs she will be ferocious (as the gift, providing a +1 attack bonus); she will attack if she feels the cubs are in any possible danger.
Black
Hits: 3 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 3 Treasure: Nil Morale: +1
Armor Class: 4 DR: 0 Movement rate: 25 Initiative: +1
Skirmish: 0 Special:
Grizzly
Hits: 5 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 5 Treasure: Nil Morale: +2
Armor Class: 4 DR: -1 Movement rate: 30 Initiative: +1
Skirmish: +1 Special:
Cave
Hits: 6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 5 Treasure: Nil Morale: +2
Armor Class: 4 DR: -1 Movement rate: 25 Initiative: +1
Skirmish: +1 Special:
A black pudding is a group of single cells. It is a scavenger/hunter normally found only in underground areas. The black pudding can flow through narrow openings as small as a crack under a door, and can move across walls and ceilings. The black pudding attacks by enveloping its prey, at which point suffocation and digestion are unavoidable. Its tiny mouths and saliva do 2 hits of damage per turn to exposed flesh; armor delays this damage 1 turn, but is then useless (and destroyed). The Black Pudding moves more slowly than most humanoids, but it can lie in wait ,and a large one might corner you in hallway or other small space. The monster can dissolve wood, leather or other organic matter in order to obtain food. If chopped or struck or blasted with lightning, the monster is unharmed, but if damage in a single turn equals half its total it will bisect into two smaller parts, each able to attack. Cold does not affect it. Fire causes normal damage to this monster, and they avoid flames. Black puddings sometimes have color variation, grey, brown, and white being not uncommon.
Hits: 8-12 Dueling: A: +1 D: 0 P: NA R: -1
Combat pool: 4-6 Treasure: Nil Morale: +2
Armor Class: 4 DR: special Movement rate: 10 Initiative: -1
Skirmish: +1 Special: Acid attack; invulnerabilities
Bugbears are the largest of the goblin races. Though stupider than goblins, they are too large and aggressive to be used as goblin slaves and cannon fodder. Instead, they typically live as independent tribes. A particularly powerful goblin chieftain might have a group of bugbears as an elite bodyguard or group of shock troops.
Hits: 3 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:
A lion, tiger, panther or similar large, carnivorous feline.
Hits: 3-6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3-6 Treasure: Nil Morale: +1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: +1
Skirmish: +1 Special: Sneak, Tracking and Perception common
The Djinn are creatures from the aerial plane. Their magical properties enable them to do any of the following once per day: create nutritious food for 2d persons, create water or wine for 2d persons, create soft goods or wooden items, create durable stone or metal items that persist for one day), create an illusion which will last without concentration until magically dispelled or touched, or become invisible. A Djinn always has powers and immunities of an air elemental, and can form a whirl wind at will to attack physical beings like an air elemental. Over the course of 1 turn, they can transform into a whirlwind (and another turn to transform back to humanoid shape). Djinni are often summoned for the purpose of enslavement by wizards powerful enough to control them. Some exceptionally powerful djinni (the ‘noble djinni’) are able to grant three wishes to a master, but will do no other services, and upon granting the third wish he is freed of servitude. Djinn can speak their own tongue and that of any person or beast with intelligence they meet through a limited form of telepathy. The social structure of Djinn society is based on rule by a Caliph served by various nobles and officials (vizers, beys, emirs, sheiks, sherrifs, and maliks).
Hits: 7 Dueling: A: +1 D: 0 P: NA R: 0
Combat pool: 5 Treasure: +2 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 20/40 Initiative: +1
Skirmish: 0 Special: spell like and elemental powers
Dogs are the oldest domesticated animals, and the closest to men. Adventurers are well advised to spend a few pennies on a couple of sturdy, aggressive dogs before heading off for a life of danger. Dogs come in many shapes and sizes; they can be loosely categorized as having 1 or 2 hit dice. Attributes are as follows, modified by the exceptions noted below for each type.
Hits: 1-2 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 1-2 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: By type (see below)
Alluant (1 HD): A tall, lithe exceptionally fast gaze hound used to run deer and other large game to ground. Movement rate 40.
Blood hound (1 HD): A stout, mid-sized dog with an outstanding sense of smell; used to find and tree small game, or to chase heretics and vagabonds through the woods. Tracking ability.
Brachet (1 HD): A small, swift dog that hunts in large packs (typically a dozen or more) for small or large game.
Domestic Dog (1 HD): All purpose companion. Can be trained to guard or shepherd.
Mastiff (2 HD): A vicious, powerful and fearless war dog; capable of bringing down almost any foe when working in groups. Damage and skirmish 0 rather than -1. Morale +1.
Wolf hound (2 HD): A tall, powerful, wooly dog capable of killing large game or threatening predators. Damage and skirmish 0 rather than -1. Morale 0. Movement 35.
Dragons are winged reptiles that occur alone or in small family groups. Adults are enormous, powerful, and intelligent, and can be powerful wizards; if played appropriately by the referee, a dragon is among the game’s most formidable foes. To a dragon, most men are beneath notice—except possibly as food. Powerful humans can be dealt with, and a dragon may consider a great hero or powerful wizard to be his equal.
Dragons can fight three ways. They can (1) bite, claw and lash their tails, delivering physical attacks in any direction, represented by their combat pool, (2) breath fire, as described below, and (3) many can use arcane magic, equivalent to a magician of level equal to half the dragon’s hit dice.
Fire breath is delivered as a cone equal in length to 3 meters per hit die and half as wide at its base, starting from the dragon’s head. Anyone within the effected area faces its damage: Roll a pool of dice equal to the dragon’s hits, adding 2 to each die. For every modified 6 or above, one hit is delivered to the target. The attack can be counted by a dodge but no other defense.
All adult dragons have another important power — the hypnotic ability to ensnare the attention and will of any humanoid stupid enough to stare into their eyes (resist by making a standard saving throw, modified by abilities and gifts related to will power). While hypnotized, you will follow the dragon’s suggestions and commands, even unreasonable ones.
Dragons can fly. The speeds given here do not reflect the dragon’s full cross-country flying speed. The first number given under movement rate is the dragon’s ground rate; the second is his flying rate in combat. A dragon flying cross-country is at least four times as fast as a horse. Dragons come in different sizes. Some examples:
Hatchling
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: 0
Armor Class: 5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special:
Adolescent
Hits: 6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 4 Treasure: 0 Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20/50 Initiative: 0
Skirmish: +1 Special: breath
Young Adult
Hits: 8 Dueling: A: +2 D: +2 P: NA R: 0
Combat pool: 6 Treasure: +2 Morale: +2
Armor Class: 7 DR: -1 Movement rate: 25/60 Initiative: 0
Skirmish: +2 Special: breath; gaze; spells
Adult
Hits: 12 Dueling: A: +3 D: +3 P: NA R: +1
Combat pool: 10 Treasure: +4 Morale: +3
Armor Class: 8 DR: -2 Movement rate: 30/70 Initiative: 0
Skirmish: +3 Special: breath; gaze; spells
Ancient
Hits: 15 Dueling: A: +4 D: +3 P: NA R: +2
Combat pool: 12 Treasure: +4 Morale: +4
Armor Class: 9 DR: -3 Movement rate: 25/80 Initiative: 0
Skirmish: +4 Special: breath; gaze; spells
Dwarves are short (~1.5 M tall), stocky and strong. They prefer underground cities, but many travel widely to trade. They get along well with humans and hobbits, but have ancient enmities with elves, goblins and orcs. When a dwarf is being dignified, he can seem as proud and aloof as an elf-lord; yet he can also be as boisterous and earthy as any human tavern-brawler. Indeed, most Dwarves love drink almost as much as they love gold. All dwarves have the ability, Hearty, and the gifts and curses, Iron Will, Greedy and Vendetta (vs. orcs, goblins, and elves). Their base movement rate is only 15 meters per turn. Dwarves prefer to fight with hammers, maces, and axes, and when at war they bear exquisitely crafted arms and armor (including dwarven mail). The statistics below are for a young adult dwarf warrior, armed for battle in dwarven mail with a shield and axe.
Hits: 2 Dueling: A: 0 D: +1 P: +1 R: 0
Combat pool: 1 Treasure: 0 Morale: +1
Armor Class: 7 DR: -1 Movement rate: 15 Initiative: 0
Skirmish: +1 Special: greed; iron will; hearty; vendetta
These intelligent creatures speak their own language and can learn the languages of men. On a successful attack, the target is automatically grasped in the eagle’s claws, allowing the eagle to attempt to grapple a foe on the next turn. If successful, the target may be pinned, or lifted and carried away…or dropped.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 4 Treasure: 0 Morale: +2
Armor Class: 4 DR: 0 Movement rate: 15/70 Initiative: 0
Skirmish: +1 Special: grapple
Elementals are spiritual embodiments of the elements, and normally inhabit their respective elemental plains of existence. There are four types: earth, air, fire, and water. Wizards can create, destroy, and (sometimes) control elementals. An elemental must be created in a place appropriate to its nature, and will seek out such a place to live if it is free. e.g., a fire elemental will inhabit a volcano or other conflagration. When an elemental is hurt or weakened, it will seek to return to such a place. If it can do so, it will regain one hit each turn. All elementals are impervious to attacks by normal weapons (though a hero could engage one in heroic combat).
Air: Air elementals fly at all times. In addition to its normal attack, air elements can transform into a whirlwind 6 meters wide at the bottom, 10 meters wide and 30 meters tall. The whirlwind lasts only 1 turn before dissipating, but during that time sweeps away and kills all creatures under three hit dice, and causes 2 hits of damage to all non-aerial creatures which it fails to kill outright. Formation of this whirlwind or dissipation of it requires one full turn. Some greater spirits from the elemental plane of air have the properties of an air elemental, plus intelligence and various spell-like powers.
Hits: 8 Dueling: A: +2 D: +2 P: NA R: +3
Combat pool: 6 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 60 Initiative: +3
Skirmish: +2 Special: invulnerability; whirlwind
Water: Water elementals may only stray 30 meters from their parent body of water. In a body of water they attack at full effect, move more swiftly, can stop, deflect or upset small craft (up to 10 tons). They can grapple and drown foes in melee combat, even when moving on land
Hits: 10 Dueling: A: +2 D: +2 P: NA R: 0
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20/40 Initiative: 0
Skirmish: +2 Special: invulnerability; grapple and drown
Fire: Fire elementals are terrible to behold and fierce opponents. They set fire to any inflammable material they touch. Fire elementals are unable to cross over water or other non-flammable liquids. On the elemental plane of fire exist many sorts of different fire elementals and similar beings. The ruler of all fire elementals is known as ‘the tyrant’.
Hits: 8 Dueling: A: +2 D: +2 P: NA R: +1
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20 Initiative: +1
Skirmish: +2 Special: invulnerability; ignition
Earth: These slow creatures can move as easily though earth as by walking, though they are unable to cross open water. They are the most rugged and physically powerful elementals. On the elemental plane of earth there exists a king of astounding size.
Hits: 12 Dueling: A: +3 D: +3 P: NA R: 0
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 7 DR: -3 Movement rate: 10 Initiative: -1
Skirmish: +3 Special: invulnerability; travel through earth
Elves are a very ancient race. Of average height, but more slender than men. Elves are generally reclusive and secretive, but a few come adventuring; these tend to be less proud and aloof than the others. Elves do not get along well with Dwarves. About the only thing that elves and dwarves agree on is that orcs are objectionable. Elves have no fear of spirits or the undead, and so need not check morale when faced with such beings. All elves innately have a wide range of gifts and curses, including: Fairy Blood, Fleet-of-Foot, Agile, Comely, Sneak, Eagle Eye, Acute Hearing, Melancholy and Vendetta (orcs, goblins and dwarves). Elves are permitted to perform a split-move-fire in combat, as a mounted archer, when fighting with a bow on foot. Elves begin play with an Elven Bow. They never need check morale when faced with undead. Elves’ favored weapons are bows, spears and light swords. Many have other extraordinary or magical equipment. Many also associate with extraordinary tamed or allied creatures, such as great eagles. Finally, they do not age and are immune to disease. Many elves are ancient, mysterious and powerful beings with exceptional attributes and talents. The following attributes depict a young adult – perhaps a hundred years old. Because elves are clearly more powerful than common men, a referee might want to forbid their use as player characters.
Hits: 3 Dueling: A: +1 D: 0 P: +1 R: 0
Combat pool: 3 Treasure: +1 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 25 Initiative: +1
Skirmish: +1 Special: various gifts and abilities; see description
Ents are strangely related to humans and trees, combining features of both species. They dwell in woods and forests and when standing still are nearly indistinguishable from trees (-1 modifier for Perception rolls). Ents hate evil things or unrestrained felling of trees or burning of fresh wood. Though naturally calm and deliberate, in battle Ents can whip themselves into astonishing berserk furries. An Ent attacks by striking with its great branch-like limbs. Because of their body and skin structures, Ents are very difficult to harm with normal physical attacks; in addition to their exceptional natural armor, they do not suffer penalty dice from wounds (though accumulated hits from injury can eventually incapacitate them). However, their natural armor does not help against fire. Ents vary widely in size, reflecting the wide range of attributes listed below. Ents are so strong that the are capable of tearing apart stone walls and great castle gates if given enough time and incentive. Ents typically live alone or in small groups within a vast cave or hollow screened by plants and trees. They greatly resent uninvited guests.
If need arises, Ents can cause trees to come to life; such an awakened tree is called a Hourn. Ents must be within 20 meters of a normal tree to cause it to awaken, and may awaken only one per 5 turns. It takes 3 turns for a tree to lurch to life, during which it creaks and groans. Hourns are strange, fell beings that have no love for anything that walks on two feet; even elves and good humans should avoid them. They vary greatly in size; some are enormous, with cross-sections of multiple meters and capable of destroying great walls or slaying a troll with one blow. Scholars believe very old, sedentary Ents also transform into trees, suggesting a close link between the two.
Ent
Hits: 5-10 Dueling: A: +1 to +2 D: +1 to +3 P: NA R: +1
Combat pool: 3-8 Treasure: Nil Morale: +1
Armor Class: 7 DR: -2 Movement rate: 25 Initiative: 0
Skirmish: +1 to +3 Special: various; see description
Hourn
Hits: 8-15 Dueling: A: +2 to +3 D: +2 to +4 P: NA R: +1
Combat pool: 6-12 Treasure: Nil Morale: +1
Armor Class: 7 DR: -2 Movement rate: 10 Initiative: -1
Skirmish: +2 to +4 Special: various; see description
The fell beast is a monstrous winged saurian, a leftover from an ancient age, that has been fed foul meats and trained to the hand of some sinister sorcerer. They are used as mounts by the Nazgul and other servants of darkness. The cry of a fell beast inspires fear; check morale or panic.
Hits: 8 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 6 Treasure: Nil Morale: 0
Armor Class: 5 DR: -1 Movement rate: 15/50 Initiative: 0
Skirmish: +1 Special: various; see description
A race of winged chimps of near-human intelligence. While not innately evil, they are weak-willed and easily turned to dark deeds. They are favorite scouts and servants of morally compromised witches and wizards. Flying monkeys live and fight in large groups; typically a dozen or more will be encountered at once. A favorite tactic is for a group of several flying monkeys to swarm a foe, pin him, and then carry him away. No flying monkey will be seen in public without his vest and tiny hat.
Hits: 1 Dueling: A: 0 D: -2 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: -2
Armor Class: 4 DR: 0 Movement rate: 10/40 Initiative: +1
Skirmish: -1 Special:
These monsters are ferocious predators of a magical nature. They are typically found amidst ruins or dwelling in underground caverns. They will attack anything they detect, regardless of whether it is good or evil. They love best to torture prey to death when it is helpless. Because they are fairly intelligent and evil they will sometimes serve an evil master of some sort.
Hits: 4 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 4 Treasure: 0 Morale: +1
Armor Class: 6 DR: -1 Movement rate: 15/40 Initiative: 0
Skirmish: 0 Special:
The gelatinous cube is a common dungeon scavenger. Its cubic form is ideal for cleaning all living organisms, as well as carrion, from the floor and walls of underground passageways. Certain very large cubes are tall enough to eat mosses and molds from ceilings as well. Gelatinous cubes are nearly transparent and are difficult to see (-1 modifier to any attempt to spot). As these monsters travel about they sweep up metallic and other items that are “indigestible” to them. This includes coins, gems as well as a potion vials, daggers, or similar items. Such material will remain in the body of a gelatinous cube for several weeks before being deposited on the floor. They attack by flowing over you — they are not fast, but surprisingly nimble and certainly able to surprise an unobservant foe — at which point it is inevitable that you will be touched by them (they quickly flow through cracks in armor). If a gelatinous cube touches an opponent, a saving throw versus paralyzation must be made (with modifiers for physical heartiness), or the creature touched is anesthetized for 3d6 minutes. The ’cube then surrounds the victim, secretes digestive fluids, and digests a meal. Damage caused to opponents is due to the digestive secretions, at a rate of 1 hit per turn. Gelatinous cubes can be hit by all forms of weapons, and attacks by fire have normal effects. Cold will have no effect on these monsters other than to reduce their movement by half and reduce the amount of damage they do by touching by half. Electricity, fear, holds, paralyzation, polymorph, and sleep based attacks have no effect on gelatinous cubes.
Hits: 4 Dueling: A: -1 D: NA P: NA R: -1
Combat pool: 2 Treasure: +1 Morale: NA
Armor Class: 4 DR: -0 Movement rate: 10 Initiative: -1
Skirmish: -1 Special: acid attack; various immunities
A ghost is what you get when a person (or other being) is dead but not gone. A ghost is most likely to appear because someone was killed while in the grip of some emotion so strong that they simply refused to leave this life. Revenge is a common motive, but ghosts have been created through love, lust, and even greed. Most ghosts have an emotional gift or curse of this kind.
An ordinary ghost cannot be harmed in any way; neither can it harm anyone except through fright. In this respect, they differ from spirits, wraiths, etc., which can be fought with magic—a ghost is a sort of psychic imprint of the dead on the living world; not a being that can be engaged in sorcerous battle. They are more important as non-player characters than as combatants.
If a ghost tries to scare someone, they must check morale, with a -1 modifier if they weren’t expecting the ghost. See the rules for Madness if the GM wishes to impose some lasting consequence of haunting.
A ghost can give information (true or false); it can warn of the approach of intruders, or try its scare ability at a strategic moment. Every ghost, by definition, wants something. Satisfaction of that desire is the one thing that can give a ghost rest. Some desires, of course, can never be fully satisfied — but some, like revenge, can. Some religions hold that “laying” a ghost in this way is a meritorious act, and the ghost will of course be grateful. Most ghosts are tied to a limited place; some are tied to an object instead. Cheating a ghost will bring it to haunt you, following you around until it is satisfied. Ghosts prefer nighttime, but may sometimes appear in daylight. A ghost looks like the living person, but (often) translucent or transparent, and sometimes bearing the mark of his death wounds.
These loathsome undead humanoids feast obscenely on the dead - and not just the freshly dead. They sometimes use weapons, but enjoy killing with their hands when possible. They hate and fear light, but react to it with anger rather than terror. They are usually found in groups. Their other habits are too disgusting to describe. Their origin and nature is unclear, though most scholars believe them to be a form of incarnate demon that commonly finds a way to enter the world.
Hits: 2 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 2 Treasure: -1 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: -1 Special: Undead; paralysis
Giants live far from the lands of men. In their own lands, giants live in simple tribes that may be peaceful or warlike. But, the few that appear in human lands are almost always dangerous outcasts, usually surly and murderous. They come in several shapes and sizes:
Ettin: Ettins are fierce, savage two-headed giants that dwell only in remote areas. Their lairs are always underground, for they prefer darkness and are nocturnal. An ettin attacks with both arms, its left head directing the left arm and the right head the right. One of the ettin’s heads is always likely to be alert, so they are difficult to surprise. They typically dress in filthy animal skins and moth-eaten clothes; spiked clubs are their favored weapons.
Hits: 12 Dueling: A: +1 D: +2 P: -1 R: +2
Combat pool: 10 Treasure: +1 Morale: +2
Armor Class: 4 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: -2 penalty to attempts to sneak up on
Fairy-book giant: A truly colossal monstrosity, these mythical giants can tower over castle walls or carry a man in the palm of one hand. They are so large that their entire body can’t be displayed a playing table along with miniature figures representing player characters; instead, just keep track of where their feet are.
Hits: 30 Dueling: A: 0 D: +5 P: NA R: +4
Combat pool: 10 Treasure: +3 Morale: +3
Armor Class: 5 DR: -4 Movement rate: 40 Initiative: -2
Skirmish: +4 Special:
Fyre Rise (‘Fir-Reesa’): These fire giants live in tribal groups, resembling a Viking kingdom, situated in volcanic lands. They are immune to fire, but take double damage from cold or water. They are a proud, tempermental and dangerous race. Also, they use metal weapons and armor more commonly than do other giants, making them dangerous foes. The touch of a fire giant does 1 hit damage per turn from intense heat, so don’t wrestle with one if you can avoid it!
Hits: 10 Dueling: A: +2 D: +3 P: 0 R: +2
Combat pool: 8 Treasure: +2 Morale: +2
Armor Class: 6 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: fire resistance; cold sensitivity
Hill giant: The most common sort of giant; you will meet this fellow taking tolls at a bridge or robbing villages of their flocks.
Hits: 8 Dueling: A: +1 D: +2 P: 0 R: +1
Combat pool: 6 Treasure: 0 Morale: +2
Armor Class: 4 DR: -2 Movement rate: 25 Initiative: 0
Skirmish: +1 Special:
Jotonn: The Jotonn are frost giants who live in tremendous castles of ice in polar lands or high mountain peaks. They are immune to cold attacks, but take double damage from fire. They are proud, boastful bullies who revel in contests and dares.
Hits: 12 Dueling: A: +2 D: +3 P: 0 R: +2
Combat pool: 8 Treasure: +2 Morale: +3
Armor Class: 5 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: cold immunity; fire sensitivity
Goblins are small (average 120 cm) green-skinned humanoids, with long heads, pointed ears, and long, tapering fingers. They are proud, intelligent, and crafty. They are infamously strict about keeping any promise, even one made under duress (though they are crafty and perfectly willing to twist the intent of a pact). Magicians are relatively common among goblins, and their leaders are generally the cleverest among them rather than the strongest. They have uneasy relationships with their larger, stronger (they would say, stupider) cousins, hobgoblins and bugbears. Small breeds of orcs are sometimes referred to as goblins; in fact, there is no relationship between the fey, temperamental race of goblins and the brutal, savage orcs. Actual goblins find this mistake insulting. Most goblins live as members of tribes living in cave complexes and similar underground settings.
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: -1 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special:
A Hag is a vicious, physically twisted witch that lives in remote, desolate swamps, marches and forests. They are frighteningly powerful magicians (equivalent to a magician of the same level as the hag’s Hits) who specialize in spells of darkness, fear, pain, curses, protection and shape shifting. They have hideous visages, tall, gaunt bodies, and long, iron fingernails that can deliver deep clawing wounds. They can be harmed by mundane weapons, but most are protected by enchantments.
Hits: 4-6 Dueling: A: 0 D: 0 P: 0 R: -1
Combat pool: 3-4 Treasure: +2 Morale: +2
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: Spell casting ability
Hell hounds are not native to the normal world, but can be summoned there by those who seek their evil service. In addition to a normal attack (simply biting with their great black teeth), hell hounds breathe out a scorching fire an opponent up to a 3 meters distance, causing 2 hits of damage. Hell hounds move with great stealth, have keen hearing, and are rarely surprised themselves. Their have acute vision, and can see invisible or magically shadowed beings. For these reasons they are favored as watchdogs by giants and other monsters. Hell hounds are rusty red to red brown in color. Their eyes are glowing red. Teeth and tongues are sooty black.
Hits: 5 Dueling: A: +1 D: +1 P: 0 R: -1
Combat pool: 5 Treasure: NA Morale: +2
Armor Class: 5 DR: -1 Movement rate: 30 Initiative: +1
Skirmish: +1 Special: Fire breath; stealth; perception
Hõbbits are small, peaceful, and usually potbellied. Most are very stay-at-home sorts, but some go adventuring — and a few are to be found in large cities. Though they are nimble, hardy, and skilled with missile and thrown weapons, hõbbits might have vanished ages ago if not for one thing: They are very likeable. No race is the special enemy of the hõbbits (possibly because no one is especially afraid of them). A hõbbit receives a +1 on any reaction roll with an intelligent creature or normal animal. See the Platemail rules book for addition details regarding hõbbits.
Hits: 1 Dueling: A: -1 D: -1 P: 0 R: 0
Combat pool: 1 Treasure: 0 Morale: 0
Armor Class: 3 DR: 0 Movement rate: 16 Initiative: +1
Skirmish: -1 Special: A +1 with missiles; stealthy
Hobgoblins are a large, brutish and war-like breed of goblin. The hairy hides of hobgoblins range from dark reddish-brown to gray black. They keep weapons well polished, and are frequently armored in mail or plate. Most hobgoblins speak goblin or orcish; 1 in 6 also speaks a common human tongue as well. Hobgoblins are skilled at building fortifications, siege machinery and mine works. Hobgoblins are more likely than their goblin cousins (or frequent orcish brothers in arms) to live above ground and travel by day. They fight well in full daylight and see well in darkness, as an orc, and so are able to fight in darkness as well. Each tribe is jealous of its status, and if two tribal bands of hobgoblins meet open fighting might break out unless a strong leader is on hand to control them. Similarly, hobgoblins will bully nearby orcs or goblins given the opportunity, and hobgoblin leaders are sometimes used in bodies of goblins or orcish troops to keep them in order and drive them into battle. The better-known (more infamous) hobgoblin tribes include: rippers, leg breakers, skull smashers, flesh renders, marrow suckers, flayers, and slow killers.
Hits: 1 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 1 Treasure: +2 Morale: +2
Armor Class: 4-6 DR: 0 to -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:
Horses are the most popular riding beasts; they are tractable, trainable, fertile, and (though not overly smart) fond of men.
Donkey. The only reliable draft creature for underground work — hard to panic. May ignore 1 hit of exhaustion damage per day.
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: great endurance
Drey: A Cydesdale or Percheron type farm or cart horse, powerful and massive.
Hits: 4 Dueling: A: 0 D: +1 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:
Mule: A better pack animal than a horse of equal strength, due to its dexterity and calm temper.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:
Nag: This is your everyday common horse — not necessarily unhealthy, just without breeding.
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:
Oxen (also yak, carabao, water buffalo): A large, sturdy, beast of burden.
Hits: 4 Dueling: A: 0 D: +1 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: 0 Special:
Palfrey: A light, swift riding horse suitable for a gentleman.
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 45 Initiative: 0
Skirmish: -1 Special:
Rouncey: A coarse but serviceable riding horse suitable for a commoner
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:
Sumpter: A sturdy pack horse with good balance and an even temper, suitable for bearing arms, gear or goods when traveling.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:
Charger: A well-built warhorse, suitable for mounted sergeants, cuirassiers, horse guards and other similar shock troops. Usually not trained for combat to the highest standards.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:
Courser: A light, swift war horse, suitable for skirmishers, dragoons and hussars
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 40 Initiative: 0
Skirmish: 0 Special:
Destrier: A massive, violent animal; often more deadly than the armored knights who ride them into battle.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3 Treasure: NA Morale: +2
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: +1 Special:
Imps are lesser demons that will willingly serve as a familiar to an evil magician. An imp can change its shape into an animal form at will, typically becoming a large spider, raven, giant rat, or goat. When in its own shape, an imp attacks with its barbed, virulently poisonous tail (if the tail does damage to a foe, save, modified for Hearty ability, etc., or die). Imps are able to detect magic and the presence of non-evil beings, can become invisible at will (as the spell) and once per day can Command Person as the spell. Only silver or magical weapons are effective against imps. Magical attacks employing cold, fire, or electricity do not harm them. See the rules describing familiars for the benefits of having an imp servant.
Hits: 3 Dueling: A: 0 D: -1 P: 0 R: -1
Combat pool: 2 Treasure: 0 Morale: 0
Armor Class: 5 DR: 0 Movement rate: 15 Initiative: -1
Skirmish: -1 Special: Poison; spell like powers; immunities
A lich is a powerful and determined magician who has passed to an undead existence through force of will, conjurations, and enchantments (see the Become Undead spell). Transformation into a lich requires the production of a ‘Dark Phylactery’ to hold his soul—an evil mockery of the Soul Jar enchantment (see the ability of that name). A lich appears skeletal, its eyes empty sockets with glowing points of light, and rich but rotting garments. Through the power that changes this creature from human to lich, its flesh becomes tough, dry and hard (providing armor class 6 against physical blows) and its desiccated, wiry muscles become freakishly strong (equivalent to the Steel Thews ability). Physical blows to the lich can temporarily reduce hits, but never cause wounds, unless from fire, magical weapons, or overwhelmingly powerful forces (i.e., a block of granite falling on its head). If a lich is physically destroyed while his phylactery is still intact, his soul lives on and his body will reconstitute within 3d6 minutes. He can be killed only by first destroying the phylactery and then destroying the body.
A lich is most often encountered within its hidden chambers, this lair typically being in some wilderness area or vast underground labyrinth. In life, liches were powerful mages or priests, and they continue to be able to perform magical or miraculous powers after passing into undeath. Their cold touch causes 2 hits points of damage and paralyzes opponents that fail to make a saving throw (modified for the Hearty ability, etc.). The mere sight of a lich is so frightening that it causes most creatures to save vs. insanity or be struck by the madness, Hysteria. Liches are unaffected by magic involving charm, sleep, enfeeblement, shape change, cold, electricity, insanity or death magic.
Hits: Level (6+) Dueling: A: 0 D: +1 P: NA R: +1
Combat pool: level (6+) Treasure: +3 Morale: +3
Armor Class: 7 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special: Special immunities; spell powers
A manticore has the head of a man on the body of a winged giant lion, with a tail that can fire iron spikes with the force of a crossbow bolt. A Manticores’s lair is typically found in a cave or underground. They can be found in any climate. The favorite prey of manticores is man, and they are usually encountered outside their lairs hunting for human victims. A manticore attacks first by loosing a volley of 1d6 of its iron tail spikes (treat as missile weapon attacks). They can fire 1d6 such volleys per week. Then, they move to close quarters, attacking by bite and claw. Manticores have a crude human intelligence and can speak (though they have little to say, other than ‘get in my belly!’).
Hits: Level 6 Dueling: A: +1 D: 0 P: NA R: 0
Combat pool: level 5 Treasure: +1 Morale: +2
Armor Class: 5 DR: 0 Movement rate: 30/50 Initiative: +1
Skirmish: 0 Special: Tail spike missile attack
The Minotaur is a large, powerfully built humanoid with the head of a bull. Minotaurs are typically found only in labyrinthine places in the wilderness or underground. They are cruel man-eaters and, although not particularly intelligent, they are cunning and have excellent senses. They are able to track prey by scent (as the Tracking ability), and they will always pursue if it is in sight. They attack anything without fear, unless it is obviously beyond their ability to defeat. A minotaur can attack by butting with its long, impaling horns, biting or striking in brawling combat, or fighting with a weapon — usually a large axe or flail. Minotaurs speak their own language; some also speak a human tongue.
Hits: 6 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 6 Treasure: +1 Morale: +2
Armor Class: 4 DR: -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special: Tracking
Mushroom men are anthropomorphic, ambulatory mushrooms. They very greatly in size and strength — from smaller than a hobbit to the size of an ogre or even hill giant (there are legends of even larger mushroom men, tens of meters tall). They also vary greatly in shape, from squat and stout to tall and slender, and color, spanning every color of a putrid, pastel rainbow. All have two or more stubby legs on which they can waddle, two arms or roughly humanoid proportion, and a pair of sinister eyes. They lack a mouth or nose. Mushroom men are weak for their size, and their flesh is springy but easily cut. They also lack central organs and circulation system equivalent to men, making them easy to hurt but hard to kill. Halve all damage to them from crushing or impaling attacks; slashing attacks do normal damage, but do not produce ‘bleeding’ effects or stunning. Mushroom men live in deep natural caves, and are constantly in search of fresh organic matter to add to the compost piles on which they feed. They fight with bare hands or clubs.
Hits: 2-8 Dueling: A: 0 D: -1 P: 0 R: 0
Combat pool: 1-4 Treasure: 0 Morale: 0
Armor Class: 5 DR: +1 Movement rate: 15 Initiative: 0
Skirmish: -1 Special: Reduced damage
For all practical purposes, an Ogre is a smallish, stupid, vicious giant, with a taste for meat. Any kind. They generally fight only with giant-sized clubs, and wear little or no armor, although unusually intelligent ones can use simple weapons. Ogres are usually found alone, but a very unlucky wanderer may encounter a small group of them. Ogres will attack anyone they think they can kill; they will eat their victims and keep anything of obvious value. A Giant can sometimes face down Ogres; almost anything else will have to fight or run when Ogres attack.
Hits: 4 Dueling: A: +1 D: +1 P: -1 R: +1
Combat pool: 4 Treasure: 0 Morale: +1
Armor Class: 4 DR: -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:
Orcs are the twisted products of evil experiments performed on Elves and Men. As a race, they are more variable than men; note the three breeds described below. They tend to have more and coarser hair, sharp teeth (or actual fangs) and claws instead of fingernails. They see in the dark like gimlets, letting them fight without penalty in dim light. However, in pitch blackness they suffer a -1 modifier. And, most breeds hate and fear bright, natural sunlight; they must check morale if faced with hardship or a challenge in sunlight. They are also tough, greedy, and quarrelsome.
Some orc tribes form powerful kingdoms; others are rude clusters of mountain huts. They can co-exist with men (especially criminals), and the two races often serve together in the armies of evil kings or sorcerers. However, both elves and dwarves despise orcs, and attack them on sight. Orcs make excellent guards and soldiers, if led by someone they respect (that is, fear).
Snaga: A breed of short, lightly-built but quick orcs. They usually serve their tribe as slaves, trackers, skirmishers and missile-weapon troops.
Hits: 1 Dueling: A: 0 D: -1 P: 0 R: 0
Combat pool: 1 Treasure: -1 Morale: -2
Armor Class: 3-4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: -1 Special: light vision and sensitivity
Common orc, or Uruk: Most tribes of orcs are dominated by these 1.5 M tall, bandy-legged brutes
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: 0 Morale: -1
Armor Class: 4-5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: light vision and sensitivity
Uruk Hai: A tall, powerfully built breed of exceptionally savage and aggressive orcs. They take great pride in their prowess and will not bow to the will of lesser orcs. The Uruk Hai either form their own small tribes or rise to dominance as the leaders and shock troops of tribes of common orcs. Some wicked kings of men and sinister sorcerers employ Uruk Hai as soldiers. Uruk Hai lack their lesser kin’s sensitivity to light, but neither can they see in the dark.
Hits: 2 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 2 Treasure: +1 Morale: +2
Armor Class: 4-5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:
A Skeleton may be created by use of a Skeleton spell on an intact skeleton, summoned with the Summon Lesser Undead spell, or called forth in hordes by the Awake the Dead spell. A Zombie that has been kept alive for so long that all its flesh has disappeared will also eventually become a Skeleton. This usually takes several years. Skeletons are immune to arrows, which tend to pass right through them without doing damage. Other weapons, and magic, affect them normally. They do they react at all to stun or bleeding effects. However, Skeletons are somewhat fragile.
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: Nil Morale: NA
Armor Class: worn DR: +1 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: Undead vitality
Zombies are undead creatures animated by powerful wizards as guards and servants. A zombie can be created by the Black Binding spell, summoned using the Summon Lesser Undead spell, or awakened by the Awake the Dead spell. A particularly powerful form of zombie can be created using the Black Cauldron (see Appendix IV). A new Zombie may appear to be a rotting corpse, though it will degrade through time, eventually becoming a Skeleton (cv.). The zombie is mindless, clumsy and slow, but physically strong and difficult to kill (they have the physical vitality of all corporeal undead). A zombie cannot be killed from accumulated hit losses alone, and is unaffected by most effects from the consequences table — the only way to defeat it is by doing wound that incapacitates or immediately kills it (an ‘X’ or ‘I’ effect).
Hits: 2 Dueling: A: -1 D: -1 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: NA
Armor Class: 3 DR: -1 Movement rate: 20 Initiative: -2
Skirmish: -1 Special: Undead vitality
Alien: Beings with a supremely bizarre anatomy and minds. They are immune to most diseases and poisons, except those specifically crafted for them. Most of them do not breathe as we do, and are immune to gas-based attacks.
Constructs: Constructs are artificial beings, given life or a semblance of life through magical processes. Their minds are strange, and they are not affected by mind- influencing spells, such control or illusions, are not subject to Morale, do not need to breathe or sleep, and can’t be Wounded or poisoned.
Divines: Angelic or god-like beings, usually resembling humans in form. All Divines bleed golden Ichor, which is a deadly contact poison to mortals. Any mortal (such as anyone scoring a Bleeding wound with a melee weapon of reach 0 or less) exposed to the Ichor liquid must save or die.
Fey: The mysterious Fey live in a world that is both parallel to ours, and seems to intersect at many of the more remote and wild places. They are embodiments of nature given form and life, and their motives are difficult to ascertain. Most are Neutral, and may be just as likely to cavort with or attack humans. They are not native to our plane, and can often be forced back into their original dimension by spells that banish spirits back to the netherworld and demons back to the hells. Any Fey who has immunity to normal weapons can be affected by Iron weapons, though Steel will be ineffective.
Plant: Plant-creatures are usually driven by very simple motives; Hunger, fear, or territory. Their intelligence is generally below that of even common animals, as many have no capacity to learn or adapt. Most are not capable of speech. Plant creatures are generally resistant to damage by blunt weapons, receiving no Damage Table effects from such weapons. Plants are immune to Shock damage. Strangely, plants are affected by mind-controlling magics.
These huge red-faced apes are aggressive flesh eaters, and devour humans whenever the chance arises. They are tremendously strong (+1 to Grapple), and have a 50% chance to Grapple when attacking.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 3 Treasure: Nil Morale: 0
Armor Class: 3 DR: 0 Movement: 25 Initiative: 0
Skirmish: 0 Special: Powerful
Sasquatch: Intelligent, herbivorous ape-men who shun human contact, perhaps wisely.
Yeti: Somewhat like white apes, but dwell high on icy mountains. Yeti are intelligent, and kill for pleasure as much as for food. A Yeti’s touch chills the blood, reducing the Dice Pool and slowing the movement rate of any victims by ½ until a save vs damage is made. Yeti are immune to Cold.
A Banshee is a fey-spirit, and a portent of impending death. She will often appear as a white-haired woman, clad in a tattered grey cloak or dress. They inhabit the loneliest barrows and heaths of the world, and shun all living things. When disturbed, a banshee will fly into a rage, letting out a keening wail. All living things who hear the wail must save vs. Magic, or will suffer the effects of a Curse of Doom. Killing or banishing the Banshee will undo the magical wail effect. A banshee is a semi-corporeal spirit, and has immunities to poison, sleep, and wounds as undead. They can only be harmed with Iron or Magical weapons.
Hits: 3 Dueling: A:0 D: -1 P: NA R: 0
Combat Pool: 3 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 10 (H30) Initiative: +1
Skirmish: -1 Special: Doom-Wail
Giant bats are dog-sized carnivorous bats that lurk in dark places like caves and dungeons. Their Blindsight ability means they never take penalties for fighting in dim light, even complete darkness or in obscuring conditions. They are light-sensitive, -1 to all actions in direct, bright light.
Hits: 1 Dueling: A: -1 D: -1 P: NA R: 0
Combat pool: 1 Treasure: Nil Morale: -1
Armor Class: 3 DR: 0 Movement: 10 (F30) Initiative: +1
Skirmish: -1 Special: Blindsight, Light Sensitive
Camels are beasts of burden and mounts native to the deserts of the world. Camels are notoriously stubborn animals, and prone to spitting, but they can be reared and trained for a variety of tasks by experienced handlers. Camels are rugged animals, and get a +1 to rolls to resist the effects of dehydration, starvation and exhaustion. Camels can be and often are barded and used for battle. Camels have an unsettling effect on horses, even warhorses, and equines must check morale when they confront camels. It is possible for two unarmored riders to ride an unbarded and otherwise unburdened camel, but it reduces the move rate by 5.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special: Ruggedness, Spitting
The domestic cat. Cats are undeniably magical in nature, known to be the familiars of witches and servants of gods. Cats get a +1 to saving throws against all Spells. Cats can see in the dark, with only a -1 penalty in complete darkness. Cats always attempt to disbelieve Illusions.
Hits: 1 Dueling: A: -2 D: -2 P: NA R: -2
Combat pool: 1 Treasure: Nil Morale: -1
Armor Class: 5 DR: +1 Movement: 30 Initiative: +2
Skirmish: -2 Special: Resist Magic +1, Night Vision
Black Cat: A Black Cat can cast Evil Eye, but can only affect one victim at a time with the spell. Especially old cats may have access to other spells.
Creatures of the wild woods, with the upper torso of a humanoid mounted on a horse’s body. They live far from human places, and are somewhat more trusting of Elves, Satyrs, and fey folk. Their tribes are small and often semi- mobile, moving in a rotating pattern with the changing of the seasons. Outcasts will occasionally live among humans. Centaurs normally charge with lances and shields, or fight as mounted archers with bows or javelins. Most do not wear armor, but it is not unheard of. Centaurs aren’t considered Mounted opponents, but horsemen get no advantage against them.
Hits: 4 Dueling: Per Weapon
Combat pool: 3 Treasure: 0 Morale: 0
Armor Class: 4(5) DR: 0 Movement: 35 Initiative: 0
Skirmish: Per Weapon Special: Lances, Mounted Archer
Weapons; Lance and Shield,
or Javelins or Horsebow
Onocentuar: These unfortunate creatures have the lower body of a donkey with a smallish humanoid upper body, and commonly wear beards. Some human sages insist they are to Dwarves what Centaurs are to Men, but Dwarves find this offensive as Onocentaurs are despised by most everyone on account of their being stupid and violent. -3 on Reaction Roll always, 3 HD, 2 CP, 30 MR, Fool curse.
Horrible aberrations, spawned by an ancient form of chaos magic. They have a leonine body, a lion’s head, a goat’s head, and a dragon’s head with bat wings. They have a limited wicked intelligence, and are capable of speaking, though seldom do. They are not very keen on working with other evil creatures, but they may cohabitate in a dungeon or serve a powerful sorcerer, so long as they have regular victims to devour. A Chimera can use its Dragon head to spit a breath weapon similar to a Dragon’s rather than attacking. Its breath weapon is usable every 3 rounds.
Hits: 9 Dueling: A: +2 D: +2 P: NA R: 0
Combat pool: 6 Treasure: +1 Morale: +1
Armor Class: 6 DR: 0 Movement: 20(F30) Initiative: 0
Skirmish: +2 Special: Breath Weapon, Charge
At first glance it seems to be a large rooster, but a scaly lizard’s tail and bat wings give its true nature away. The cockatrice is a loathsome wandering monster, whose can use its breath to cast Flesh to Stone on any living creature within 10 meters. It is said that the crow of a rooster will kill it instantly, and weasels are immune to their breath. They will viciously attack both of these creatures on sight.
Hits: 2 Dueling: A: -1 D: -1 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20(H10) Initiative: 0
Skirmish: -1 Special: Petrify Breath
Giant crabs are scavengers and predators of opportunity that comb beaches, caves, and swamps. A giant crab is roughly the height of a man, but its many legs make it much wider. A crab attacks with its two claws. Giant Crabs are very edible.
Hits: 2 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 2 Treasure: Nil Morale: 0
Armor Class: 6 DR: -1 Movement rate: 25 Initiative: 0
Skirmish: +1 Special: Grab
When in brackish water, crocodiles cannot be seen without a Perception check (TN 6). When attacking from surprise from the water, a victim is always dragged back into the water with the croc. Vulnerable to Cold.
Hits: 2 Dueling: A: 0 D: +2 P: NA R: 0
Combat pool: 2 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 15(W30) Initiative: 0
Skirmish: +1 Special: Vulnerable Cold, Hide, Grab
Loathsome Frog-fish men, with a penchant for interbreeding with humans. They are hunched, with bulging eyes, webbed hands and feet, and great claws and fangs. The offspring will appear mostly human until late in life, then will return to the sea. It is said that Deep Ones grow continuously as they age, and the largest ones rule the species. Deep ones will usually be encountered with an equal number of the human-hybrids assisting them. These beasts can fight unarmed, but often wield tridents and strange javelins in combat. Deep Ones are always led by an at least level 5 Priest who has three of the following spells: Lightning Bolt, Curse of Azathoth, Song of Hastur, Control, Telekinesis. It is said they seek to bring all the world under the oceans, and raise their ancient masters to rule it.
Hits: 3 Dueling: Per Weapon
Combat pool: 2 Treasure: +1 Morale: 0
Armor Class: 5 DR: 0 Movement: 20(W20) Initiative: 0
Skirmish: Per Weapon Special: Amphibious
Trident (Polearm): A: +1 D: +1 P: -1 R: +1, Skirmish: +1
Claws: A:0, D:0, P:NA, R:-2, Skirmish:0
Hybrids: As per humans, but can breathe water. Will almost always serve their Deep One brethren as foot soldiers and cultists.
A seemingly innocuous large urn or vase, the Demon Jar is part ingenious trap, and part evil spirit. Any creature, such as a curious dungeon- crawler, who looks into the jar will see that it is full of bones of the creature’s previous victims. The curious creature must make a Saving Throw modified for agility, or be sucked into the jar! After capturing a victim, the Jar becomes mobile, with four small legs emerging to help it scurry away to digest its meal. A creature is comatose upon being jarred, and the Jar will suck 1 Hit from the victim per turn until the victim is dead.
Hits: 2 Dueling: NA
Combat Pool: NA Treasure: +1 Morale: NA
Armor Class: 5 DR: -1 Movement: 20 Initiative: +1
Skirmish: NA Special: Soul-Steal
Dryads are forest-sprites, bound to a particular Oak tree. Dryads appear as almost human females, usually slender and beautiful. A lone or grove of Dryads may choose to attack intruders they deem dangerous to their woods. Lone dryads are not unusual, but more often they keep the company of Satyrs and animals. Dryads ‘sleep’ by melding with their home tree for the night, restoring all wounds. Dryads do not sleep or heal naturally. Any damage dealt to the tree will injure the Dryad, and killing the tree kills the Dryad. Dryads can cast Control, Charm, Teleport(between trees in a single Forest) and Summoning (Common Animals).
Hits: 2 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Home Tree, Treemeld,
Elder things are a bizarre race from across the stars. Their heads are star-fish like, their bodies like large green barrels, with tendrils serving as feet and limbs, and five sets of wings. They do not breathe, and are at home in water or in space. They are capable of existing indefinitely in suspended animation, and will awaken in 2d6 turns when disturbed. Elder things communicate via a piping, fluting sound. Any sentient creatures hearing this for the first time must save vs Madness, or be affected as per the spell Hysteria. Their motives and aims are alien and uninterpretable, but they are amazingly intelligent. They are incredible craftsmen, with special skill in the crafting of living beings. They can wield any known weapon, but normally carry one of their own bizarre devices. Strange Technologies: Function as Lesser Magic Items of some variety, but are bizarre to non-Things, and only a Brilliant intellect may use them. They are not necessarily magical in nature, but replicate magical effects. Normally they are employed as weapons, but some may be a tool of another kind.
Hits: 6 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 3 Treasure: Nil Morale: NA
Armor Class: 5 DR: -2 Movement: 20 (H15) Initiative: 0
Skirmish: 0 Special: See Above, Genius
An elephant is a massive, intelligent herbivore, often trained and used for manual labor or warfare. Trained elephants may be ridden, and mounted with towers that can hold the driver and three warriors. Elephants are prone to panicking in battle, and will smash their way through anything in their path when spooked.
Hits: 9 Dueling: A: +1 D: +2 P: NA R: +2
Combat Pool: 3 Treasure: Nil Morale: 0
Armor Class: 6 DR: -1 Movement: 25 Initiative: -1
Skirmish: +1 Special: Charge
Jungle Elephant: A slightly smaller species, still usable for combat. Jungle elephants can’t easily be fitted with towers, but can carry a driver and two warriors. -2 HD
Mammoth: The Wooly Mammoth, denizens of the most extreme north. These beasts are kept as herd animals and mounts by tribes of Giants. Stats: +1 HD, Immune Cold.
Fairies are half-foot tall, winged fey beings. They are reclusive as a whole, but individuals may choose to interact with others who enter their domain. Fairies are just as likely to watch an unfamiliar person from hiding, play tricks on them, steal their equipment, or attack them. They cast spells as a 3rd level Magician. Spells: Illusion, Blur, Invisibility, Summoning(Forest Animals), Sleep. Fairies may serve Good magicians as familiars.
Hits: 1 Dueling: A:-1 D: -1 P: -1 R: -1
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 4 DR: 0 Movement: 10 (H30) Initiative: +1
Skirmish: 0 Special: Nimble, Magic
A golem is a magically-animated automaton, usually with a resemblance to a specific creature. Golems are typically much larger than creatures they are based on, to make the fine workings easier. A Human-type golem will typically be 10 feet tall. Golems are immensely strong. Constructs, as undead, never check Morale and are immune to Wounds and wounding effects. Most golems can understand instructions, but cannot speak.
Flesh: Roll 2d6 after every combat. If two 6’s are rolled, the Golem becomes self-aware, and a Reaction Roll determines its next actions. A Golem can be brought back under control by a Control spell(No Save). Self-aware Golems lose the ‘Construct’ benefits relating to morale and mind-control, but can learn to speak.
Hits: 5 Dueling: A: 0 D: +1 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: NA
Armor Class: 5 DR: 0 Movement: 20 Initiative: -1
Skirmish: +1 Special: Construct
Clay: Clay golems are an ancient tradition, usually used as guardians of holy places or the dead. Clay golems are immune to all magic, save spells that specifically target mud or earth. Clay golems are not affected by cutting or piercing weapons.
Hits: 5 Dueling: A: 0 D: +2 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: NA
Armor Class: 6 DR: -1 Movement: 15 Initiative: -1
Skirmish: +2 Special: Construct, Immune Magic
Stone: Stone golems are immune to all magic, save spells that specifically target stone. Immune to non-magic weapons.
Hits: 6 Dueling: A: 0 D: +3 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: NA
Armor Class: 6 DR: -1 Movement: 10 Initiative: -1
Skirmish: +3 Special: Construct, Immune Magic
Gold: Gold Golems are finely wrought and usually the size of men. Gold Golems are immune to most magic. Gold Golems are only vulnerable to magic weapons. They can speak up to 5 languages, if their creator(s) knew them.
Hits: 5 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: NA
Armor Class: 5 DR: 0 Movement: 20 Initiative: -1
Skirmish: +1 Special: Construct, Immune Magic
Iron: Iron golems are immune to most spells. Shock spells hasten their movement by 50% for three rounds. Iron Golems are normally foot-soldiers.
Hits: 8 Dueling: A: 0 D: +4 P: 0 R: 0
Combat pool: 4 Treasure: 0 Morale: NA
Armor Class: 7 DR: -2 Movement: 10 Initiative: -2
Skirmish: +4 Special: Construct, Immune Magic
Mercury: The Assassin golem, dispatched to find and kill a single target. Quicksilver golems have a semi-liquid form, and can ‘Ooze’ through very small gaps and around objects. They are immune to most spells. Cold spells slow their movement to 5m for 3 rounds, and stop them from ‘Oozing’. Fire spells force them into liquid form for next round. Repairs 1 Hit per round.
Hits: 8 Dueling: A: +1 D: +4 P: 0 R: 0
Combat pool: 4 Treasure: 0 Morale: NA
Armor Class: 7 DR: -2 Movement: 15 Initiative: -1
Skirmish: +2 Special: Construct, Immune Magic
A wild and proud creature, a Griffon has the head, wings, and forelegs of a great Eagle, and the body and hind legs of a lion. They are vicious predators, diving on unsuspecting enemies to kill them in a single blow. They will kill and eat most creatures, but have a particular hatred of horses. Adventurers may be attacked by a Griffon after it attacks their horses as prey. Griffons most often make their home in mountain passes. Griffon Eggs are highly sought after, as domesticated Griffons are needed to breed Hippogriffs.
Hits: 5 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 4 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 25(F50) Initiative: +1
Skirmish: 0 Special: Dive, Perception
Hippogriffs are the result of breeding a Griffin and a mare, by those desiring a more docile mount. The result is a beast with a horse’s body, rear legs and ears, and an eagle’s forelegs, wings and head. Hippogriffs themselves are sterile, meaning wild specimens are incredibly rare. The creatures are very difficult to obtain, and command a high price. Wild Griffins despise hippogriffs, and will kill them before horses. Hippogriffs may be barded, but the weight prevents them from flying.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3 Treasure: Nil Morale: +2
Armor Class: 4 DR: 0 Movement: 35(F45) Initiative: +1
Skirmish: +1 Special: Dive, Perception
A primitive relative of dragons, hydras are massive multi-headed serpents, who make their lairs in rivers, lagoons, and marshes. Their blood is extremely poisonous, and any body of water they dwell in will become foul and toxic. Hydras grow more heads as they age, with three for young ones, and up to nine heads for Elder Hydras. Any hydra old enough to have five heads can breathe a cloud of gas with the same effect as CloudKill, usable every three rounds. A Hydra’s body has 6 Hits of its own, and each head has 1 Hit. A Hydra’s Combat pool is equal to the number of heads. A Hydra will regenerate 1 Hit per round that was not lost to fire or acid damage, and will even regenerate severed heads!
Hits: Body 6, 1 Per Head Dueling: A: 0 D: 0 P: NA R: +1
Combat Pool: 1 Per Head Treasure: Nil Morale: +1
Armor Class: 6 DR: 0 Movement: 10 (W30) Initiative: +1
Skirmish: 0 Special: Poison Breath, Regen
Lycanthropes are humans or demihumans affected with a shape- changing curse. Lycanthropes can willingly trigger their transformation during the night hours, but the sight of a full moon changes them automatically. Upon changing, they must make a Willpower save, (TN 7), in order to remain in control. Otherwise they will simply attack the nearest living thing that is not one of their kind, until they are reduced to 1 Hit, upon which they will flee all combat. Lycanthropes remain in their beast form until the next sunrise, whether they are outside or not. Lycanthropes tend to keep away from civilized society, for being discovered usually means they are cornered and killed. They are not always evil, but their bestial and clannish natures mean they have little regard for others.
Any victim reduced to half (½) their max Hits contracts the Lycanthropy disease, and will change at the next full moon. The curse can only be removed before the first transformation, either by a Priest, or a tincture of Wolfsbane, which is fatal unless the character saves vs. poison. Lycanthropes strip off all equipment when they change, dropping it next to them. Lycanthropes in beast form are immune to mundane weapons, except silvered weapons, and regenerate 1 Hit per turn in Beast form. Lycanthropes are immune to all disease. A lycanthrope will never touch or carry silver.
Note: The (+X) means either use the listed statistics for the beast form, or use a character’s statistics (+X), whichever is higher.
Werewolf: Savage man-wolves, the most common Lycanthropes. Usually found in family-packs of up 2-12. They attack immediately if in their territory.
Hits: 4 (+1) Dueling: A: +1 D: 0 P: NA R: 0
Combat Pool: 4 (+1) Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 35 Initiative: +1
Skirmish: +1 Special: Tracking, Perception
Werebear: Werebears are less aggressive than other Lycanthropes, but are very solitary. They will only tolerate outsiders for so long. Can call 1d6 bears who arrive in 2d6 turns.
Hits: 6 (+2) Dueling: A: +1 D: +1 P: NA R: 0
Combat Pool: 6 (+1) Treasure: 0 Morale: +2
Armor Class: 4 DR: -1 Movement: 25 Initiative: 0
Skirmish: +2 Special: Lycanthrope
Weretiger: Weretigers are almost always female, and live much in the same way normal tigers do. They are proud predators, and may kill and eat adventurers for the sport of it. Weretigers have a +3 to reaction rolls with all felines.
Hits: 5 (+1) Dueling: A: +2 D: +1 P: NA R: 0
Combat Pool: 5 (+1) Treasure: 0 Morale: +3
Armor Class: 4 DR: 0 Movement: 30 Initiative: +1
Skirmish: +1 Special: Tracking, Perception, Sneak
Not true dragons, they are ox-sized, ancient reptilians with a webbed, spiny ridge running down their backs. They are strong swimmers, and frequent wetlands, estuaries, and swamps. They are apex predators, but not always hungry, and may be docile when encountered (Reaction Roll). Their diet consists of carrion and live prey, and their mouths are fetid with disease. Anyone bitten must save vs. Disease after the combat ends or contract Gangrene.
Hits: 6 Dueling: A: +1 D: +1 P: NA R: +1
Combat Pool: 5 Treasure: Nil Morale: 0
Armor Class: 6 DR: -1 Movement: 20(W30) Initiative: 0
Skirmish: 0 Special: Disease Bite, Immune Poison/Disease
The Medusae are said to be the inheritors of an ancient curse, and might be mistaken for women at first. By the time a victim notices that their hair is a coil of snakes, and their eyes are slit like a serpent’s, it is too late. Meeting a Medusa’s gaze forces the victim to make a saving throw, modified for physical hardiness, to resist being instantly petrified. A Medusa can attack targets in melee with her Snake hair, dealing no hits, but poisoning the enemy with Cobra Venom on a successful hit. Being small of frame, they favor stealth and ranged weapons, attempting to lure enemies into meeting their eyes. Clever Medusa may find a way to live among human cities, working as seers, assassins, or other shadowy roles.
The Gorgons are the ancient, immortal ancestors of the Medusa. They have serpent locks as the Medusa, but also have the lower bodies of snakes, tough, bronze-like skin and claws, and some have bat-like wings. They jealous of all mortals, especially beautiful females, and will destroy any that intrude upon their lairs in the ruins of the world. Gorgons almost always wield a Longbow.
Hits: 3 Dueling: Per Weapon
Combat Pool: 3 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: Per Weapon Special: Gaze, Cobra Venom, Infravision
Gorgons: Same as Medusa, +15 Hover Speed, +2 AC, +2 HD, Longbow, and Poisoned arrows. Dueling (Claws): A:0,D:0,R:-1
There are many kinds of men you might need to fight out in the world. Below are a few basic categories that might commonly be encountered.
Berserkers: Bands of young barbarians, Berserkers make their way in the world by living off the land, mercenary work, and merciless raiding and banditry. They wear no armor, only paints or furs, relying on ferocity to crush their enemies. Beserkers are almost always immediately hostile, but are bound by a strange code of honor. Berserkers often fight to the last man.
Hits: 2 Dueling: A: +1 D: +1 P: 0 R: 0
Combat Pool: 2 Treasure: 0 Morale: +2
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: +1 Special: Ferocious, Brave
Weapons: Greataxe, Axe, or Spear. ½ have a Berserk Potion.
Brigands: Petty bandits who operate mostly outside cities. Brigands will normally attempt to extort money or capture you for ransom rather than kill you directly. They are opportunistic and cowardly, and have no remorse in leaving their comrades to die.
Weapon Equipped: Staff or Shortbow and Dagger
Hits: 1 Dueling: A: 0 D: 0 P: +1 R: 0
Combat Pool: 1 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement: 16 Initiative: 0
Skirmish: +1 Special: Sneak
Cavemen: Primitive humans who dwell in the far places of the world, and may inhabit distant caves and mountains. They are poor fighters, but their tremendous strength compensates for this. Cavemen are terrified of magic, and must check morale if it is used against them. They normally wield clubs, and may throw stones.
Hits: 1 Dueling: A: -1 D: +1 P: NA R: -1
Combat Pool: 1 Treasure: -1 Morale: -1
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Fool, Phobia (Magic), Powerful
The immortal Manscorpions once had some great purpose in the desert-ruins of the world, but seem to have lost it, or perhaps failed in their mission. They appear as a dark skinned human body mounted on a monstrous scorpion, with chitin pincers for hands. They remain in the places they once protected, attacking and driving away all outsiders. Manscorpions will often set an ambush for detected intruders, and if they are able to bury themselves in sand, require a TN 7 Perception ability test to detect. Their claws give them a +1 to Grapple attempts, and a target successfully grappled is automatically stung. Manscorpion leaders are often Priests. Manscorpion Venom: Their stinger injects intensely painful venom, the victim taking a -1 penalty to all coordinated actions for the next round if the save is successful, or inflicts a Stun damage result if unsuccessful.
Hits: 3 Dueling: A: +1 D: +1 P: NA R: +1
Combat Pool: 3 Treasure: +1 Morale: +1
Armor Class: 5 DR: 0 Movement: 20 Initiative: 0
Skirmish: +1 Special: Grapple +1, Stinger
Morlocks were men once, but were driven underground, and remained trapped for thousands of years. They devolved, their limbs lengthening, nails into claws, their skin pale and hairless, and their eyelids growing over their now-useless eyes. They fought with the other creatures of the dark, and became monstrous cannibals themselves. They are natural climbers, scaling cave walls without tools. They wear little or no clothing, and can use only the simplest of weapons.
Hits: 1 Dueling: A: -1 D: -1 P: NA R: -1
Combat Pool: 1 Treasure: -1 Morale: -1
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: -1 Special: Spider-Climb, Blindsense
Mummies are created by a laborious process of funeral rites, embalming, removal of organs, and entombment in specially inscribed sarcophagi. Mummification is a means of avoiding the afterlife, binding one’s soul to their mortal remains. Mummies will awaken if their tombs are disturbed, seeking to destroy those who threaten their link to the physical world. Mummies have a much greater strength than common undead, and are greatly resistant to physical damage. A mummy’s strike imparts a supernatural form of Leprosy to those who fail a save vs Magic. As with Zombies, mummies will not die from Hits loss alone, and must be dealt an instantly killing blow (X or I on the chart), or destroyed by magic, fire, or some other great force.
Hits: 3 Dueling: A: -1 D: 0 P: NA R: -1
Combat Pool: 3 Treasure: +1 Morale: NA
Armor Class: 3 DR: -1 Movement: 20 Initiative: -2
Skirmish: -1 Special: Mummy Rot, Flammable, See above
Dread Mummy: Powerful sorcerer-priests and pharaohs can become Dread Mummies, which retain access to magic and miracles. Dread Mummies have some innate control over lesser undead, and normally employ spells that create them. +2 Hits, Casts spells and Miracles as a 5 level Wizard. On death, a Dread Mummy will place a Curse of Doom on its slayer, though a saving throw is allowed.
Gray, rubbery-skinned horrors, winged, horned, with a spined tail. Their bodies are emaciated and their hands end in long claws. They make no sound, and have no face, only a blank void where their face would be. Nightgaunts will grapple a potential victim, then will attempt to ‘tickle’ them with their poisoned tail. Anyone hit with the tail must save vs. Poison or be Paralyzed until they can make the saving throw. Nightgaunts will then fly away with the victim, dropping them in the most unsavory places possible, or just to their deaths. Nightgaunts can be summoned and controlled, even used as mounts, but their simple minds mean they can only follow the simplest commands. It is not known why, but they won’t cross open water.
Hits: 4 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 4 Treasure: 0 Morale: 0
Armor Class: 6 DR: 0 Movement: 25 (F40) Initiative: +1
Skirmish: +1 Special: Silence, Tickle
Also known as ‘Helhorses’, Nightmares are twisted equines shaped by the Abyss. They are often summoned to the mortal world by powerful undead or hags, and serve demons on their home plane. Nightmares can fly, and can shift themselves and their rider into the Astral Plane, as per the Astral Projection spell. Nightmares despise mortal life, and will kill living things on sight. A character meeting the eyes of a Nightmare must check Morale, being paralyzed with fear as if by a Freeze spell if he fails. A check is necessary each round if the Nightmare is still looking at the character. If the Nightmare shifts its gaze he is free to move again.
Hits: 5 Dueling: A: +1 D: +1 P: NA R: 0
Combat Pool: 4 Treasure: Nil Morale: +2
Armor Class: 6 DR: 0 Movement: 40 (F40) Initiative: +1
Skirmish: +1 Special: Astral Projection, Freezing Gaze
The magnificent Pegasus is found in remote mountains and plains, and are skittish and wild. If one of these intelligent beasts can be surprised and captured, it may serve a master that is good at heart (Reaction Roll, Bonuses for Honor, Pious, things of that nature), and will always do so for life. A Pegasus is the fastest of steeds, with few other beasts outpacing them on land or in the air.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 2 Treasure: Nil Morale: +2
Armor Class: 4 DR: 0 Movement: 45(F70) Initiative: +1
Skirmish: +1 Special: Flight
Perytons are strange and near-silent killers, with the head, forelegs, and torso of a great Stag, and the rear legs and wings of a vicious eagle. They are herbivores, but still kill humans for reasons unknown. These vicious creatures are sometimes used as mounts by particularly evil sorcerers. Peryton are able to cast the shadow of a man, should they please. They are surprisingly intelligent and malignant, and speak their own language as well as that of nearby humans and creatures.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3 Treasure: Nil Morale: +2
Armor Class: 4 DR: 0 Movement: 40(F60) Initiative: 0
Skirmish: +1 Special: Charge/Dive, Speech
The legendary firebirds, Phoenixes dwell in the most distant and remote places, usually secluded mountains or rainforests. Phoenixes may be hunted by adventurers for their valuable feathers. A Phoenix can cast Fire (CL3) once per round. Any non-magical weapon striking a Phoenix will burst into flames and melt immediately, rendering the hit ineffective. Upon dying from natural or unnatural causes, a Phoenix bursts into flames, immolating an area 15m around it. When the flames die down, a newly formed golden egg rests in the center. It is said that Phoenix egg-shell has miraculous restorative powers, perhaps even resurrection.
Hits: 5 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 3 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 15(F70) Initiative: 0
Skirmish: -1 Special: Fire, Rebirth
Pigs are pretty harmless animals, but tasty.
Hits: 1 Dueling: A: -1 D: -1 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: -1
Armor Class: 5 DR: -1 Movement: 20 Initiative: 0
Skirmish: -1 Special: Bacon
Boar: Territorial wild Hogs. +1 Hits, +1 Attack, +1 Morale, Charge. Some goblin tribes are known to ride boars.
Fey beings that dwell in remote places far from humans, usually near water. They are about six inches tall. Some Pixies may have insectoid features, such as antennae or cricket legs. They are some of the most wild and savage of the fey, and tend to be quite primitive. They do not like intruders into their woods, and may attack them without warning, pelting them with tiny arrows and spears. They may be content to meddle with intruders, getting them horribly lost. Pixies have some deep-seated enmity with Fairies, and the two do not trust each other. Most Pixies carry at least one dose of Pixie Dust, which will shrink a target down to Pixie size for an hour. Some Pixies also use a Confusion (25%) or Sleep (25%) poison on their arrows, which function like the spells.
Hits: 1 Dueling: A:-1 D: -1 P: -1 R: -1
Combat Pool: 1 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement: 10 Initiative: +1
Skirmish: -1 Special: Nimble, Pixie Dust
Monstrous rodents the size of dogs, Giant Rats are omnivores, and will attack and kill anything that might seem edible. They are weak, but normally appear in groups, up to ten individuals. Anyone bitten by a Giant Rat must save vs. Disease or contract Phlegm. Rats will sometimes horde shiny objects, including coins. Goblins are known to keep Giant Rats as pets and guard dogs.
Hits: 1 Dueling: A:0 D: -1 P: NA R: 0
Combat Pool: 1 Treasure: -1 Morale: -1
Armor Class: 4 DR: 0 Movement: 25(S20) Initiative: 0
Skirmish: -1 Special: Disease-Bite
Somewhat less organized than Hobgoblins, but infinitely more murderous, Redcaps are a particularly vicious breed of these twisted Fey. Redcaps are large for goblins, and their skin is sickly grey. The name comes from their signature blood-drenched caps. They frequent abandoned castles and fortresses, and use these to strike out at nearby human settlements for supplies, meat, and killing. They are unique among fey in that they have no aversion to Iron, and in fact commonly wear heavy iron-shod boots, and wield iron-tipped pikes. Other goblins usually avoid them, but powerful Goblin Kings may employ them as mercenaries.
Hits: 1 Dueling: A:+1 D: +1 P: -2 R: +3
Combat Pool: 1 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 25 Initiative: 0
Skirmish: +1 Special:
Weapon Equipped: Pike.
A truly bizarre thing from another world or dimension. It is a colony of microorganisms, and its form is completely malleable. They seek to assimilate all sentient life. It can take on the appearance of any creature is has ingested previously, given a few minutes. It will use this ability to infiltrate a group, then slowly pick off them off as opportunities present themselves. Its physical disguise is almost perfect, but it has one weakness: It can’t replicate thoughts or memories. If discovered for what it is, it will drop the façade, and attack with otherworldly viciousness until it has a chance to flee. A replicator’s physiology makes it immune to Wounds. When it receives a normally Wounding blow, a piece of it separates from the whole and becomes sentient, forming a Spawn. A replicator regenerates 1 Hit per turn. Its actions in combat are random, roll 1d6 then see the table:
| Die Roll | Action |
|---|---|
| 1 | Pincer: Attacks nearest opponent with all Combat Pool. |
| 2 | Tendrils: Grapple and throw any two targets within 15m |
| 3 | Spikes: Fires Javelin-like spikes at as many targets as possible |
| 4 | Budding: An extremity detaches and becomes a Spawn. |
| 5 | Ingest: Assumes a blob-like form, grapples nearest target. Target receives 1 Hit per turn until it breaks free. |
| 6 | Digestive Acid: Vomits Acid up to 10m. |
Main Colony: Will regenerate in 1d6 rounds when killed unless destroyed with fire or acid.
Hits: 5 Dueling: A: +1 D: 0 P: NA R: +3
Combat Pool: 5 Treasure: NA Morale: NA
Armor Class: 5 DR: 0 Movement: 30 Initiative: +1
Skirmish: +1 Special: Spider-Climb, Regenerate, Attacks
Spawn: Dies when reduced to 0 hits.
Hits: 1 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 1 Treasure: NA Morale: NA
Armor Class: 6 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Becomes Replicator after making a kill.
Reindeer are large deer native to the taigas and tundra of the world. Reindeer are normally harvested for meat, fur, and milk, but can be used as draft animals or even mounts. They cannot be barded, and the rider can’t wear anything heavier than leather armor. Reindeer are immune to the effects of cold weather, and are not slowed down by snow or ice.
Hits: 1 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 1 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 30 Initiative: 0
Skirmish: 0 Special: Resist Cold, Charge, Agility
Boisterous and wild fey creatures, also known as Fauns. Satyrs revel in all things pleasurable, be it drink, song, food, or the company of Nymphs and Dryads. At least one Satyr in a group will have a set of magical Pipes they use in both revelry and combat. Satyrs can produce the effects of several spells by playing a tune on the pipes, which will affect any who hear it and fail to save while the Satyr keeps playing: Sleep, Hysteria, Charm. Satyrs are somewhat unpredictable, and depending on the Reaction Roll when encountered, may invite the party to a feast, may attempt to rob the party or abscond with female members, or just attack the party and drive them away. You can always get Satyrs to re-roll a Reaction Roll by offering them fine wines.
Hits: 2 Dueling: Per Weapon
Combat Pool: 2 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 25 Initiative: 0
Skirmish: Per Weapon Special: Pipes
Weapons: Dagger, or Axe, or 2 Javelins
The mystic Serpent folk are spoken of in dark whispers and the most eldritch of arcane tomes. Mankind thinks –hopes—that they vanished from the world during the early dawn of man’s kingdoms. Where they went, and if they’ll stay there, is unknown. It is thought that they had a flourishing civilization before humanity, and some magical apocalypse doomed their culture.
Serpent Men were thought to be highly genetically unstable, and varied widely in appearance. They were immune to sleep magic, poisons, and had a venomous bite. Their reptile blood made them highly susceptible to Cold damage. They had a natural but imperfect form of Polymorph that could let them seem to be a human or elf, but a keen observer (Perception TN 6), could spot a sign of their serpentine nature and see through the illusion. Serpent men were natural spellcasters, and would have had access to 1d6 spells, and all could counter-spell. Most would be at least Caster Level 3. What we know of them implies that they often crafted and used magical weapons, armor, potions, and scrolls. Serpent Men have a Vendetta against Elves.
Hits: 3 Dueling: Per Weapon
Combat Pool: 3 Treasure: +2 Morale: 0
Armor Class: 5 DR: 0 Movement: 20 Initiative: +2
Skirmish: Per Weapon Special: See Above
Though scholars deny their existence, Shoggoths have lurked in the deepest oceans and darkest places of the world since before the dawn of mankind, waiting. It is said they were created by an even older race as draft animals and servants, but rebelled against their masters. They are massive black blob-like creatures, but far more intelligent than common slimes and puddings. A shoggoth usually takes up 40m2 of space, and can form its body into any shape. They are able to form and reform appendages or mouths as needed. A Shoggoth automatically uses the Swallow spell against any target it moves onto. They are immune to acid, shock, and fire. Their tentacles can attack up to 15m away. Shoggoths emit a constant babbling from their many-forming mouths that seems to interfere with spellcasters’ concentration, with a -1 penalty to spellcasting for all who hear them. If a creature survives being swallowed by a Shoggoth, it must save vs. Willpower or incur a Madness.
Hits: 16 Dueling: A: +1 D: 0 P: NA R: +2
Combat Pool: 5 Treasure: 0 Morale: NA
Armor Class: 5 DR: NA Movement: 15(W15) Initiative: 0
Skirmish: +1 Special: Swallow, Immunities
Most mundane snakes are not dangerous save that they have potent venom. A successful attack inflicts no Hits and has no result on the damage table, but injects Venom into the victim. This statistic block describes a common Viper.
Hits: 1 Dueling: A:-1 D: NA P: NA R: -1
Combat Pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 15 Initiative: +1
Skirmish: 0 Special: Venomous Bite
Giant Cobra: 5 meter long, aggressive cobras. They can spit venom at a range of 15m, and their bites do 1 Hit of damage in addition to imparting Cobra Venom. Anyone hit by the spit venom must save vs. Damage or become Blind for 1 hour.
Hits: 2 Dueling: A:0 D: 0 P: NA R: 0
Combat Pool: 2 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 25 Initiative: +1
Skirmish: 0 Special: Spit, Venomous Bite
Python: Massive snakes, 15 meters long. A successful attack by the snake means the target is constricted, unable to move or act until it can successfully grapple against the snake. The snake will swallow an incapacitated man-sized target as a whole-round action. After three rounds inside the snake, the target is dead. Pythons swim in water the same rate they move on land.
Hits: 5 Dueling: A:0 D: 0 P: NA R: 0
Combat Pool: 3 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20(W20) Initiative: +1
Skirmish: 0 Special: Grab, Swallow
Powerful beasts of the far deserts, with a humanoid head and lion’s body. Sphinx are intelligent, and cast spells as a level 8 Wizard. Sphinx may not be evil, but are territorial, fickle, and unpredictable, and it can’t be known how they will react (Reaction Roll). An angry Sphinx can be soothed with a bit of rare knowledge such as a spell scroll or tome, or perhaps a new and clever riddle.
Hits: 8 Dueling: A: 0 D: 0 P: NA R: +1
Combat Pool: 4 Treasure: Nil Morale: 0
Armor Class: 5 DR: -1 Movement: 25 Initiative: 0
Skirmish: 0 Special: Magic, Genius
Criosphinx: The Ram-headed Sphinxes are known as Criosphinx, and are much more bestial. They are capable of speech, and can speak to animals. They have no aptitude for magic. They crave treasure rather than knowledge, and will extort adventurers for their belongings. Sphinxes hate Criosphinx.
An amalgamation of vines, moss, and bushes in the shape of a hulking human figure. They possess a primitive intelligence, based on empathy. They will attack anything that feels hostile or afraid of their presence, but may ignore creatures who are not threatening and aren’t afraid of them (Reaction Roll, 1-6 = Attack, 7-12 Ignore). A Swamp Shambler will regenerate 1 Hit per round if in an area where it can absorb plant matter, even reconstituting itself after death if not destroyed by fire or acid.
Hits: 3 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 3 Treasure: Nil Morale: NA
Armor Class: 5 DR: -1 Movement: 15 Initiative: 0
Skirmish: +1 Special: Plant immunities, Empathy, Regen
It is thought that once, all beasts upon the world could speak. How they lost this ability is not known, but legends persist of small colonies of animals who retained this power. Most speak their own language, but some adopt the tongues of nearby elves or humans. Some of them blame mankind for stripping sentience from their kin, and the wildest ones will make concerted attacks against humans that enter their untouched domains. Talking beasts seem to be larger than mundane animals, some are able to use tools, and are capable of organizing and acting together making them much more dangerous fighters. Some Talking Beasts choose not to speak, though they still keep their sentience.
Statistics as base creatures, +1 HD, +1 Combat Pool.
Beast Lords: Beast lords are far larger than their folk, and often will be a different color or have some other abnormality. They have an innate ability to Control animals of their kind, with only talking beasts getting a saving throw. Some are accomplished magicians. It is said there is only one Beast Lord for each kind of animal in the world at a time.
+2 HD, +2 Combat Pool, Control similar creatures.
Creatures thought to be related to centipedes, they are about the length of a horse, but only half the height of a man. They are wormlike, with many pairs of legs running along the length of their chitinous bodies. Crawlers scavenge dungeons looking for dead organic matter, but will gladly attack living prey if they encounter it. They attack with a pair of large stinger-fangs, and targets must save vs. Poison. The venom makes the victim’s muscles spasm, moving at 1/2 speed, and losing ½ their dice pool for physical actions. The effects persist for about an hour.
Hits: 2 Dueling: A:0 D: 0 P: NA R: 0
Combat Pool: 2 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Venom, Darkvision
Reclusive and wild, the noble Unicorn shuns contact with almost all humanoid creatures, keeping to the wild woods. Their shape seems similar to a tall white horse, but their hooves are that of a goat, their tail like a lion’s, males have a goat’s beard, and they have a long spiraling horn on their forehead. Any forest a Unicorn dwells in will become an Enchanted Forest after a time. They do not trust humans especially, and will attack them if cornered. A maiden has a chance of approaching a Unicorn (Reaction Roll), and perhaps even convincing the creature to serve as a mount or companion if their cause is noble. Unicorns can be fickle, and may think better of the arrangement later on. The horn is considered a Magic Weapon, and acts as a polearm for charges. Drinking the freshly spilled blood of a Unicorn is said to extend the drinker’s life by ten years and remove many diseases, but is a thoroughly unholy act. Through use of its horn, a Unicorn has the following spells: Anti-magic Shell, Remove Curse, Dazzle, and Neutralize Toxin. A Unicorn casts spells at level 5, but can’t counterspell.
Hits: 5 Dueling: A:+2 D: +2 P: 0 R: +1
Combat Pool: 4 Treasure: 0 Morale: +1
Armor Class: 4 DR: 0 Movement: 45 Initiative: 0
Skirmish: +2 Special: Charge, Magic Weapon, Spells, Empathy
Vampires are perhaps the most feared of all undead, rivalled only by the Lich. They are beings of perfect stealth, making no sound when they move, casting no shadow, and having no reflection (Treat as Unseen ability). They often appear human to the untrained eye. Vampires remember much of their former lives, and this drives them to hate the living. A Vampire’s gaze casts the Control spell on anyone meeting it and failing a save for Willpower. Vampires can’t stand the presence of Holy Relics, and must check morale if presented with them. A Vampire can bite a target it has successfully grappled or caught by surprise, inflicting 1 Wound per turn until the victim beats the vampire in a grapple. A vampire cannot bite a victim wearing a wreath of Garlic. A victim reduced to 0 Hits by a bite must save against Curse of the Vampire. If a Vampire is reduced to 0 Hits, it assumes Mist Form and will return to its Lair to recuperate. Vampires fully regenerate after one day’s rest. A Vampire’s Mist Form is immune to all damage except by spells. Bat Form is as the Giant Bat entry. Ten seconds of direct sunlight, immersion in natural running water, decapitation or destruction of the heart will kill a Vampire, but they will recover from any other damage. All Vampires can use the following spells, though some may have more; Raise the Dead, Insect Plague (Bat Plague), Summoning (Wolves, or Giant Bats)
Hits: 4-7 Dueling: A: +1 D: +1 P: NA R: 0
Combat Pool: 4-7 Treasure: +3 Morale: 0
Armor Class: 4 DR: -3 Movement: 25 Initiative: 0
Skirmish: +1 Special: Shapeshift, Spells, Unseen, Weaknesses
Wolves are not always aggressive, but when hungry enough, or manipulated by outside forces, wolves can attack even well-armed humans.
A Worg is an evil breed of large, black wolf, both malevolent and intelligent. Worgs speak their own language and sometimes (50%) speak Goblin. A pack of Worgs may make a deal with a Goblin tribe to be used as steeds in return for steady food. Though normally shunned by wolves, a lone Worg may use its strength and cunning to take over a pack of normal wolves.
Rime wolves inhabit the harshest frozen barrens of the world, feeding on herds of yak and reindeer. They are huge beasts, the size of small horses, and thought to be from a prehistoric lineage. They are bold and vicious, and may strike out of their territory to attack human settlements. They can focus their breath into a line of Frost up to 10m, causing 1 hit of Cold damage and halving the victim’s move speed until a save modified for Hardiness.
Wolf
Hits: 1 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 1 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: Perception, Sneak
Worg
Hits: 2 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 2 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special: Perception, Sneak
Rime Wolf
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 3 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: 0 Special: Above + Immune Cold, Frost Breath
Undead beings of pure hate appearing in our world as shadows in vaguely human shapes. They are powerless in sunlight and will flee from it, but magical or other natural light does not affect them. Being trapped in Sunlight destroys them. Wraiths regenerate when in complete darkness, at a rate of 1 hit per turn. Wraiths attack a target by draining their life-force, and only have to touch a target for this to be effective. Their draining grip drains 1 hit per turn, and the target must make a Willpower Save or be unable to break the grip, losing his turn. Anyone reduced to 0 Hits by a Wraith will have their life-force drained, and loses a level of experience! Anyone killed by a Wraith returns as a Wraith in 1d6 rounds. Wraiths are immune to mundane weapons, and elemental damage. Wraiths can move through solid objects.
Hits: 5 Dueling: A: NA D: NA P: NA R: NA
Combat Pool: NA Treasure: Nil Morale: NA
Armor Class: 7 DR: 0 Movement: 25 (H25) Initiative: 0
Skirmish: +1 Special: Level Drain, Regeneration, Immunity
| UNDEAD | |
|---|---|
| Threat Class | Monster Type |
| 1 | Skeleton |
| 2 | Ghoul, Zombie |
| 3 | Mummy |
| 4+ | Vampire, Dread Mummy |
| 5 | Wraith |
| 6+ | Lich |
| GOBLINS | |
|---|---|
| Threat Class | Monster Type |
| 1 | Goblin |
| 2 | Uruk |
| 3 | Bugbear |
| 4 | Ogre |
| 12 | Ettin |
| FEY/WOODLAND | |
|---|---|
| Threat Class | Monster Type |
| 1 | Fairy/Pixie |
| 2 | Satyr/Dryad |
| 3 | Elves |
| 4 | Centaur |
| 5 | Unicorn |
| 6 | Hag |
Gaze Attacks: A Gaze Attack is an inherent property of a Monster’s eyes. They can’t turn it off, but they can only actively target one character with it per round. The target must be facing them, and able to see the creature. A gaze attack is typically only effective to 50m, and there must be enough light for the victim to see the monster’s eyes. A Gaze Attack can be made freely, whether the monster moves or attacks otherwise. Characters may purposefully avert their eyes if they are aware of the Gaze, but cannot make ranged attacks and fight as if in Near Darkness (-2) when making attacks in that direction. Characters averting their eyes gain a +1 to saves against the Gaze Attack. Characters may blindfold themselves to fight as if in Complete Darkness(-3), but are immune to the Gaze.
Grabs: A monster with the Grab ability automatically Grabs a target it hits in melee combat. A grabbed victim may not move away from the creature. A victim may break a Grab by Grappling his enemy. A Grabbed creature may not Parry or Dodge attacks. A creature can normally only Grab one creature at a time, unless specified otherwise.
Strange Technology: Some creatures have access to very advanced sorcerous and technological items, completely bizarre and alien to mortal creatures. Only someone with a Genius intellect could hope to use them effectively. Natural Weapons: Creatures who do not normally use manufactured weapons have their typical combat abilities in their description. They are normally not able to parry weapons.
Weapons: Creatures who can use weapons will have their most typical weapon listed. If such creatures are disarmed their stats typically revert to normal Brawling stats, modified for any abilities mentioned. Generally Claws and Fangs are Brawling + 1 Attack.
Rear-Attack: A creature with rear attack has a mighty lashing tail, or many limbs, or is able to mule-kick. These creatures are considered able to ‘Engage’ enemies behind them as well as in front, and cannot be effectively flanked.
Land: If not specified, the move rate given is for normal land movement.
Amphibious(A): Semi-aquatic creatures have their water move rate listed in parenthesis.
Swimming(S): Listed move rate is water only.
Hover(H): Hovering creatures can fly, but are somewhat clumsy or not able to fly to great heights. Hovering creatures can move over obstacles and opponents freely, and are not subject to engagement from non-flying creatures. They are considered to be on or near the ground at the end of their movement, and are always reachable with standard melee weapons.
Flying(F): Flying creatures are agile flyers and fully maneuverable in the air. Flying creatures may choose to end their movement while still airborne. They can move openly over terrain and enemies, and are not subject to engagement from non-flying creatures. If airborne, they are only reachable by ranged weapons or other flying creatures.
Infravision: Creatures with infravision can see living creatures clearly even in complete darkness or through obscuring conditions, and can faintly see the outlines of terrain and objects. A creature’s eyes glow a deep red when using Infravision.
Nightvision: Creature only receives a -1 penalty for complete darkness.
Darkvision: The creature’s eyes are attuned to the dark. They receive no penalty in darkness, but are sensitive to bright sunlight, and take a -1 in bright direct light.
Blindsight: The creature does not see with eyes, but uses sound, psychic ability, or some other method to detect creatures and environment. Creatures like this do not normally need to be ‘looking’ at something to be aware of it, but also may not be able to read or detect fine things.
| Baalrog | Bear | Black Pudding |
| Bugbear | Cat, Great | Djinni |
| Dogs | Dragon | Dwarf |
| Eagle, Great | Elemental | Elf |
| Ent | Fell Beast | Flying Monkey |
| Gargoyle | Gelatinous Cube | Ghost |
| Ghoul | Giant | Goblin |
| Hag | Hell Hound | Hobbit |
| Hobgoblin | Horse | Imp |
| Lich | Manticore | Minotaur |
| Mushroom Men | Ogre | Orc |
| Skeleton | Zombie |
A frumious creature. They are definitely mammalian in origin, looking like some stretched cross between a tiger and a wolf, with strange purple stripes along their back half. Their bodies are noticeably longer than a canine’s would be. They stand about four feet high at the shoulder, but usually crouch when moving. Their long snouts are crammed full of savage, needle-like teeth, and they are able to extend their necks greatly when attacking. They are given to fits of emotion, and will hiss and foam at the mouth in battle, only to cackle madly or turn and flee a moment later. They are capable of human speech, but nothing they say will make sense. It is said that you never know what a Bandersnatch might do.
Hits: 5 Dueling: A: +1 D: +1 P: 0 R: +2
Combat Pool: 5 Treasure: +1 Morale: ?
Armor Class: 5 DR: 0 Movement: 20 Initiative: +1
Skirmish: +1 Special: Sneak
Giant bats are large aggressive bats that lurk in dark places like caves and dungeons. Their Blindsight ability means they never take penalties for fighting in dim light, even complete darkness.
Hits: 1 Dueling: A:0 D: -1 P: NA R: 0
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 3 DR: 0 Movement: 10 (30) Initiative: +1
Skirmish: -1 Special: Blindsight
A towering hulk of fur, muscle, and claws, a relic of a bygone age. They look and move like a huge mixture of a bear, ape, and sloth. A behemoth is some 10 meters tall at the shoulder. Its massive three-clawed hands and feet are its primary weapons, slashing and ripping enemies until they are nothing more than a pile of meat. Behemoths have a natural resistance to magic, and get +2 to all saving throws against magic. They get a saving throw even if they normally would not. Magic weapons suffer a -2 penalty to hit Behemoths.
Hits: 10 HD Dueling: A:-1 D: -1 P: -1 R: -1
Combat Pool: 10 Treasure: Nil Morale: +5
Armor Class: 6 DR: 0 Movement: 10 (30) Initiative: 0
Skirmish: 0 Special: Magic Resistance
The domestic cat. Cats are undeniably magical in nature, known to be the familiars of witches and servants of goddesses of magic. Cats get a +1 to saving throws against all Spells. Cats can see in the dark, with only a -1 penalty in complete darkness. A Black Cat can cast Evil Eye, as per the spell. Cats always attempt to disbelieve Illusions, with a +1 bonus.
Hits: 1 Dueling: A: -2 D: -2 P: NA R: -1
Combat Pool: 1 Treasure: 0 Morale: NA
Armor Class: 5 DR: 0 Movement: 30 Initiative: +3
Skirmish: -2 Special: Sneak +2, Perception+1, Catlike,
Jumping, Resist Magic + 1, Night Vision
Creatures of the woods, with the upper torso of a humanoid mounted on a horse’s body. They live far from human places, and are somewhat more trusting of Elves and fey folk. They are xenophobic, often attacking trespassers into their lands without question. Their tribes are small and often semi-mobile, moving in a rotating pattern with the changing of the seasons. Outcasts will occasionally live among humans. Centaurs normally charge with lances and shields, or fight as mounted archers with bows or javelins. Most do not wear armor, but it is not unheard of.
Hits: 4 Dueling: A:0 D: 0 P: NA R: 0
Combat Pool: 3 Treasure: 0 Morale: 0
Armor Class: 4-5 DR: 0 Movement: 40 Initiative: 0
Skirmish: 0 Special: Lances, Mounted Archer
Horrible aberrations, spawned by an ancient form of chaos magic. They have a leonine body, a lion’s head, a goat’s head, and a dragon’s head with bat wings. They have a limited wicked intelligence, and are capable of speaking, though seldom do. They are not very keen on working with other evil creatures, but they may cohabitate in a dungeon or serve a powerful sorcerer, so long as they have regular victims to devour. A Chimera can use its Dragon head to spit a breathe weapon similar to a Dragon’s. Its breath weapon is usable every 3 rounds.
Hits: 8 Dueling: A: +2 D: +2 P: 0 R: 0
Combat Pool: 6 Treasure: +1 Morale: +1
Armor Class: 6 DR: 0 Movement: 15(30) Initiative: 0
Skirmish: +2 Special: Breath Weapon
At first glance it seems to be a normal rooster, but a scaly lizard’s tail and bat wings give its true nature away. The cockatrice is a loathsome wandering monster, whose can use its breath to cast Flesh to Stone on any living creature within 5 meters. It is said that the crow of a rooster will kill it instantly, and weasels are immune to their breath attack. They will viciously attack both of these creatures on sight.
Hits: 1 Dueling: A: -1 D: -1 P: 0 R: 0
Combat Pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20(15) Initiative: 0
Skirmish: -1 Special: Petrify Breath
Giant crabs are scavengers and predators of opportunity that comb beaches, caves, and swamps. A giant crab is roughly the height of a man, but its many legs make it much wider. Their chitinous hides are tough to crack, but if you get through they go down easily. A crab attacks with its two claws. Any target hit by a claw is considered to be Grabbed, and must make a successful Saving Throw for strength to break free on its turn. A crab will only grab 1 victim at a time. Giant Crabs are very edible.
Hits: 3 Dueling: A: 0 D: +1 P: NA R: 0
Combat pool: 2 Treasure: Nil Morale: 0
Armor Class: 7 DR: -1 Movement rate: 25 Initiative: 0
Skirmish: +1 Special: Grab
Dryads are forest-sprites, bound to a particular tree. Dryads appear as almost human females, usually slender and beautiful. They normally adorn themselves with flowers and flowing garments. Dryads can Treemeld by simply walking into any tree. A Dryad who goes more than 10 miles from her tree will go unconscious, and will die within one day. Destroying a Dryad’s tree will kill her. Dryads ‘sleep’ by melding with their home tree for the night, restoring all wounds, poisons, and hits. Dryads can cast Control, Charm, and Summoning (Common Animals).
Hits: 3 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 1 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Home Tree, Treemeld,
Elder things are an alien, bizarre race from across the stars. Their heads are star-fish like, their bodies like large green barrels, with tendrils serving as feet and limbs, and five sets of wings. They have a perfect radial symmetry, and their alien anatomy makes them resistant to wounds, as well as immune to poison and disease. They do not breathe, and are at home in water or in space. They are capable of existing indefinitely in suspended animation, and will awaken in 1d6 turns when disturbed. 1 In 3 Elder Things carries a small blue globe, which is used as a wand with 1d6 charges. Its range is 50m, and anything struck by the ray must save vs. Damage or be instantly disintegrated. A successful save still deals 1 Wound. Elder things communicate via a piping, fluting sound. Any creatures hearing this for the first time must save vs Madness when they realize what makes the sound, or be affected as per the spell Hysteria. Elder Things are immune to mind-influencing effects, magical or otherwise, and always succeed Willpower saves. No one understands their motives, but they are amazingly intelligent.
Hits: 5 Dueling: A:+1 D: +1 P: NA R: +1
Combat Pool: 5 Treasure: Nil Morale: NA
Armor Class: 7 DR: -2 Movement: 15 (35) Initiative: 0
Skirmish: 0 Special: See Above
Fairies are half-foot tall, winged fey beings. They are reclusive as a whole, but individuals may choose to interact with others who enter their domain. Fairies are just as likely to watch an unfamiliar person from hiding, play tricks on them, steal their equipment, or attack them. They cast spells as a 3rd level Magician. Spells: Illusion, Blur, Invisibility, Summoning(Common Animals), Sleep. Fairies may serve Good magicians as familiars.
Hits: 1 Dueling: A:-1 D: -1 P: -1 R: -1
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 4 DR: 0 Movement: 10 (30) Initiative: +1
Skirmish: 0 Special: Nimble
A golem is a magically-animated automaton, usually with a resemblance to a specific creature. Golems are typically much larger than creatures they are based on, to make the fine workings easier. A Human-type golem will typically be 10 ft tall. Golems are immensely strong. Constructs, as undead, never check Morale and are immune to Wounds and wounding effects.
Flesh: Roll 2d6 after every combat. If two 6’s are rolled, the Golem becomes self-aware, and will either attack its master or flee. A Golem can be brought back under control by a Control spell.
Hits: 5 Dueling: A: 0 D: +1 P: 0 R:0
Combat Pool: 3 Treasure: 0 Morale: NA
Armor Class: 5 DR: 0 Movement: 20 Initiative: -1
Skirmish: +1 Special: Construct
Clay: Clay golems are immune to all magic.
Hits: 5 Dueling: A: 0 D: +2 P: 0 R:0 Combat Pool: 3 Treasure: 0 Morale: NA Armor Class: 5 DR: -1 Movement: 15 Initiative: -1 Skirmish: +2 Special: Construct, Immune Magic
Stone: Stone golems are immune to all magic.
Hits: 6 Dueling: A: 0 D: +3 P: 0 R:0
Combat Pool: 3 Treasure: 0 Morale: NA
Armor Class: 6 DR: -1 Movement: 10 Initiative: -2
Skirmish: +3 Special: Construct, Immune Magic
Iron: Iron golems are immune to most spells. They can only be affected by magic weapons. Shock spells slow their movement by 50% for three rounds.
Hits: 8 Dueling: A: 0 D: +4 P: 0 R:0
Combat Pool: 4 Treasure: 0 Morale: NA
Armor Class: 7 DR: -1 Movement: 10 Initiative: -2
Skirmish: +4 Special: Construct, Resist Magic
A wild and proud creature, a Griffon has the head, wings, and forelegs of a great Eagle, and the body and rear legs of a lion. They are vicious predators, diving on unsuspecting enemies to kill them in a single blow. They will kill and eat most creatures, but have a particular love of horses. Adventurers may be attacked by a Griffon after it attacks their horses as prey. Griffons most often make their home in mountain passes. Griffon Eggs are highly sought after, a Griffon Chick can be tamed and taught to serve as a mount.
Hits: 5 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 4 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 25 (50) Initiative: +1
Skirmish: +1 Special: Charge(Dive), Perception
Gorgons are cursed creatures, with the lower bodies of great snakes, torso and head of a woman, snakes for hair, and vicious bronze claws. A pair of bat-like wings give them limited flight, but they must land at the end of their movement. Looking into the eyes of a Gorgon requires a target to make a Willpower save to look away or be petrified permanently. The gaze of a Gorgon is effective up to 50 meters away in good lighting. Gorgons will rip enemies with their talons in close combat, or use their snake hair to bite the target. Using its snakes doesn’t inflict Hits, but poisons the target with Cobra Venom on a successful attack. Tricking a Gorgon into seeing its own reflection petrifies it. The blood of a Gorgon spawns a Snake when it touches the ground, striking a Gorgon with an edged weapon creates a snake nearby. A gorgon’s gaze still petrifies, even if the creature is dead.
Hits: 5 Dueling: A: +1 D: +1 P: 0 R: 0
Combat Pool: 5 Treasure: +1 Morale: 0
Armor Class: 6 DR: 0 Movement: 20 (25) Initiative: +1
Skirmish: +1 Special: Gaze, Cobra Venom, Infravision
Lycanthropes are humans or demihumans affected with a shape- changing curse. Lycanthropes can willingly trigger their transformation during the night hours, but the sight of a full moon changes them automatically. Upon changing, they must make a Willpower save with a task number of 7 in order to remain in control. Otherwise they will simply attack the nearest living thing that is not one of their kind, until they are reduced to 1/4 of their Hits, upon which they will flee all combat. Lycanthropes remain in their beast form until the next sunrise, whether they are outside or not. Lycanthropes keep away from civilized society, for being discovered usually means they are cornered and killed. They are not inherently evil, but their bestial and clannish natures mean they have little regard for others.
Any victim reduced to half their max Hits contracts the Lycanthropy disease, and will change at the next full moon. The curse can only be removed during the first three days, either by a Priest, or a tincture of Wolfsbane, which only has a 1/3 chance of success. Lycanthropes strip off all equipment when they change, dropping it next to them. Lycanthropes are immune to mundane weapons and restore 1 Hit per turn in Beast form. Lycanthropes are immune to all disease in both forms.
Werewolf: Savage man-wolves, the most common Lycanthropes. Usually found in family-packs. They attack immediately if in their territory.
Hits: 3 (+1) Dueling: A: +1 D: 0 P: NA R: 0
Combat Pool: 3 (+1) Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 35 Initiative: +1
Skirmish: +1 Special: Tracking, Perception
Werebear: Werebears are less aggressive than other Lycanthropes, but are very solitary. Werebears would rather avoid combat, can call 1d6 Bears who arrive in 1d6 rounds to aid them if they are nearby.
Hits: 6 (+2) Dueling: A: +1 D: +1 P: NA R: 0
Combat Pool: 5 (+1) Treasure: 0 Morale: +2
Armor Class: 4 DR: -1 Movement: 25 Initiative: 0
Skirmish: +2 Special: Lycanthrope
Weretiger: Weretigers are almost always female, and live much in the same way normal tigers do. They are proud predators, and may kill and eat adventurers for the sport of it. All cats have a 2/3 chance to be friendly to Weretigers.
Hits: 6 (+1) Dueling: A: +2 D: +1 P: NA R: 0
Combat Pool: 6 (+1) Treasure: 0 Morale: +3
Armor Class: 4 DR: 0 Movement: 30 Initiative: +1
Skirmish: +1 Special: Tracking, Perception, Sneak
Not true dragons, they are ancient reptilians with a webbed, spined ridge running down their backs. They are very fast in the water, and are capable of living in salt and fresh water, frequently moving between the two. They are apex predators, but not always aggressive, and have a 1/2 chance to be docile until approached or threatened. Their diet consists of carrion and live prey, and their mouths are fetid with disease. Anyone bitten must save vs. Disease or contract Gangrene.
Hits: 8 Dueling: A:+2 D: +2 P: NA R: +1
Combat Pool: 5 Treasure: Nil Morale: 0
Armor Class: 6 DR: -1 Movement: 20(30) Initiative: 0
Skirmish: 0 Special: Disease, Immune Poison/Disease
The Medusae are the descendents of Gorgons, who might be able to pass as humans if it were not for their serpent locks. They appear as somewhat slender human women, but their gaze is just as deadly as a Gorgon’s. Being small of frame, they favor stealth and ranged weapons, attempting to lure enemies into meeting their eyes. If given proper respect and distance, a Medusa may be capable of living on non-hostile terms with humans. Clever Medusa may even find a way to live among human cities.
Hits: 3 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 3 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Gaze, Cobra Venom, Infravision
There are many kinds of men you might need to fight out in the world. Below are a few basic categories that might commonly be encountered.
Berserkers: Bands of landless, titleless young male barbarians, Berserkers make their way in the world by living off the land, mercenary work, and merciless raiding and banditry. They wear no armor, only paints or skins, relying on ferocity to crush their enemies. Beserkers are almost always immediately hostile, but are bound by a strange code of honor. Berserkers almost always fight to the last man.
Hits: 2 Dueling: A: +1 D: +1 P: 0 R: 0
Combat Pool: 2 Treasure: +0 Morale: +2
AC: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: +1 Special: None
Brigands: Petty bandits who operate mostly outside cities. Bandits will normally attempt to extort money or capture you for ransom rather than attack you directly. Brigands are always armed with at least a rapier. Half of brigands will also have a crossbow, and the other half will have one dagger. They are oppurtunistic and cowardly, and have no compulsion in leaving their comrades to die.
Hits: 1 Dueling: A: 0 D: 0 P: +1 R: 0
Combat Pool: 1 Treasure: +1 Morale: -1
AC: 5 DR: 0 Movement: 16 Initiative: 0
Skirmish: 0 Special: Sneak
Cavemen: Primitive humans who dwell in the far places of the world, and may inhabit distant caves and mountains. They are poor fighters, but their tremendous strength compensates for this. Cavemen are terrified of magic, and must check morale if it is used against them. They wield spears or clubs. Cavemen usually carry at least one throwing stone.
Hits: 2 Dueling: A: -1 D: +2 P: NA R: 0
Combat Pool: 2 Treasure: -1 Morale: -1
AC: 4 DR: 0 Movement: 16 Initiative: 0
Skirmish: +1 Special: Phobia (Magic)
Gray, rubbery-skinned horrors, winged, horned, with a spined tail. Their bodies are emaciated and their hands end in long claws. They make no sound, and have no face, only a black void where their face would be. Anyone who looks into their face must save or be unable to look at it directly, incurring penalties for fighting them as if in Darkness. Nightgaunts will grab a potential victim, then will attempt to ‘tickle’ them with their poisoned tail. Anyone hit with the tail must save vs. Poison or be Paralyzed. Nightgaunts will then fly away with the victim, dropping them in the most unsavory places possible, or just to their deaths. They move at half speed when carrying a victim.
Hits: 4 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 4 Treasure: 0 Morale: NA
Armor Class: 6 DR: 0 Movement: 25 (40) Initiative: +1
Skirmish: +1 Special: Silence, Tickle, Gaze, Immune Fear
Giant Octopi are roughly man-sized creatures of above average intelligence. They are ambush predators, and when camouflaged are impossible to see without Perception, and even then an Ability Test is required. When hit, a Giant Octopus will release an Ink Cloud, which Blinds opponents in a 10 meter radius, and will dissipate after 3 rounds. An octopus will always attempt to Grapple an opponent with its many arms, then it will constrict and bite its victim freely for 1 hit per turn.
Hits: 2 Dueling: A: 0 D: 0 P: NA R:0
Combat Pool: 2 Treasure: Nil Morale: +1
Armor Class: 3 DR: -2 Movement: 5(20) Initiative: 0
Skirmish: 0 Special: Camouflage, Grapple + 1, Ink Cloud
Kraken: Massive ship-eating Cephalopods. Krakens can grapple up to 6 opponents simultaneously.
Hits: 8 Dueling: A: 0 D: +3 P: NA R:0
Combat Pool: 8 Treasure: Nil Morale: +1
Armor Class: 5 DR: -1 Movement: 10(60) Initiative: 0
Skirmish: +3 Special: Grapple + 3
Pigs are pretty harmless animals, but tasty.
Hits: 1 Dueling: A:-1 D: -1 P: NA R: -1
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 3 DR: 0 Movement: 25 Initiative: 0
Skirmish: -1 Special: Bacon
Boar: Territorial wild Hogs.
Hits: 2 Dueling: A:0 D: 0 P: NA R: -1
Combat Pool: 1 Treasure: Nil Morale: +1
Armor Class: 4 DR: 0 Movement: 25 Initiative: 0
Skirmish: 0 Special: Charge, Bacon
Hobbit Hog: A special breed used by Hobbits as mounts and draft animals.
Hits: 2 Dueling: A:0 D: 0 P: NA R: -1
Combat Pool: 1 Treasure: Nil Morale: 0
Armor Class: 3 DR: 0 Movement: 30 Initiative: 0
Skirmish: -1 Special: Charge, Bacon
Fey beings that dwell in remote places far from humans and other demihumans, usually near water. They are about six inches tall. Some Pixies may have insectoid features, such as antennae or cricket legs. They are some of the most wild and savage of the fey, and tend to be quite primitive. They do not like intruders into their woods, and may attack them without warning, pelting them with tiny arrows and spears. They may be content to meddle with intruders, getting them horribly lost. Pixies have some deep-seated enmity with Fairies, and the two do not trust each other. Most Pixies carry at least one dose of Pixie Dust, which will shrink a target down to Pixie size for an hour. Pixies also use a Confusion or Sleep poison on their arrows, which function like the spells.
Hits: 1 Dueling: A:-1 D: -1 P: -1 R: -1
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 4 DR: 0 Movement: 10 Initiative: +1
Skirmish: 0 Special: Nimble, Pixie Dust
Monstrous rodents the size of dogs, Giant Rats are omnivores, and will attack and kill anything that might seem edible. They are weak, but normally appear in groups, up to ten individuals. Anyone bitten by a Giant Rat must save vs. Disease or contract Phlegm. Rats will sometimes horde shiny objects, including coins. Goblins are known to keep Giant Rats as pets.
Hits: 1 Dueling: A:0 D: -1 P: NA R: 0
Combat Pool: 1 Treasure: -1 Morale: -1
Armor Class: 4 DR: 0 Movement: 25 Initiative: 0
Skirmish: -1 Special: Disease-Bite
A truly bizarre thing from another world or dimension. It is in reality a colony of microrganisms, and its form is completely malleable. It seeks to assimilate all sentient life. It can take on the appearance of any creature is has ingested previously, given a few minutes. It will use this ability to infiltrate a group, then slowly pick off them off as opportunities present themselves. Its physical disguise is almost perfect, but it has one weakness: It can’t replicate thoughts or memories. If discovered for what it is, it will drop the facade, and attack with otherworldy viciousness until it has a chance to flee. A replicator’s physiology makes it immune to wounds. When it receives a normally wounding blow, a piece of it separates from the whole and becomes sentient, forming a Spawn. A replicator regenerates 1 Hit per turn. Its actions in combat are random, roll 1d6 then see the table:
| Die Roll | Action |
|---|---|
| 1 | Pincer: Attacks nearest opponent with all Combat Pool. |
| 2 | Tendrils: Grapple and throw any two targets within 15m |
| 3 | Spikes: Fires Javelin-like spikes at as many targets as possible |
| 4 | Budding: An extremity detaches and becomes a Spawn. |
| 5 | Ingest: Assumes a blob-like form, grapples nearest target. Target receives 1 Hit per turn until it breaks free. |
| 6 | Digestive Acid: Vomits Universal Solvent up to 10m. |
Main Colony: Will regenerate in 1d6 rounds when killed unless destroyed with fire or acid.
Hits: 5 Dueling: A: +1 D: 0 P: NA R: +3
Combat Pool: 5 Treasure: NA Morale: NA
Armor Class: 5 DR: 0 Movement: 30 Initiative: +1
Skirmish: +1 Special: Spider-Climb, Regenerate, Attacks
Spawn: Dies when reduced to 0 hits.
Hits: 1 Dueling: A: 0 D: 0 P: NA R: 0
Combat Pool: 1 Treasure: NA Morale: NA
Armor Class: 6 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Becomes Replicator in 1 day
Massive beasts akin to the ox and aurochs, with long, fiendishly sharp horns, bronze hooves, and a deep scarlet hide. They are wild-tempered and fierce, and can breathe a gout of flame once every three rounds, reaching up to 10m, dealing 2 hits of fire damage to anyone caught in the blast. They are viciously territorial, attacking anything they deem threatening. They have a special hatred of Unicorns, and will go to great lengths to destroy them.
Hits: 6 Dueling: A: +1 D: +2 P: NA R: 0
Combat Pool: 6 Treasure: Nil Morale: +1
Armor Class: 5 DR: 0 Movement: 30 Initiative: 0
Skirmish: 0 Special: Charge, Fire Breath, Immune Fire
Boisterous and wild fey creatures, also known as Fauns. Satyrs revel in all things pleasurable, be it drink, song, food, or female company. Satyrs are the male counterparts of Dryads. Satyrs always have a set of magical Pipes they use in both revelry and combat. Satyrs can use several spells by playing a tune on the pipes: Control, Sleep, Hysteria, Charm. Satyrs rarely carry any kind of weapon, and will attempt to cause chaos among enemies before fighting them, if they fight at all.
Hits: 3 Dueling: A: 0 D: 0 P: 0 R: 0
Combat Pool: 3 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Pipes
Giant scorpions are somewhat rare naturally, but can be found in open deserts. They are massive, being larger than even large draft horses. They are darkly colored, either black or brown. They viciously attack and eat any creature smaller than themselves. In combat they first attempt to Grab an opponent, and on the next round will attack a held target with their stinging tail. Any hit by their tail requires the target to save vs. Damage or die. A victim held by a scorpion must make a Saving Throw for strength with at least one pass to force himself free.
Hits: 5 Dueling: A:+1 D: +1 P: NA R: +2
Combat Pool: 4 Treasure: Nil Morale: 0
Armor Class: 6 DR: -1 Movement: 30 Initiative: 0
Skirmish: 0 Special: Venom, Grab
Though scholars deny their existence, Shoggoths have lurked in the deepest oceans and darkest places of the world since before the dawn of mankind, waiting. It is said they were created by an even older race as draft animals and servants, but in rebelled against their masters. They are massive black blob-like creatures, but far more intelligent than common slimes and puddings. They are able to form and reform appendages or mouths as needed. Their lack of organs makes them immune to wounds and flanking. A Shoggoth automatically uses the Swallow spell against any target it grapples. Immune to poison and disease. They are immune to acid, shock, and fire. Their tentacles can attack up to 15m away. Shoggoths emit a constant babbling from their many-forming mouths that seems to interfere with spellcasters’ concentration, with a -2 penalty to spellcasting for all who hear them. If a creature survives being swallowed by a Shoggoth, it must save vs. Willpower or gain a madness.
Hits: 23 Dueling: A:+1 D: 0 P: NA R: +2
Combat Pool: 5 Treasure: 0 Morale: 0
Armor Class: 4 DR: NA Movement: 20 Initiative: 0
Skirmish: +1 Special: Blindsense, Swallow, Immunities
There are many kinds of snakes in the world, but adventurers should only be concerned with the terribly poisonous variety. They are often chosen by magicians as familiars. A snake’s bite initially does no damage, but the attack has the same effect as the Cobra Venom poison.
Hits: 1 Dueling: A:-1 D: NA P: NA R: 0
Combat Pool: 1 Treasure: Nil Morale: -1
Armor Class: 4 DR: 0 Movement: 15 Initiative: 0
Skirmish: -1 Special: Venom
Giant Cobra: 5 meter long, aggressive cobras. They can spit venom at a range of 10m, and their bites do 1 Hit of damage in addition to the venom. Anyone hit by the spit venom must save vs. Damage or become Blind for 1 hour.
Hits: 3 Dueling: A:0 D: NA P: NA R: 0
Combat Pool: 2 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Spit, Venom
Python: Massive nonvenomous snakes, 10 - 15 meters long. A successful attack by the snake means the target is constricted, unable to move or act until it can successfully grapple against the snake. Every round the victim stays constricted, it loses 1 Hit. The snake will swallow an incapacitated man-sized target as a whole-round action. After three rounds inside the snake, the target is dead.
Hits: 4 Dueling: A:0 D: NA P: NA R: 0
Combat Pool: 2 Treasure: Nil Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: -1 Special: Grapple + 2, Constrict
Giant Spiders live in lairs similar to their smaller cousins, with webbing strung about to catch unwary intruders. A Giant Spider will lay in wait until something becomes entangled, then rushes down to bite it. Giant Spiders can also hurl strands of webbing up to 50m, and the target must successfully Dodge or is hit automatically, and will be dragged 15m per turn toward the spider. It takes a Saving Throw vs. Strength to break free of webbing once entangled. Anyone hit by a spider’s bite must save vs. Damage or become Paralyzed. A Spider can only Bite one target per round, but can use its attacks against any number.
Hits: 5 Dueling: A:+1 D: +1 P: NA R: +1
Combat Pool: 4 Treasure: Nil Morale: 0
Armor Class: 5 DR: 0 Movement: 30 Initiative: 0
Skirmish: +1 Special: Venom
Creatures thought to be related to centipedes, they are about the length of a horse, but only half the height of a man. They are wormlike, with many pairs of legs running along the length of their chitinous bodies. Crawlers scavenge dungeons looking for dead organic matter, but will gladly attack living prey if they encounter it. They attack with a pair of large stinger-fangs, and targets must save vs. Poison or be invenomated. Their venom makes the victim violently ill for 1d6 days, moving at 1/2 speed and taking a -1 to all rolls for physical actions. A crawler’s senses are attuned to blackness, and they take a -1 penalty in bright light, but none in darkness.
Hits: 3 Dueling: A:0 D: 0 P: NA R: 0
Combat Pool: 3 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement: 20 Initiative: 0
Skirmish: 0 Special: Venom, Darkvision
Reclusive and wild, the noble Unicorn shuns contact with almost all humanoid creatures, keeping to the wild woods. Their basic physiology seems similar to a white horse, but their hooves are that of goat, their tail like a lion’s, males have a goat’s beard, and they have a long spiraling horn on their foreheads. Any forest a Unicorn dwells in will become an Enchanted Forest after a time. They do not trust humans especially, and will attack them if cornered. A human or demihuman maiden has a chance of approaching a Unicorn (Reaction Roll), and perhaps even convincing the creature to serve as a mount or companion if their cause is noble. Unicorns can be fickle, and may think better of the arrangement later on. The Unicorn’s horn can cast Neutralize Toxin on touch, and can use Dazzle once per combat. The horn is considered a Magic Weapon, and acts as a polearm for charges. Unicorns can use a limited Empathy with any intelligent being. Drinking the blood of a Unicorn is said to extend the drinker’s life by twenty years, but is a thoroughly unholy act.
Hits: 5 Dueling: A:+2 D: +2 P: NA R: +1
Combat Pool: 4 Treasure: 0 Morale: +1
Armor Class: 4 DR: 0 Movement: 40 Initiative: 0
Skirmish: +2 Special: Charge, Magic Weapon, Spells, Empathy
Vampires are the true nobles of the Undead, more powerful by far than any of the other walking dead. Vampires are closer than other undead to what they were in life, and will retain their abilities into undeath. Vampires can’t stand the presence of Garlic or Holy Relics, and must check morale if presented with them. If a Vampire is reduced to 0 Hits, it assumes Mist Form and will return to its Lair to recuperate. Vampires fully regenerate after one day’s rest. A Vampire’s Mist Form is immune to all damage except by spells. Anything that would dissipate the Mist forces him to return to Humanoid form. Bat Form is as the Giant Bat listing. Ten seconds of direct sunlight, immersion in natural running water, decapitation or destruction of the heart will kill a Vampire, but they will recover from any other damage. All Vampires can use the following spells, Raise the Dead, Insect Plague, Summoning (Wolves)
Hits: 6-10 Dueling: A: +1 D: +1 P: NA R: 0
Combat Pool: 6-10 Treasure: +3 Morale: 0
Armor Class: 3 DR: -3 Movement: 25 Initiative: 0
Skirmish: +1 Special: Shapeshift, Spells, Weaknesses
The wild, vicious cousins of Dogs. Wolves are not always aggressive, but when hungry enough, or manipulated by outside forces, wolves can attack even well-armed humans.
A Worg is an evil breed of large, black wolf, both malevolent and intelligent. Worgs speak their own language and sometimes (50%) speak Goblin. A pack of Worgs may make a deal with a Goblin tribe to be used as steeds in return for steady food. Though normally shunned by wolves, a lone Worg may use its strength and cunning to take over a pack of normal wolves.
Rime wolves inhabit the loneliest frozen barrens of the world, feeding on the large herds of yak and reindeer. They are huge beasts, the size of small horses, and thought to be from a prehistoric lineage. They are bold and vicious, and may strike out of their territory to attack human settlements. They can focus their breath into a line of Frost up to 5m, causing 1 hit of Cold damage and halving the victim’s move speed for 1d6 rounds.
Wolf
Hits: 1 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 1 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: Perception, Sneak
Worg
Hits: 2 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 2 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special: Perception, Sneak
Rime Wolf
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 3 Treasure: 0 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special: Above + Immune Cold, Frost Breath
Undead beings appearing in our world as shadows in vaguely human shapes. They are powerless in sunlight and will flee from it, but magical or other natural light does not affect them. Being trapped in Sunlight destroys them. Wraiths regenerate when in complete darkness, at a rate of 1 hit per turn. Anyone killed by a Wraith returns as a Wraith in 1d6 rounds. Wraiths attack a target by draining their soul, and only have to touch a target for this to be effective. Their draining grip drains 1 hit per turn, and the target must make a Willpower Save or be unable to break the grip, losing his turn, and lose a level of experience! A character can only lose one level per encounter with each Wraith. Wraiths are immune to mundane weapons. Wraiths can move through solid objects.
Hits: 5 Dueling: A: NA D: NA P: NA R: NA
Combat Pool: NA Treasure: Nil Morale: NA
Armor Class: 7 DR: 0 Movement: 25 (25) Initiative: 0
Skirmish: +1 Special: Level Drain, Regeneration, Immunity
Infravision: Creatures with infravision can see living creatures clearly even in complete darkness or through obscuring conditions, and can faintly see the outlines of terrain and objects. A creature’s eyes glow a deep red when using Infravision.
Nightvision: Creature only receives a -1 penalty for complete darkness.
Darkvision: The creature’s eyes are attuned to the dark. They receive no penalty in darkness, but are sensitive to bright sunlight, and take a -1 in bright direct light.
Blindsight: The creature does not see with eyes, but uses sound, psychic ability, or some other method to detect creatures and environment. Creatures like this do not normally need to be ‘looking’ at something to be aware of it, but also may not be able to read or detect fine things.
Many of the monsters in this manual are inspired by and very similar to entries found in the classic role-playing game bestiaries. Some are inspired by ancient legends, medieval folklore, more recent pulp or fantasy literature, or popular films from the 1970’s and 1980’s.
Some creatures are combined with other creatures that are very similar. Shadows, Spectres, and Wraiths are all extremely similar in old- school role-playing, so a lot of their attributes just got blended together.
It seems to me that the author of the Platemail rules leaned more heavily toward a classic Medieval influence for a lot of his monsters, with the Dragons having a hypnotizing gaze, Goblins being a distinct fey race from Orcs, and they laying on references to classic fantasy authors, and the horrors of Lovecraftian literature.
To me, keeping true to the darker mythological tones of creatures helps to create a more dangerous, exciting world. Given the fast pace and sometimes sheer brutality of Platemail.
This is a compilation of three Platemail PDFs; the official “Monster
Manual Teaser” from Lars, and admacey’s two monster supplements, the
newer “Ghastly Grimoire” before the older “Monstrous Manual Supplement”,
as many of the monsters are updated in the GG but some are not present
that are in the MMS. I used pdftotext to convert the PDF
files into textfiles, made some edits to convert the document to
pandoc’s markdown format, then rendered using pandoc.