Bestiary

4 entries found.

Fetchsoul
level11
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
30
14
18
8
18
18
50
0
0
5
5
2
3
188
Touch
:
A20
D30
Init16
damD6
Spirit vs. Spirit or die. Ignores Armour. 1 corruption.
Aura
:
damD4
Area 10. Fear 18. Ignores Armour.
The Fetchsoul is a horrid abomination, but thankfully probably a unique one. Stories claim that the Fetchsoul is the shade of the last King of Nammu, murdered in his mother's womb before he was born. Trapped by the curse of Ur, the spirit grew twisted and vengeful, accumulating strength over the centuries by leaching the life force of others. Some Sages suggest that other murdered souls have also become Fetchsouls at other times.

Those unfortunate enough to have seen the Fetchsoul tell of a spirit creature resembling a shrivelled pup or fetus, its eyes still shut as it blindly gropes for its foes. An aura of corruption surrounds it, capable of un-manning the bravest of warriors. Its paws are twisted into claws with which it grasps at the air, and at the life energy of its foes. As it appears and vanishes from the gloom that always accompanies it, the Fetchsoul whispers constantly of its revenge and pain.

Despite its appearance, the Fetchsoul is capable of moving with some rapidity, moving instantly between any area of shadow or darkness up to 20 legats apart. Bright light is uncomfortable to the creature (-4A/-4D) but not enough to repel it, and the aura that surrounds it will extinguish any normal light source in one round of exposure. Magical light sources are extinguished if a D12 roll is greater than the Rank of the spell that created them (roll each round for any source in range). This aura extends 10 legats from the Fetchsoul, and the creature cannot be seen (or targeted) from outside of it. Any Keldian venturing into this shadow suffers a Fear 18 attack as they begin to hear the terrible whispers of the creature, even if they have encountered and survived the fear before. Rolling a critical on this Fear test makes you immune to the aura of this Fetchsoul. The area inside the aura is almost complete darkness, though the Fetchsoul itself can always be perceived as if alone was illuminated.

When the Fetchsoul touches someone it drains their life-force. This may slay a target outright. If it does not the Fetchsoul still takes a portion of the creature's soul into itself. This empowers the abomination (add damage inflicted to Health), and also creates a link that the creature can exploit. An adult gains 1 corruption, and has -4A/-4Spirit when facing that Fetchsoul (don't apply this to the chance of death). A child, however, comes under the Fetchsoul's control, and the Fetchsoul preys first on innocent children, slipping unseen into their chambers as they sleep. When it touches these children it will sometimes slay them by accident, but if it does not it will turn them against their families, whispering constantly into their dreams. Children so influenced have set fire to their homes, or stabbed their siblings – killing whole families without the Fetchsoul ever being seen.

The Fetchsoul is always faced in areas of darkness and shadow, where its movement abilities mean it can never be pinned or surrounded. It will attack primarily with its aura of fear, and its touch, but can also use the following powers at will, once per round, as if it were a Black Order Mage of the 10th level : Shadowy Wall, Children of Shadow, Crossing the Broder, Shadow Sending, Power of Command, Darkseeing, Icestorm.
Ghebbeth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Level 3
14
13
12
12
12
12
11
23
0
0
4
0
2
4
90
3
Claw
:
A17
D13
Init14
damD6+2
Corrupts.
Balefire
:
A17
D13
Init14
dam2D4
Ignores Armour. Range 14.
Level 5
16
15
13
13
14
14
11
25
0
0
4
0
2
4
106
5
Claw
:
A19
D15
Init15
damD6+2
Corrupts.
Balefire
:
A19
D15
Init15
dam2D4
Ignores Armour. Range 18.
Level 7
18
17
13
14
15
15
12
33
0
0
4
0
2
4
129
7
Claw
:
A21
D17
Init15
damD6+3
Corrupts.
Dark One's Light
:
A21
D17
Init15
damD10+2
Range 10.
Level 10
18
17
14
15
15
16
14
46
0
0
13
0
2
4
170
10
Claw
:
A21
D17
Init15
damD6+3
Corrupts. Sting. Phys vs. 16 or 2D12 poison damage.

Ghebbeths are creatures created by White Order magic, either by various spells employed by a White Order Mage to make a temporary servant, or by the Mage themselves becoming overcome by their own corruption. The stats given above are for White Order Mages of various levels that have lost their fight with corruption and become destructive servants of their mysterious masters.

Ghebbeths created from corrupted Magi are loathsome creatures. Their Keldian fur is bleached, patchy and rent by swathes of scaly hide. Their eyes are milky white, their hands elongated into claws, their mouths black and full of ash. They exude a scent of bitter smoke, and their body glows with a dirty white radiance. Although a Ghebbeth is supernaturally tough, and hard to kill, they cannot heal any Lethal damage done to them, and they do not truly live.

Ghebbeth magi retain all of the spells that they had in life, and need not fatigue to cast them. However all corruption normally inflicted by the spells is dealt as Lethal Damage instead. The following lists suggest suitable spells for each rank of Ghebbeth.

Level 3 : Balefire (2), Dustworm (1), Hand of Dust (2)

Level 5 : As level 3 + Dark One's Light (2), Deceiving Light (2), Calling the Dead (4)

Level 7 : As level 5 + Levitation (3), Wind Dragon Summoning (4)

Level 10 : As level 7 + Night's Wings (1), Poison Sending (1), Reversal (2), Desecrating Summoning of the Hunter (3)

Ghebbeth Magi never cast spells to shed corruption, nor do they accumulate power, draw plans, or act with patience. Their only aim is to cause as much destruction and havok as possible before they are overcome by the power they channel. Although theoretically capable of using weapons, they always attack with their claws if not using magic, as their touch causes 1 point of corruption to anyone who cannot make a resisted Spirit vs. Presence roll. If outnumbered they will summon minions, and continue to attack.

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.
Nin-Shub Gargantuan
level15
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
50
20
5
5
40
40
40
600
0
0
40
10
30
0
953
Crush
:
A55
dam3d10+8
Ranged 2. Area 10. Mighty 5.
Disintegrating Gaze
:
A45
D10
Init1
dam5d6x5
Ranged 100. Area 20. Mighty 10. Ignores Armour. Takes 5 rounds to fire, damages all target in line.
Earthquake
:
dam1d6
Area 20. Mighty 1. Roll Agility or Phys vs. 15 to ignore.

The Nin-Shub Gargantuan more closely resembles a natural disaster than a creature to be combated. A massive animated statue of obsidian and olivine, the Gargantuan stands 50 Legats tall. Its club shaped hands and feet are only capable of crushing and rending, while its enormous head bears a single eye rendered from crimson crystal. Clearly the product of some titanic sorcery of the Ancients, the Gargantuan is larger than many fortresses, and capable of destroying stone and metal with equal ease. Fortunately the Gargantuan is known only from legends and stories, a plague that would emerge from the howling gales of the Nightside to plow its way through Keldian works. Sages agree that the Gargantuan has most likely lapsed into quiescence long ages ago, and may even now be weathering away unseen beneath the snow and ice of the Night hills.

Where the Gargantuan walks, destruction follows. The earth shakes at its footsteps, damaging everything around it (In a 60 Legat area around it, structures take 1 damage a round. In a 20 Legat area, the damage increases to 1d6/Mighty 1 each round. A Keldian in the area can roll Phys/Ag vs. 15 to ignore this).

Should the Gargantuan directly intrude into an area it is subject to its crush, as its enormous feet smash buildings to rubble and grind living things to paste. It can do the same damage to buildings (and other large structures) with its fists. These attacks do not target individuals directly (they are too small for the Gargantuan to notice), but hit whole areas at once. If even these ferocious attacks fail to get the Gargantuan to its goal it can engage its Disintegrating Gaze, which works as follows:

On the first round the Gargantuan stops, making no attacks, and begins to gather energy. A low-pitched hum can be felt, rather than heard. On the second and third rounds red lambent energy begins to gather around the Gargantuan. The same energy can be seen to flicker through channels etched into its surface. On the fourth round this energy becomes blinding. Finally, on the fifth round, the Gargantuan unleashes a beam of crimson energy from its single eye. This beam rips apart matter of all sorts, causing solid objects along its path to disintegrate into black particles. Assess the full damage against the first structure on the path (ignoring armour). If that structure is destroyed, apply any remaining damage to the next structure and so forth. Creatures inside a hit structure take the full damage.

The Gargantuan itself is largely immune to damage. Its incredible armour means that only siege weapons and magic of similar power have much of a change of damaging it, and its sheer size means that even crippling damage does little. In combat each part of the Gargantuan (2 Legs, 2 Arms, Head, Torso) must be separately targeted and destroyed. The parts' Health are as follows:

  • Legs : 250
  • Arms : 200
  • Head : 200
  • Torso : 600

A better option would be to treat the Gargantuan as a location and delve the secrets within it ...