Bestiary

33 entries found.

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.
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.
Bandit
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bandit
13
14
12
10
11
11
9
15
2
6
3
0
1
2
73
2
Horn Knife
:
A19
D15
Init17
damD4+4
Short
Stone Mace
:
A15
D14
Init11
damD6+4
Leader
14
14
12
10
11
13
10
19
3
7
4
0
1
2
81
3
Bronze Sword
:
A18
D14
Init17
damD6+3
In the fringes of the Empire, when life goes bad, banditry is an easy answer. Travelling merchants, Crdlu herders, or messengers can be robbed or held for ransom with just a collection of low quality weapons and the use of intimidation and threats. Dealing with a Bandit group is a plausible mission for low level Red Order soldiers.

Most bandits don't have organised bases, they are either drawn from the population of a single poorly controlled village, or are nomads who raid villages (and occasional travellers). A bandit group will sometimes be equipped with Krakath, Crdlu and Frian, and may be found leading carts too, especially when fresh from a village raid. If a bandit group is forced to make camp in the wilderness then they are likely to have no more than tents or a cave to do it in, and may be hard to distinguish from a Tribal group.
Bloodvine
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
5
1
12
0
5
30
0
4
3
0
2
3
82
Lash
:
A15
D14
Init14
damD4+2
Phys or Agi vs. 12 or -2A/-2D
Bloodvine is a foul plant that can thrive where other plants cannot, because it can catch and devour animals and other plants for nutrition. A Bloodvine plant resembles a dense web of crimson vines covered in heavy conical thorns that shade to black at the tips. A thriving patch will put down countless root bundles, each of which can grow without the rest, making it very hard to kill a whole patch (the stats above are for a patch).

When the Bloodvine senses the proximity of a living creature it lashes out with its tendrils, wrapping them around its target and sinking its thorns into them. The blows from these writhing limbs are dangerous enough, but the real threat comes when the plant can immobilise its target, at which point it will drain the blood and sap from them till they are dry. Each time a tendril hits the target must make a Physical or Agility roll or be entangled, suffering -2A/-2D. This penalty is cumulative, as more tendrils latch on. If a target is reduced to 0 Defence in this manner then they are entirely held, and can no longer act. The plant will then start to drain them, doing automatic damage each round.

Killing the plant itself requires the many root bundles to be hacked out of the soil, something pretty much impossible when the plant is still defending itself. Individual tendrils have D14, 1 Armour and 4 Health, and severing a tendril allows it to be wrenched off anything it has entangled. An individual plant has 7-12 tendrils. When a Bloodvine cannot get enough sustenance, and begins to die back, it may transform into a Bloodsnake.
Bombardier
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
8
6
1
16
8
8
18
0
0
4
0
0
0
68
Blast
:
A18
D8
Init6
damD10+3
Base Range : 1 legat
The Bombardier is a large and glossy red beetle — growing as big as a Frian — commonly found in the Twilight forests. It feeds on smaller insects, and rodents, normally ignoring larger creatures or relying on its thick natural carapace. However when threatened it can send out a cloud of noxious chemicals from its rear end that effect all creatures in a cone 1/5 the width of the distance to its target. Targets can roll Ag vs. 13 to escape the blast and take 1/2 damage. The blast ignores armour, magical or otherwise. Bombardier shell can be crafted into bowls and shields by a shellworker.
Cambarid (Yellow)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
12
4
14
10
11
20
0
4
4
0
1
0
71
Claw
:
A17
D9
Init13
damD6+1
May make 2 Claw attacks a round
These crustaceans predators live in the smaller side channels and tributaries of the One River, preying on fish, frogs, eels, and any creature of suitable size that come close enough to the water to grab in their two large claws. The shells of these creatures are a pale colour, yellow-white to white, and are stand out somewhat in the Twilight gloom. A full grown yellow Cambarid can reach 2 strides in length, and can feed a Keldian family for many days (30 meals). Yellow Cambarid shell is too fragile to make armour, but can be turned into dishes, or speartips. Hunting Difficulty 18.
Dorga
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
10
8
3
40
14
14
40
2
0
4
0
2
3
104
Gore
:
A19
D10
Init10
damD8+8
Can toss after 2+ successes.
The Dorga is a huge draught animal, a six-legged monster of a lizard capable of hauling as much as a whole team of Crdlu. Each of their six legs is almost as large as a Keldian, and the thick muscular tail a similar length. They have a short pair of tusks that protrude to either side of their lower jaws, and often a similar pair of horns above. Most Dorga are red and brown, their hide knobbled and scaled, though some specimens run to grey and green.

Once domesticated, Dorga are usually trained for heavy work, their temperament does not make them suitable for combat, though they are occasionally fitted with wooden platforms and loaded up with archers. If roused to anger they may attempt to charge and gore someone with their horns. If this attack scores 2 or more successes then the target is also tossed a Legat for every success.
Dusk Raven
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
2
4
10
8
20
0
0
1
0
4
3
79
Bites and Claws
:
A20
D18
Init20
damD6
Armour counts 1/2.
The creature known to the Keldians as the Dusk Raven is a feathered hunting bird about twice the size of an Akram. They have night black feathers, a wingspan of about a Legat, bright eyes, sharp beaks, and flexible ruffed necks. Most Dusk Ravens spend their time in small colonies in the Twilight Jungles, eating fruits or plucking fish out of the river.

Sometimes, however, they have been known to form huge flocks and attack people without warning, biting and clawing at them, often till they are blind or dead. It is sometimes suggested that they are commanded to behave like this by the Night Ravens. Certainly the rest of the time they are generally harmless. The attack stat above represents an attack by a flock.
Flunky
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
10
10
12
9
12
11
15
6
6
0
0
0
0
51
Charm
:
A12
D12
damD4+2
Fragile
A standard political flunky, a minor (or slightly more major) aide to a more significant threat.

In a trained group they supply the following A+2, D+2, Dam+2, Init+1
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.
Gissir
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
13
4
4
13
10
9
0
2
0
0
4
1
68
Peck
:
A14
D16
Init15
damD4
Gaze
:
Init20
Range 30. Roll Spirit vs. 13 or be blinded for 1 + failures rounds.
The Gissir is a large bird with a long beak and brilliant glossy green feathers. The eyes of the Gissir are large, round and yellow, emitting a faint glow at all times. Gissir are capable of extraordinary feats of perception, with an effective Observation of 18. Gissir can see in dark and light with equal facility, perceive invisible or spirit creatures, and penetrate up to 100 legats of Jungle undergrowth with their gaze. If a Gissir makes eye contact with a living creature it can use its gaze attack, after which it will generally fly away to safety. It is possible to avoid a Gissir's gaze by taking -4A/-4D.

Because of these abilities it is almost impossible to surprise a Gissir (they sleep with one eye open) and hunting them is nearly impossible. Nevertheless they are occasionally taken as chicks and trained as guard animals. They will let out a piercing bell-like cry when they detect danger. Gissir feathers are sought after for Pluma working and a dead Gissir is a Treasure 3.
Guard (order)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Guard
12
12
11
10
13
11
10
17
4
5
4
0
2
3
84
2
Bronze Mace
:
A17
D16
Init10
damD6+5
Shield
Horn Bow
:
A17
D13
Init11
damD6+3
Ranged 12. Accuracy 4.
Naga Axe
:
A18
D13
Init12
damD8+4
Unbalanced
Overseer
14
14
10
11
15
13
11
18
5
6
4
0
2
4
88
4
Sickle Sword
:
A20
D19
Init12
damD6+4
Parry (2). Shield

The Orders have many armed troops working for them, a substantial number of which make up the city Guards, sentries, bodyguards and retinues of Bonded Ones and Magi. Better trained and better armed than the common Guards employed by Merchants, these Order Troops are usually given uniforms in the colours of the Orders they serve, and are more dedicated to their tasks than those who work only for a common wage. Progression in the ranks of the Order soldiery can elevate a Freeman to the status of Clerk, at which point the Guard is expected too (and can afford to) arm themselves. Senior Guard Overseers will thus have the best weapons and armour they can afford.

Guard

  • Observation 2 / Search 5
  • Oratory 1 / Command 2
  • Subterfuge 1 / Deception 2
  • Warfare 1 / Parry 1, Shield 1

Overseer

  • Observation 2 / Search 5
  • Oratory 2 / Command 5
  • Subterfuge 1 / Deception 3
  • Warfare 2 / Parry 4, Shield 3
  • Merchant 1 / Administrate 5 (clerk)
Hunting Sarks
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
15
14
6
9
6
9
15
0
3
0
0
4
4
71
Bite
:
A17
D15
Init19
damD6+2
Hunting Sarks are low slung four-footed creatures that hunt in the tall grasses of the Dead Plains in the Southern half of the Dead lands. Sarks are related to Frians, but are significantly larger and lower to the ground. They travel in small packs picking off strays and lames from Crdlu herds and scavenging on the bodies of the dead. They will not hesitate, however, to attack a similar sized or smaller group of Keldians, though they are less likely to attack those mounted on Krakaths. They are quite cunning in their tactics, harrying their targets in quick strikes and then retreating. If badly wounded Sarks pull away at once however. Sark meat is stringy, and not especially palatable, but is edible in a pinch. They are not commonly hunted (Hunting Difficulty 16).
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.
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.
Lakhan
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
13
3
6
12
10
10
0
0
0
0
4
3
65
Cry
:
Init17
damD8 Stun
Area 10. Fear 15.
The Lakhan is a deep purple predatory bird of the Poison Forests. A Lakhan has a wingspan of around a Legat, a long tail of metallic purple feathers, and a black head. It has a sharp hooked beak and long claws, but is a coward, it will feed only on helpless prey. When hunting, it unleashes a terrifying cry that inflicts Fear 15 on any who hear it clearly. Any who succumb to the fear are paralysed until they can make a Physical Roll resisted by a 12. Within 10 Legats, the Lakhan's cry also inflicts D8 Stun damage. Once a target has been paralysed the Lakhan will swoop at the head of its victim, striking with claws, beak, and cry (but not landing), until it can feed safely.

Lakhan's will not usually attack a Keldian, preferring smaller targets such as Gumptions or Akkram, but might try their cry on a wounded target. Lakhan feathers are a treasure 3, and can be crafted into Pluma.
Lesser Spirit of the Dark
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
9
12
14
10
14
0
0
2
0
4
4
82
Claws
:
A17
D18
Init20
dam3D4+1
A Demon spirit summoned by the Black Order spell Lesser Spirit of the Dark. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.
Lightning Bug
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
12
15
2
8
8
6
10
0
0
1
0
0
0
52
Bite
:
A14
D12
Init13
damD4
Lightning Stroke
:
A18
D12
Init15
damD10+2
Range 6
Lightning Bugs are large bluish insects found in the hot forests. Normally they are peaceful, having few natural predators. This is because, when attacked, they can release a powerful electric bolt, like a stroke of lightning, that can strike targets up to 6 strides away. Lightning bugs avoid dead lightning bugs.
Marama Thorns
level2
Thick hedges of Marama Thorns are planted around many Dryland villages, to keep out packs of Razor Lizards and wandering Crdlu. These plants grow dense thickets up to three or four legats high and at least two legats deep. Climbing over a Marama hedge requires an Agility + Climb roll resisted by a 12 to avoid D4 damage. Pushing through the thickness of the hedge causes D6+1 damage (ignoring everything but full-body armour).
Night Bat
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
10
16
4
8
8
8
14
0
0
1
0
3
1
61
Claws
:
A17
D18
Init19
damD6+1
Night Bats are large black predatory creatures that live in the Cold hills of the Dark Side near where the warm air still reaches. They are relatives of Daybats. A full grown Night Bat is about half the size of a Keldian, with jet black fur. A Night Bat has four short clawed feet and a pair of leathery wings (all of a Night Bat's exposed skin is actually covered in very fine scales). Night Bats have sensitive noses, large dark eyes, and the ability to echo-locate, giving them excellent senses (Observation 18).

When hungry they fly down into the Twilight lands to seek prey, usually in small hunting groups. They swoop down silently (Stealth 18) from above and attack the heads and arms of their targets with their claws (If forced to land they have A:12/D:10). They are hard to scare off, though burning weapons cause them to take a test of Fear 14 whenever one is damaged or flee. Night Bats are sometimes hunted, since they are fair eating, but their roosts are generally underground, or high above the surface, so that can be very hard. Hunting Difficulty 18.
Night Goblin
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Normal
10
10
13
9
12
8
9
14
1
4
1
0
1
4
57
2
Curved Sword
:
A13
D12
Init15
damD6+3
Acolyte
12
12
13
9
12
9
9
20
2
5
2
0
1
4
74
3
Serrated Sword
:
A15
D14
Init15
damD6+3
Poisoned, Phys vs. 14 or D4.
Master
15
15
13
10
13
10
10
25
4
6
3
0
1
4
92
4
Sword and Dagger
:
A18
D18
Init14
damD6+3
Poisoned, Phys vs. 14 or D4.
Champion
18
18
14
10
15
11
11
25
5
7
5
0
2
4
110
5
Sword and Dagger
:
A21
D21
Init17
damD6+4
Poisoned, Phys vs. 15 or D4.
Night Goblins are strange semi-intelligent creatures that live on the Dark side hills and in the edges of the Night forests. They are half the size of Keldians, with dark green skin and black and purple clothing made from hard hide. They carry cruel curved swords made from obsidian that they mine themselves, and short spears. They have no Mages at all, but their champions are highly skilled warriors and wield poisoned weapons. Night Goblin tribes are brutal, ruled by the strongest regardless of age or gender. Mostly they stay far from the City States, but every so often they invade the Twilight lands in massed groups to steel cattle and kill Keldians. They are even more of a menace for those trying to pass into the Dark Side.

Occasionally Keldian communities and Night Goblins go to war with each other, especially Iceland villages, which can sometimes be wiped out in these conflicts. Although these conflicts leave a lot of Keldian equipment in Goblin hands (and vice-versa) neither side likes to use the weapons of the other. This means that Goblin lairs often have Keldian weapons littered nearby, while Goblin weapons are melted down by Keldians.

A standard Night Goblin patrol is a Level 2 monster and has 10 individuals in it (CS 510). Larger patrols have 15-20 Goblins and an Acolyte (Level 3) (CS 1088). Small tribes have 30-40 Goblins, D3 Acolytes and a Master (Level 4). Larger tribes, or war parties, will have 50-100 Goblins, D6 Acolytes, 2 Masters and a Champion (Level 6).
Piranha
level2
Piranhas are small and deadly fish that inhabit the One River in shoals capable of tearing a large animal apart. Anyone falling into water inhabited by Piranhas has one chance to roll Ag / Swim to get out before they are hit. He will then take 4D4 damage automatically each combat turn until dead or rescued (count full armour on the first round, half thereafter). The character can still try to roll Swim resisted by 12 to get out each combat turn, after taking damage. The shoal cannot be affected by normal weapons, but spells, explosions and so forth that function under water will, and the shoal only has an effective Health of 10 before they flee. Any creature surviving a Piranha attack suffers Fear 16.
Quivering Ooze
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
8
5
0
15
5
12
40
0
3
5
0
0
2
82
Consume
:
A8
D8
Init5
damD6
Corrosion
A Quivering Ooze is a strange creature of the Riverlands. A transparent blob of clear jelly that can spread over a large area in the gloom of the river's edge. The Ooze moves very slowly, engulfing its prey by gradual stealth, and then dissolving it with its acidic flesh. Anything that the Ooze engulfs takes D6 Lethal damage per round, including weapons, armour, and stone. Armour protects for a number of rounds equal to its protection, and then has been eaten through.

Attacking the Ooze is very difficult. Any blow against it subjects the attacker (and the weapon) to the same damage. The Ooze will attempt to pursue a target (opposed Agility). If it can catch one it will try and suck them in (resisted Physical) and engulf them. Large Oozes can engulf multiple targets. Ooze flesh retains it's corrosive properties for only a few days after its death. If it can be collected and used in that time (glass and glazed pottery are both resistant) then it can give a +2 crafting bonus for etching metal and similar tasks.

In water the Ooze has +8 A and D.
Sand Fisher
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
10
4
15
13
19
22
0
0
4
0
2
3
90
Slash
:
A20
D17
Init16
damD6+1
May attack twice a round.
Feed
:
A15
D15
Init10
damD6
Ignores armour. Must latch on first.
The Sand Fisher is a relative of the Sand Spider, a large insect about 2 Legats long and almost as broad. It's russet heavily shelled body is held close to the ground on a number of short conical legs, each ending in a small cluster of claws. The rear pair of these legs are modified into trailing appendages for laying eggs. The frontmost pairs are long, slender, specialised lures, their upper parts exactly resembling fronds of withered Razor grass. These fronds are very sensitive, able to detect the slightest contact (or even the disturbance caused by something walking past). The Sand Fisher will bury itself in the ground, or hunker down in a Razor Grass patch, with only these lures visible. When something disturbs them they will leap out to attack (Stealth 19).

To feed the Sand Fisher must latch on with it's jaws, sucking fluid from it's prey for D6 Lethal a turn, but it needs to overpower the target first, and win an Agility vs. Physical contest. Rather than attempting to feed immediately it will instead attack with it's Razor Grass lures, lashing and flicking them at it's prey in a blinding storm. The sharp and jagged lures inflict bleeding wounds that will slow it's prey down ready for feeding.
Sand Spider
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
12
4
12
10
10
13
0
2
2
0
4
3
77
Claws
:
A14
D18
Init18
dam2D4+2
Sand Spiders are large black insectoids, with between 5 and 8 legs apiece, tipped with claws, and a crown of three breathing tubes that can be sealed against the dust. At rest a Sand Spider is low to the ground, a little less than a pace in height, but they can rear up to the height of a Krakath (taller than a Keldian). They have red markings on their squat abdomens. Sand Spiders speed across the deserts of the Bright Size in packs of 4 (Level 1) to 10 (Level 2), keeping to rocks and shadows. They commonly hunt small lizards and insects, but will readily try a group of Keldians, even mounted, although they will just as readily retreat. Sand Spiders can easily survive the loss of one or more limbs, and regrow them on their next moult. Sadly Sand Spider meat is pale and distasteful, but the breathing tubes make useful tools.
Shock Eel
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
13
14
2
4
5
9
14
0
0
0
0
4
1
61
Bite
:
A7
D13
Init18
damD4
Shock
:
A15
D15
Init18
damD10+3
Area 6. Ignores Armour.
The Electric Eel of the one River is a large aquatic predator that stuns its prey with a massive electric shock affecting anything within 6 strides and then devouring it at its leisure. The Eel can release 1-5 shocks and then take 1/2 hour to recharge. Electric Eel teeth are useful for making knife blades, and are a Treasure 2.
Snake : Swarm
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
12
1
9
13
6
15
0
0
0
0
3
4
62
Bite
:
A17
D10
Init20
damD6
Sting. Poison, Phys vs. 14 or D8 Weakening.
Swarms of small poisonous snakes are a common hazard of the Twilight Jungles. This entry covers numerous similar serpents, such as the green and black Orat, the glowing red Mirit, the grey Aratz and the deep blue Irr. A nest of such snakes will bite aggressively and persistently if disturbed, attacking anything that stumbles into their lair. Shaking the wrong tree could easily drop such a swarm on an incautious adventurer's head.
Strangler vines
level2
Strangler vines are carnivorous plants that crawl over their victims at night and attempt to kill them, allowing their carcasses to decay and nourish the plant, which grows as a thick mat of hard roots and green vines just under the surface. Though they cannot move fast enough to be of threat to waking characters they can sneak past sentries as if they had Stealth 16. Once in place the prey must roll a Physical resisted by 12 or take D4 Stun, doubling on each successive round until the vine, which has 5 Health, is cut off, or the victim perishes.

Severed lengths of Strangler vines make useful ropes for a few days after they are cut (or longer if kept in water), since they will curl themselves around anything they touch by instinct. This provides +3 climbing.
Tornrait
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
1
10
12
4
4
14
10
10
0
0
0
6
1
0
45
Wail
:
Init13
Area 10. Fear 14. 1 Insanity.
The Tornrait is a sad creature, a Keldian ghost that has clung to the remains of its dead body. Tornrait's stay close to their remains, appearing as tattered figures made of dust sand and shadow, that ripple in the wind. A Tornrait is immaterial, able to interact with the world only through its voice, which inflicts a fear attack to all that hear it. Anyone who fails a fear check when hearing a Tornrait gains 1 Insanity point.

Unlike a Ghost a Tornrait can be harmed by Attack spells, although it has MD6. However like a Ghost it cannot be destroyed by attacks, if reduced to 0 Health it will vanish, but will reform in a day, and return to haunt again. It can only be laid to rest permanently by finding its remains and either destroying them or purifying them. Tornrait do not appear in the Twilight lands, where Ghosts can range freely.
Wasp Service
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
72
Sting
:
A15
D13
Init19
dam2D4
A swarm of Wasp Spirits summoned by the Wasp Service spell. These spirits appear as a cloud of darting luminous purple spots. Close examination of one shows it to be similar in form to a wasp with a glowing abdomen and eyes. Although the creatures are spirits, treat them as normal swarms for the purposes of attacks. Sacred weapons inflict full damage to the swarm.
White Rot
level2
White Rots are huge fungoid masses of a white fibrous material. They grow slowly, but when they contact living flesh they secrete a paralysing poison (Roll Health resisted by 12) capable of completely freezing the muscles. They rot then grows over the hapless victim and digests it. Thus a White Rot mass is full of treasure, armour and bones that a character protected all over by leather might be able to extract. The real danger of a White Rot is that tendrils grow into the rooves of passages, ready to drop on the heads of those passing below at Attack 24.
Whitesnake
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
13
2
3
14
8
9
0
0
1
0
1
2
57
Bite
:
A14
D10
Init16
damD4
Sting. Poison, Health vs. 12 or D6+1 Lethal
Gaze
:
A16
D12
Init16
Roll Spirit vs. Snake's Presence or be Paralysed
The Whitesnake is a large and heavy serpent with pure white scales, found in a range between the Drylands and the Twilight Jungle. The bite of the Whitesnake is painful but rarely fatal. It's gaze is hypnotic. A Keldian who meets it's eyes (a successful gaze attack) must resist or be paralysed, and have no defence against it's bite.
Zunian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
9
3
18
12
14
30
2
0
2
0
2
1
87
Gore
:
A17
D13
Init13
damD8+3
The Zunian is a creature of the Icelands, one of the few grazers capable of rooting shoots and tubers out of the snow-covered soil. A Zunian is about 2/3 the size of an adult Crdlu, with long shaggy fur and four forward curving horns. Their tough stumpy teeth are constantly grinding on tough roots.

Zunian are sometimes kept as herd animals in the Icelands, mostly for their milk, horn, droppings (which are used as fuel) and as beasts of burden. Zunian are generally docile, but they are stubborn and determined, able to withstand a howling ice-storm with impunity. Herding them is always something of a challenge, since they will go their own way. Although the outer fur of a Zunian is constantly dirty, knotted, and matted, they have a layer of pure white underfur of the finest texture. This fur can be woven into highly prized robes and cloaks, but it can only be gathered from a dead Zunian, so it is very expensive.

Zunians cannot be ridden, but they can be trained to pull carts and carry baggage, albeit at a rate slower than Krakath and Crdlu.