Bestiary

13 entries found.

Acid Moss
level1
Acid Moss is a hazard often encountered in cave systems with other life in them. The Acid Moss grows over cave floors in low places. Dead animal matter that falls on it is quickly digested by its acids and supplements the plant’s nutrients. A character inadvertently putting a bare hand on it will suffer a point of damage.
Addlar
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
9
12
5
5
5
10
27
0
0
0
0
2
2
70
Bite
:
A13
D11
damd6+1
Poison Tongue
:
A16
D11
damn/a
Roll Physical vs. 11 or D8+1 Stun. Long
The Addlar is a giant frog, striped black and red, which makes its home in think forests where it is not exposed, and usually near to water, to which it will generally flee if damaged for more than 1/2 Health. The Addlar waits motionless in the trees (Stealth 17), and then lashes out with its tongue to stun its victim before jumping on them and attempting to eat them. Addlar are not good to eat, but a poison can be extracted from their flesh and skins (Difficulty 14). The raw poison is a Treasure 2. Hunting Difficulty 19.
Akram
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
4
8
7
2
4
4
5
4
0
0
0
0
1
0
24
Peck
:
A4
D8
Init8
dam1
Stun damage.
Claw
:
A10
D8
Init5
dam1d4
Cock Akrams only.
Akram are small lizard-birds kept primarily for their feathers, eggs and meat. While their skin is covered in fine scales they have bright iridescent feathers on their wings, tail and crest. On prize males the tail and crest feathers grow especially long, and are gathered as they shed for use in Pluma crafting. Akram roost on tree branches for a few hours at a time, then flutter down to peck across the ground for food. They are not good flyers, and rarely stray far from the rest of their flocks, although it is not unknown for a village to wake to the squawk of a brand new male. Although native to the Twilight Forests they can be kept in the cooler parts of the Drylands with care.

Hunting Difficulty 12.
Alleorn
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tree
0
0
0
3
0
12
10
30
3
4
6
0
0
0
58
2
Thorns
:
A10
damD6
Sting. Phys vs. 13 or D10 Lethal
Ants
16
17
12
2
10
10
8
12
0
0
1
0
3
4
84
5
Bite
:
A16
D15
Init15
damD4+2
Sting. Phys vs. 13 or D6 Lethal.
Alleorn trees are a unique danger of the Twilight Jungles. Tall, thick trunked, and dark leaved, Alleorns are covered in foot-long thorns that exude a deadly venom. Though sharp, these thorns are mostly only dangerous to anyone coming very close to the tree (or attacking it), the real danger comes from the nest of symbiotic ants that invariably guards each tree. Growing to enormous size (nearly a Legat in length) these ants ingest the Alleorn poison, and can inject into anything they bite.

When the tree is threatened, warrior ants boil out of holes in the trunk and roots, biting attackers and then latching onto them. Each ant that latches on gives -2A/-2D. When enough ants have bitten one target (when Attack falls to zero) they will drag them back to their nest, letting their decomposing remains feed the tree. At other times, ant foragers will range out into the surrounding jungle, cutting down rival plants and killing small animals for food. As an Alleorn grows, the area infested with ants may expand to as much as a Kleg in diameter.

Alleorn poison can be extracted from the tree (but not the ants) and distilled (Poisons Difficulty 20) into a potent blade venom.
Allutu
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
9
10
2
18
8
10
45
0
0
10
2
2
4
140
Claw
:
A18
D9
Init10
damD12+10 Mighty 2
Can attack 2 times / round
The Allutu is an enormous cousing of the Cambarid (red). The Allutu resembles a vast armoured shield, low, flat, with many spiny legs and a pair of enormous claws. Although the Allutu spends most of its time in the water, it is capable of clambering out onto land, where it proves surprisingly nimble (though its land move is reduced to 2). It can raise its eyes on stalks, allowing it to spy out targets while remaining under water.

An Allutu's armoured body turns away most blows with enormous ease, but its pale underbelly is more vulnerable, having only Armour 5. The armoured shell is not completely proof against weapons. A blow against a hit location of -6 with a piercing weapon can strike at a vulnerable joint or gap, and treat the Armour as 2.

The shells of these creatures can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
Alzimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
15
10
2
16
8
8
20
0
0
2
0
1
0
67
Bite
:
A12
D15
Init10
damD6
Sting
:
A16
D15
Init16
damD8
Sting. Physical vs. 19 or D10 Weakening
Alzimul (literally Digging-Zimul) are large insectoid creatures related to the Zimul. Like a Zimul an Alzimul has many legs, a carapaced body, and a talent for digging. Unlike their pestilential cousins, the Alzimul can be trained, and do not have the same voracious appetite for root crops, instead being happy to devour almost any foodstuff (usually carrion) that comes their way.

Young Alzimul are around the size of a Keldian pup, and are to be found rooting around amongst the razor grass, eating new shoots, or smaller insects. They have 6-10 pairs of legs, the second pair of which are enlarged and used for digging. The first pair are much smaller, and carried folded near the head. These short claws are capable of delivering a nasty sting. (For juveniles the sting is D4, Phys vs. 19 or D4 weakening).

A minority of Alzimul grow to full sized adults. All female, they lay clusters of gem-like eggs which hatch into broods of newborn Alzimul's. There are (as far as Keldian Sages know) no males. Adult Alzimul are large enough to plow significant furrows in the soil, and can be domesticated for this use. Commonly a single village will only have 3-4 adult Alzimul on hand, lending them out to individual farmers as needed to tend their lands. When not at work the Alzimul are kept penned and fed on food scraps and waste material.
Amorokka
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
30
21
14
4
17
13
13
40
0
8
5
0
5
6
159
Bite
:
A30
D21
Init19
damD10+3
Screech
:
A35
D21
Init15
damD8
Ranged 2. Area 4. Ignores armour. Phys vs. 15 or D6 Stun.
The Amorokka is a dangerous flying predator found all across the face of Sun Keld. Resembling a huge black eel, and growing as much as 10 paces long, the Amorokka weaves sinuously through the air with no apparent means of support, although it has many rapidly beating fins along its length which shimmer as they move. The creature's blunt head is broken only by a large and toothy maw, it appears to have no eyes, ears, or nostrils. Nevertheless it is a keen hunter, homing in on prey with some sort of sonic sense (small animals fleeing from these sounds are often the first sign of a hunting Amorokka).

In combat the Amorokka attacks mostly with its bite, ripping chunks from its prey, but it can also employ its sonic sense as a weapon. This releases a pulse of sound strong enough to burst eardrums, topple obstacles, and stun animals. The Amorokka is also capable of swimming through solid sand and earth (though not rock) much as if it were air. When threatened the creature dives into the ground, emerging suddenly to make surprise attacks (or if that is expected, does the same from the air). Surprise attacks from the ground have Stealth 18, from the air 14 (but +2A). Luckily for those that must face it the Amorokka still needs to breathe, and cannot stay underground indefinitely. They are believed to make subterranean lairs with no entrances.

The Amorokka has one other form of defence. Its smooth and glossy hide has a consistency like glue, trapping things that hit it. When an edged or bladed weapon penetrates its hide (does damage in excess of its armour) or fumbles, it may be stuck. Roll Agility + Weapon Skill vs. Agility. If the Amorokka wins, the weapon is stuck fast, and will be pulled from its wielder's hands if they fail a resisted Physical roll. Old Amorokka are covered in the scars, hilts, and broken blades of such weapons, which constitute 5 Treasure 4s if removed after it's death.
Annukai
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Counsellor
21
20
15
15
15
15
15
22
12
8
3
0
4
2
126
6
Bite
:
A18
D18
Init19
damD6+3
Rod
:
A21
D20
Init20
damD12+3
Yellow Ray
:
A22
D20
Init21
damD8 Stun
Ranged 6. Ignores Armour. Spirit vs. 18 or agony (-8A/-8D).
Judge
21
20
15
15
15
15
15
22
18
8
3
0
4
2
107
7
Annukai are creatures of Spirit, resembling Keldians with eagle wings and heads. They dress in ornate kilts and pectoral disks, and often carry copper rods, with which they can make attacks if they so choose. Annukai are generally peaceful, however, and will not attack a Keldian unless they are provoked, or feel that the laws they enforce have been contravened. Unfortunately no one is clear what laws the Annukai enforce. Sometimes they appear to follow the Law Code of Nastrim, other times they prosecute crimes that make sense only to them.

Generally Annukai are seen, but not encountered. They sometimes observe the activities of Keldians, but fly away, apparently vanishing into cloud or sunlight. (They can use this same ability to leave combat, making them almost impossible to kill). Sometimes, however, one or more Annukai will descend from the sky to charge someone with a crime. They will arrange a trial, with an Annukai judge, and accept witnesses, lawyers, pleading, and all the other tricks of law, provided that all the intricacies of their law are followed. An Annukai counsel will have Law 6, a Judge Law 8, and 3 Social Armour. All Annukai have the Assured Quality.

To conduct an Annukai trial; first determine the Law code used (Nastrim, Ningaur, Talite, Tribal, Other). Any Keldian may stand as a counsel, but will have a -3 penalty to their Law skill if the code is unfamiliar (they may make an Intelligence + Law roll vs. a 14 to understand what odd laws the court is using, and get rid of the penalty, otherwise they risk falling afoul of these laws themselves). Once pleading begins a counsel for the defence (the Annukai are always the prosecution) must defeat the Prosecutor in a Social Combat using Law and Oratory to win a reprieve for the accused. Points of law can be referred to the Judge. Defeating the Judge in a Int + Law contest will allow the objection to stand. The side that loses this contest is docked 2 Status. Once the pleading is complete the Judge will pronounce sentence, which tend to be as arbitrary as the crimes they prosecute. One day they may accuse someone of murder and punish them to run a foot race, another time they may accuse someone of being too happy near a grave and punish them with death.

An Annukai Judge, in addition to the abilities shared by all Annuaki, can use the following Spells at will, as if they were an 8th Level Mage : Suppressing the Flow, Matrix Strike, Flow Disruption, End Enchantment
Anzud
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
10
12
25
15
12
45
8
8
8
6
1
3
156
Maul
:
A23
D15
Init6
damD10+9
Unbalanced. Long. Sacred. Mighty 3.
Anzud are enigmatic giant smiths that can be found, rarely, almost anywhere on Sun Keld. An Anzud stands twice as tall as a Keldian, and is heavily muscled and enormously built. Their flesh is rock hard and varies in colour from ochre to grey-black. All Anzud have huge shaggy manes of hair which spread across their shoulders and upper chests. Most also have beards, which they wear stiffly braided so that they jut out beneath their faces. It is not clear if there are male and female Anzud, or if all of the creatures are the same. Anzud children are equally unknown.

Anzud are legendary smiths, with a supernatural skill with metal and stoneworking. All Anzud have Mining 5, with 3 in each skill, as well as Warfare / Armoury 6. They are believed to guard and mine their own sources of metal, though active mines have never been found, and will sometimes come to Keldian mine workings in search of ore. They will occasionally trade for metal or stone, but are as likely to use their great strength and weapons to take what they wish instead. Most Anzud carry giant sized Mauls or Axes, as well as wearing metal armour (un-armoured they have Armour 4).

In tales told by Sages, Anzud usually only appear when some hero must seek one out to have a great weapon forged or repaired, or where some rare gem or cache of star iron is guarded by an Anzud smith. A few tales tell of Anzud who have sought out great smiths, usually to teach them their secret skills. Generally the smith in the tale must first impress the Anzud with some great deed of craftmanship, or a test of their stonecunning.

Magical constructs of great complexity such as the Copper Hunter are sometimes said to be the work of the Anzud.
Ash Dragon
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
10
3
14
10
11
32
0
0
5
0
1
3
109
Bite
:
A17
D15
Init11
damD6+2
Ash Breath
:
A24
D15
Init12
damD8
Cone. Range 10. Ag vs. 15 for half. Armour counts half. Starts fires.
Ash Dragons are large lizards with a distinctive pale colouration and a texture like hardened ash. A typical adult has 3 or 4 pairs of legs, and is 10 Legats long from nose to tail (about half of this length is tail) Ash Dragons spend most of their time sleeping beneath the soil, and are largely harmless if encountered in this state. They awake only when a wildfire has burnt the area, and then emerge to a fenzy of hunting and mating. An Ash Dargon's colouring makes it very hard to spot amidst burnt vegetation, and it likes to attack from just below the surface (Stealth 16). Once they have bitten a target they will latch on, chewing for automatic damage each turn unless the target can break free.

Ash Dragons have a mysterious power over flames. They can breathe hot ash out as an attack, and can swallow fire attacks directed at them (this heals them). They can raise (or lower) the difficulty of Red Order magic nearby by 4. Black Order magic is not affected, and water based attacks do +2 damage. They can also control non-magical fires as per Lesser Command, although they much prefer to ignite things than put them out.
Ashmoth
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
14
0
1
8
2
5
3
0
0
0
3
0
37
Touch
:
A12
Init10
1 corruption
Ashmoths are little white moths, small enough to fit on an open paw, that leave a faint residue of white ash wherever they alight. Ashmoths gather where a Keldian has died in the open, and superstition says they come to feed on wisps of the departing spirit. Most Keldians regard them with fear, and won't approach a body till they have gone. Ashmoths have no interest in the living, and will scatter when disturbed. Any Keldian who touches an Ashmoth recieves a pale mark on their fur, and 1 corruption point. This only happens the first time that contact is made. It is said that eating an Ashmoth can give you the ability to speak with spirits and the dead. If a Keldian does eat one they must roll Spirit vs. 14. If they succeed they gain the Spirit Tongue Quality. If they fail they gain 1 corruption and lose 2 Spirit.
Ashwight
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
24
15
15
0
14
11
18
0
0
0
6
0
4
106
Touch
:
A17
D24
damD10+5 Fatigue
Ignores Armour
Ashwights are spirits drawn to places where people have died by fire. The Ashwight resembles a formless cloud of black smoke, which can wrap around a victim and drain their warmth and life force away. They are hard to damage, having MD6 and immunity to non-sacred weapons. Sufficiently dispersing the smoke (with wind for example) will drive them off.
Aughan
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
14
10
9
13
13
13
22
0
0
2
0
2
1
73
Buffet
:
A12
D14
Init21
damD4 Stun
Range 7. Area 4.
Tendrils
:
A16
D16
Init15
damD4
Poison. Phys vs. 14 or Paralysed.
The Aughan is a bizarre beast of the Deadlands. The Aughan spends most of it's time on the ground, where it resembles nothing more than a russet coloured cone, about a pace in diameter at the base, and a little taller than a Keldian. In this form the Aughan extends tendrils into the ground, extracting water and nutrients from the surrounding area rather like a plant. An Aughan is a creature more like an insect, however. When the nutrients run out (or when the Aughan is disturbed) it sprouts many jointed legs around it's base, and unfurls multiple pairs of crystalline wings from the upper part of the cone. Multi-faceted eyes set about a hand's span below the point allow it to see in any direction (Observation 14).

With it's wings and legs revealed the Aughan becomes mobile, and can move with surprising speed (+5 Ag and +5 Mv). If threatened it can direct the wind from it's wings at an area to buffet foes. Alternatively it can unfurl a clump of ribbon-like tendrils. Each of these tendrils is covered in dozens of tiny needle-like spines laden with toxins. Anyone hit by them will suffer a burning poison that may paralyse their muscles for up to 4 hours (Paralysis lasts 15-Phys hours, minimum 10 minutes, maximum 4 hours). Fortunately this toxin is not fatal.

Aughan are Rare even amongst the mineral pools and hot springs of the Dragon Mountains, and are rarely seen elsewhere, but sometimes an Aughan will fly Darkwards into the Deadlands in search of nutrients.