Bestiary

8 entries found.

Ice Gargoyle
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
13
6
15
10
11
16
0
5
5
0
0
4
85
Claw
:
A18
D15
Init13
damD6+5
Ice gargoyles are spirit creatures inhabiting roughly carved stone bodies — Keldian in appearance but with avian heads. They will wait immobile for a living creature to stray close to them, at which point they will suddenly come to life and attack with surprise (Stealth 18), eagerly eating their prey as they attack them, and casting their belongings into piles nearby.

They can be found on the edges of the Ice Hills, often around ancient ruins. When slain, their bodies collapse into chunks of ice and stone.
Ice Lion
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
18
20
16
9
14
14
11
35
0
4
2
0
3
4
124
5
Bite
:
A18
D20
Init21
damD8+3
Claw
:
A16
D20
Init19
damD8+2
May claw in the same round as biting.
Male
20
18
13
9
15
15
12
45
0
4
2
0
3
5
135
5
Claw
:
A18
D18
Init16
damD8+4
Ice Blast
:
A25
D18
Init15
damD12+2 Fatigue
Area 6. Base Range 2.
Like Fire Lions, Ice Lions live in packs dominated by one female, a leader with the power to summon up a freezing supernatural wind in defence of the pack. Ice Lions live in the gloom of the Dark Side, although they sometimes venture to the shores of the One River. Unlike their Fire cousins, they appear to attack for the fun of it. Ice Lion fur has marvellous properties against cold, though it is difficult to work (Difficulty +4). Ice Lion Fur clothing provides +4 to Survival (Icelands), and provides 2 armour against cold based attacks.

They are intelligent and can speak Sanash with some difficulty, but seem to understand no concepts beyond hunting, mating, and killing. They will always hunt down anyone dressed in Ice Lion fur.
Ice Serpent
level10
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
40
2
6
9
50
15
15
250
6
9
17
0
0
2
411
Crush
:
A40
D2
Init6
damD20+10
Bite
:
A22
D2
Init6
damD8+10
Ice serpents are extremely Rare creatures, that live deep in the ice and snow of the Darklands. An Ice snake is a huge creature, perhaps 25 strides stretched out, made of solid ice as hard as steel, and nearly invisible in ice and snow. They seldom move, for they do not need to eat, but instead lie in wait for the approach of adventurers with treasure. The ice snake will form a coil in a depression or cave, with its treasure clearly visible in the middle, while the snake is hidden against the wall (Stealth 15). If one or more creatures venture into the middle of the area to investigate the treasure then the serpent contracts and crushes them in its coils. The unfortunate victim suffers the Serpent's crush attack.

To save their companion any other party member must drive off the serpent. It is almost immune to physical damage, and to most spells, but fire based attacks ignore all but 2 of it's Armour. Taking 20+ damage in this way causes it to drop any victims, and 40+ will cause it to retreat if it can. If it is cornered however then it will attack, and characters are advised to flee.

Ice Serpents are regarded as sacred creatures by the Black Order Mages.
Ice Wight
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
12
10
12
12
12
20
0
7
1
2
2
3
73
Fist
:
A19
D12
Init14
damD6+3
Inflicts 1 Fatigue.
This creature is of uncertain origin, sometimes they simply appear from the icy shadows of the dark lands. The Ice Wight resembles an angular Keldian figure, apparently made from ice and frozen roots, and surrounded by a chill aura which inflicts 1 Fatigue to anything the Wight touches. Although it is a Spirit creature it can be harmed by any weapon made of metal (or obsidian). Ice Wights are capable of complex tactics, implying intelligence, but they do not speak (or indeed make any noise at all other than the creak of roots). It has been suggested that these Ice Wights are the ghosts of the Ancients. When an Ice Wight is slain it's body collapses into loose dirt, in which 1d6-3 magical roots can be found. These frozen roots can be used by a Healer to heal 5 Health each, and the roots from one Wight are a Treasure 3.
Ikkoku Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
16
16
15
11
14
13
15
8
5
4
0
0
0
78
Claws
:
A13
D16
Init17
damD12+2
Ikkoku Birds live in mountainous areas, especially the ice hills. An Ikkoku is brightly coloured and of large size, with a wingspan of more than 3 strides. While it has the body and claws of a bird it has the head of a Keldian, usually a female. Ikkokku are secretive, solitary, and very long lived — and are valuable sources of information if they can be found and tracked down. Occasionally an Ikkoku will consent to help Keldians, especially Mages of the Red Order. (Ikokku can cast Red Order spells as if they were Level 3, with a base save of 16). Ikkoku birds are generally good, and have been known to spontaneously aid great heroes in legend. More often, however, a hero must seek out an Ikkoku for some knowledge that only it knows.

Ikkoku Birds are not great combatants, and will usually prefer magic or talking to physical fighting. If they land a blow with their sharp claws they can inflict a lot of damage, but they are somewhat ungainly in flight and not a great threat to a trained warrior.

Ikkoku feathers can be used by a Pluma worker (Craft : Pluma) to make a circlet (Difficulty 13) or cloak (Difficulty 17) which gives a Red Order Mage +1 Magic Save, however unless such an item is known to have been made as the result of a gift of feathers then anyone wearing one gets short shrift from most of the Red Order.
Insect Swarm
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Swarm
18
18
16
0
1
12
7
7
0
4
0
0
4
1
60
1
Stings
:
A18
D18
Init20
damD4
Large Swarm
18
18
16
1
1
13
9
15
0
4
0
0
4
3
76
2
Stings
:
A18
D18
Init20
damD6+1
Swarms of stinging insects (such as Desert Bees, Jungle Wasps or Sassu) when enraged can be deadly, since they ignore all armour other than thick hide. Normally, however, they are of little threat, since they tend not to pursue those who flee from them. A swarm can attack up to Current Health / 3 targets at once.
Invisible Stalker
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
31
31
15
12
0
0
13
30
0
0
0
4
3
0
149
Consume
:
A31
D18
Init18
damD10+3
Ignores Armour.
The Invisible Stalker is a truly horrific creature, and those attacked by one suffer Fear 18. The Invisible Stalker has no visible form, even spells cannot reveal what they look like, they are just a force that falls upon living beings and sucks the blood from their bodies. The first warning of its attack is the sudden appearance of bloody rings upon the body of its victim. Blood spurts from these wounds, sucking out of the body into the Stalker where it rapidly vanishes. The agonized victim is commonly plucked up into the air, thrashing wildly. Weapons striking at the Stalker do little or nothing. Most physical attacks will miss, and even those which hit do nothing unless the weapon is made of living or once-living material (bone, wood, horn etc.) Fumbles, naturally, will hit the victim instead.

The Red Order Mages insist that the Invisible Stalkers come from the sun, and seek spells to control them.
Iron Raven
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
11
14
8
10
9
9
25
0
5
5
0
3
3
89
Peck
:
A18
D20
Init18
damD6+2
Iron Ravens are large metallic looking birds that live in the Ice of the Dark Side, commonly attacking Night Goblins and travellers. The birds ambush their targets beneath the dark sky, attacking with long swooping passes till the targets fall (attack stats given are for such aerial assaults, they have A:14/D:11 on the ground). Their iron coloured feathers are very resistant to damage (Armoury difficulty 15 to work). The feathers from one bird are a Treasure 3.

If raised from a chick by a Beastmaster an Iron Raven can be tamed and kept as a pet, but this is very unusual. Tame Iron Ravens can learn a few words by repetition, though it is not clear how well they understand them.