Bestiary

29 entries found.

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).
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.
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.
Bull Centaur
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
18
11
10
15
13
12
40
3
7
3
0
2
6
125
Naga Axe
:
A19
D19
Init12
damD8+5
Trample
:
A21
D19
Init13
dam2D6+3
Full move
Bull Centaurs are creatures that resemble a cross between a Keldian and a Crdlu, having the torso and arms of the former and the body of the later. Bull Centaurs are rarely encountered, apparently haunting old ruins and ancient tombs. They often wear bronze armour and carry over-sized weapons that benefit from their huge strength. They sometimes appear to act as guardians, protecting treasure chambers and temples, at others to simply make their dens in these old structures. Some Sages believe that Bull Centaurs are a lesser relation of the Lammasu.
Corpse Ghost
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Animal
14
12
15
10
5
14
12
12
0
0
3
2
3
5
79
4
Bite
:
A14
D12
Init18
damD4+1
Inflicts 2 Fatigue.
Large Animal
17
15
12
10
10
16
12
20
0
0
4
2
2
5
103
5
Bite
:
A16
D15
Init14
damD8+2
Inflicts 2 Fatigue.
Huge Animal
20
16
14
10
15
18
12
30
0
0
5
2
1
5
120
5
Bite / Smash
:
A20
D16
Init15
damD10+3
Inflicts 2 Fatigue.
A Corpse Ghost is a dead Keldian spirit that has the power to drag a corpse or skeleton from the earth and animate it to attack others. Such a Ghost can animate any sort of dead creature of Clay and control it like a puppet. The dead remains jerk to life, surrounded by a pale blue radiance. Fleshless jaws open and close, dead eyes roll, and rotted flesh clings together. The sight of such a creature coming to attack inflicts a Fear 16.

A Corpse Ghost may animate all sorts of dead creatures (Keldians included), but it uses some of its energy to do so. A fully rested Corpse Ghost has six energy, each of which can be used to animate one creature (or two for a huge animal). If the Ghost is inhabiting a body which is destroyed it loses 1 energy immediately, so they will usually flee first, but can simply raise another corpse and continue attacking. The Ghost will regain 1 energy each day, or 2 if it is near the site of its original haunting. Unlike a normal Ghost a Corpse Ghost can venture a little way outside the Twilight lands, provided that it is currently animating a corpse. However, if driven from the remains it is possessing while exposed to the light of the sun, it is immediately destroyed.

A Corpse Ghost attacks without fear, since it cares nothing for any damage inflicted on its animated form. Although it can be hit by normal weapons they have reduced damage from most sources : small weapons only do 1 damage, light cutting weapons do 2, heavy cutting weapons do their +, arrows do no damage, fire magic does half damage. Only crushing weapons do normal damage. The touch of a Corpse Ghost inflicts 2 Fatigue from its radiance, even if armour prevents the damage it might inflict.
Crown of Stars
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
10
8
0
13
12
10
40
0
0
3
0
0
0
103
Tentacle
:
A14
D10
Init8
dam2D6+1
May make 5 attacks / round
A Crown of Stars is a vast aquatic creature similar to a cross between a jellyfish and a starfish. A pinwheel 4 to 6 strides across its translucent heart is surrounded by large limbs, the largest five of which can be used to attack creatures as large as a Crdlu if one ventures near. The Crown of Stars is not highly aggressive, however, rather it drifts through the One River, faintly glowing blue and pink, and preying on the small fish of the river. The spines at the heart of the creature, however, are much valued as arrow or spear tips.
Fire Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
20
18
18
9
14
12
10
28
4
4
2
0
3
3
112
4
Bite
:
A23
D18
Init21
damD8+3
Claw
:
A17
D15
Init20
damD8+1
May claw in the same round as a bite.
Male
21
16
14
9
15
14
10
40
6
4
2
0
2
4
122
4
Claw
:
A24
D16
Init16
damD8+4
Flame Blast
:
A28
D16
Init12
damD10+6
Area 4. Base Range 2. Ag v.s 16 for 1/2.
Fire Lions are majestic creatures of crimson hue. They live in the seemingly deadly heat of the Light Side, in packs of 5 to 15, centered about one primary Male and a number of Females. Lone Males are also sometimes encountered. Fire Lions are undeniably dangerous, especially because they work in perfectly organized hunting packs, the Females having Stealth 14. The lean Male, however, has a magical power which allows him to breathe out gouts of flame to defend the pack. Despite their deadliness Fire Lions have sometimes been known to help Keldians, especially against Halfhounds, although they do not appear to be able to speak.
Gana
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
14
12
8
16
14
12
40
3
3
4
0
2
5
124
Smash
:
A24
D14
Init14
damD6+3
May use twice a round.
Axe
:
A22
D15
Init14
damD8+4
May use one axe swing and one smash in a round.
By the best guesses of Riverland Sages a Gana is some sort of mutated offshoot of the Night Goblins. Three times the size of their brethren (larger than a Keldian) and bulging with muscles, each Gana is unique in some way. One might have an extra arm, another a twisted spine, while a third has a huge claw for an arm and a single eye. Gana are universally ferocious, and will plow into combat with little regard for their own safety, smashing about them with their huge hands. Other Goblins appear to regard them with a mixture of contempt and awe, keeping them chained and controlled, but also showering them with trinkets and food. A small percentage of Gana are smart enough to use weapons and armour of Goblin manufacture (+1 Armour).

Not every tribe has a Gana, and very few have more than one at a time, so they are deployed only as shock troops. It is very rare to see a Gana without an accompanying Goblin pack and leader, but warriors of Derzak sometimes hunt these creatures for the arena, where their savage nature and great strength are a clear crowd pleaser. A captured Gana is a Treasure 6 to the right buyer.
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)
Judge
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Judge
9
10
10
13
9
12
12
14
13
8
3
0
0
3
62
3
Law
:
A24
D12
Init11
damD6+2
Presiding Judge
10
10
10
13
8
14
13
15
13
9
3
0
0
4
69
4
Law
:
A24
D12
Init11
damD6+2

At level 3 a typical Bonded Judge presiding over a lower court (one intended for Clerks). At level 4 a presiding Bonded Judge assisted by two lesser Judges for a court set to try a Bonded One. These Judges have Social Armour and Assurance (and are Bonded Clerks). A Noble Judge would have +1 Status and -1 Wealth.

Skills

  • Law 4 / Nastrim's Code 10, Politics 5
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One, Clerk
  • Assured, Distinction
  • Edge : Judgement
Lion Bird
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
16
7
12
12
12
25
0
0
3
0
3
4
106
Swoop
:
A20
D22
Init20
damD8+2
Claw
:
A23
D16
Init15
damD8+1
On the ground, can attack twice
Lion Birds are huge tawny creatures of the Light Side. They are nearly the height of a Keldian with brown wings and red feathers on their body. Rather than a normal bird’s head they have a furred maw like that of a Fire Lion. These aggressive creatures live in the canyons of hills and the sides of wadis, from which they soar out to look for prey. They will swoop down upon any small group or individual crossing the plains attacking with surprise, and will continue to attack the same prey, even on successive days unless very heavily wounded or slain. The corpses of the dead are taken back to nests in high inaccessible locations, and there is usually Treasure 2 or 3 of discarded items to be found there. Lion Birds sometimes land and maul their prey with their heavy paws, attacking twice a round if they do so.
Mind Taker
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
14
12
12
12
10
8
25
0
0
2
0
4
3
93
Drain
:
A16
D14
Init20
damD6 Int
Ignores Armour.
The Mind Taker is a hideous creature of the shadows. It can be found anywhere from the Poison Forest to the Dead Hills, seemingly immune to heat or thirst. This is not so surprising, given that the Mind Taker feeds on the drained Intellect of its victims. The Mind Talker resembles a purple sphere or octopus with four large paddle limbs. With these it can latch onto a victim, draining D6 Int with a successful touch. The victim will be stunned and confused and must make a fatigue check each time they are hit. Should the Mind Taker be allowed to drain all of a target’s Int then the target will die. However in normal cases the Taker flees after accumulating around 10 points of Int, and a victim will then recover 1 Int per hour until well again.

When slain a Mind Taker quickly deflates, and then begins to sublimate into an unpleasant purple smoke. Catching this smoke within a sealed container is tricky (Agility vs. 16), but results in a Treasure 4 of value to alchemists. Corrupted Stonetalkers are reputed to be able to use this smoke as part of a poison that causes D6 Int damage on exposure.

As if their powers were not already enough the Takers can also teleport in combat up to 5 strides in any direction, allowing them to always attack first in any round. They will usually use a teleport to initiate combat, taking a victim by surprise, usually while resting or sleeping, since they are not skilled attackers.
Mussagana
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
10
5
18
14
14
35
0
0
3
2
3
4
108
Bite
:
A17
D11
Init14
damD8+3
Inflicts a Wound on a critical hit. Two attacks a round
The Mussagana is the undead spirit of a Keldian who starved to death. Their all-consuming hunger causes their spirit to cling to their flesh, ever seeking a way to fill their empty bellies. The Mussagana superficially resembles a gaunt and emaciated Keldian, with limbs reduced to sticks of bone and shrunken flesh. Where their bellies should be, however, the Mussagana has a second mouth, gaping and filled with ragged pointed teeth.

Mussagana are interested in only one thing, eating, and will concentrate on stores of food and grain, devouring everything they can get their double mouths on. They are just intelligent enough to adopt simple ruses if it will get them close to food, such as throwing on a cloak and joining a group entering a storehouse, or entering a building where food is being served, but at the sight of food they throw aside such deceptions and gorge themselves. A clever Keldian facing such a creature knows that it can be lured with food.

If attacked, the Mussagana will bite with both mouths, attempting to devour alive whoever it is attacking. On a critical hit it will bite off part of whoever it is attacking, leaving a nasty wound (tales tell of a Mussagana devouring both the food used to lure it and the hand holding it). Like most embodied undead the Mussagana is resistant to normal weapons, taking half damage from physical attacks and spells. Sacred weapons do full damage.
Naga of Misty Winds
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
15
15
10
14
12
12
35
0
8
6
0
4
4
127
Strike
:
A25
D15
Init17
dam3D4
Armour counts half.
Like all Nagas, the Naga of Misty Winds is a long serpentine creature with a horned head and many short legs. The Naga of Misty Winds has a body made from hot damp air, and seldom touches the ground, though they do not appear to be able to fly far from the surface either. It attacks simply by flying at its target and scalding it with its body. A Naga of Misty Winds takes no damage from piercing attacks, and only half from any other weapon or spell. Wind-based attacks do double damage.

Such Nagas are found in all parts of the world, always close to a source of water, usually one far from habitation. The Naga makes this water source their home, and spends most of its time near to it. Many travellers like to repeat tales of having to bargain with a Wind Naga for access to their water.

Most of these tales are probably untrue, keldians encountering a Wind Naga at its pool are usually attacked without warning. At other times the Nage will range as much as half a day's travel from the pool and attack seemingly at random. A wise traveller knows that a sighting of a Wind Naga means that a source of water must be somewhere close by. A very wise one will most likely avoid it.

If seriously wounded or slain, the Naga assumes a crystalline shape, like a small version of itself, at the bottom of its pool. If this is removed from the water then it will become a gem worth Treasure 5, otherwise in three days it becomes the unwounded Naga once again.
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).
Night Raven
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
10
14
10
10
30
0
4
3
0
4
2
107
Peck
:
A14
D14
Init18
dam1D8+2
Gust
:
A20
D16
Init18
Phys vs. 16 or knocked back.
Night Ravens are larger cousins of the Iron Ravens, with 4 Legat wingspans or more, with feathers as black as the night that surrounds them. Night ravens are usually solitary, but small groups are sometimes seen deep into the Darklands. Little is known about their life cycle, since they live so far from Keldian lands, and it is not clear if they have any sort of society or language. Night Ravens are rarely aggressive, preferring to fly away from combat. If cornered they will flap their wings to push attackers back before taking to the air (Combat stats above are for a Night Raven on the ground). They are regarded as unlucky because they are said to hold the souls of the ancient ones whose ruined cities can be found buried in the sands of the Light Side.
Obsidian Guardian
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
10
7
20
15
10
25
0
0
6
6
2
4
120
Greatsword
:
A20
D18
Init11
damD8+7
Parry 1, Long, Sacred, Mighty 2, Can attack twice a turn
Huge Obsidian centaurs, the Obsidian Guardians are the sentinels of Ancient ruins deep in the Nightlands. Obsidian Guardians are resistant to both physical attack and magic, but their mighty bodies are brittle — they take double damage from a critical hit. They wield enormous two-handed swords (D8+3), which require a minimum Physical of 15 to use. Artificial and tireless constructs, they have enough intelligence to perform their duties, but are otherwise single-minded and unshakeable. They do not suffer from fear and cannot be mind-controlled.
Rakku
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
22
16
8
22
12
19
35
4
5
3
0
4
2
129
Claw
:
A23
D18
Init20
dam2D6+2
Grab and fly off.
Bite
:
A15
D15
Init18
damD12+5
Only on the ground.
The Rakku is a giant bird that makes it's home in the Drylands. It has a tawny colouring, with a pale underbelly and a black tail and head. On it's forehead it has a white blaze in the shape of a crown, which lead some to refer to it as the Desert King. It has huge claws, and is capable of lifting a medium sized Crdlu straight from the ground and carrying it to its mountain roost to devour. If it scores at least one degree of success on its attack then it has grabbed its target and may carry it off. If it takes at least 3 damage to its feet it will drop what it is holding.

Their nests, always high in a rocky outcropping, are filled with bones and the discarded possessions of past victims, generally amounting to a Treasure 5. These nests will often prove to contain another Rakku, and perhaps Rakku young as well, so are not easy places to find treasure.
Roaring Bull
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
15
10
4
25
15
11
50
0
7
4
0
2
4
137
Charge
:
A22
D13
Init12
damD10+5
Full move.
Roar
:
D15
Init10
damD12+4 Stun
Area 8.
Roaring Bulls are evil spirit creatures that sometimes appear on open plains. They are huge, black, and have flaming eyes and mouths, with wide cruel horns. They get their name because they can let out a terrible roar that inflicts D12+4 Stun damage on all creatures nearby (ignoring armour), and causes a Long Term Injury. When slain their bodies vanish away into thin air. Unlike most Spirits they can be injured by any sort of metal weapon.
Rock Wight
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
10
10
24
10
10
35
0
7
8
0
0
1
114
Fist
:
A14
D14
Init8
damD8+7
Rock Wights resemble tall and angular figures made from rock who live deep in mountain caves and crevasses. They do not dislike sunlight but are believed to feed on minerals, they have been seen only a few times when not summoned by a spell. They appear to be intelligent, but have never been known to speak so it must remain in doubt. They have been observed to wear various gemstones about them, perhaps Treasure 4 or 5, but not to carry tools or armour. They are not naturally aggressive, nor are they particularly skilled in combat, but can inflict massive blows with their fists. Sometimes they appear to hunt gemstones, appearing from solid rock walls (Stealth 20) and knocking people aside to get at them.
Sallasa Kirist
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
12
4
18
14
9
58
0
6
4
0
4
3
149
Bite
:
A25
D16
Init16
dam2D8+3
The Sallasa Kirist is a large reptilian monster of the Poison Forests. It likes to make it layer in old ruins, especially where the ground is damp. From this layer it ranges for food and to collect baubles that attract its fancy, which it hides amongst the bones at the bottom of its lair. The Kirist has ineffectual front legs, but its huge back legs enable it to bound at amazing speeds. It makes its attacks with its huge jaws, often killing its target with one huge snap. Should it land a critical attack the target is held in the Kirist's jaws, and will either be worried (automatic damage) or flung aside on the next round.

Despite its great natural protection Sallasa Kirist hide does not make for great armour, being no better than Crdlu hide. However the distinctive patterns increase the value of anything made from it.
Sand Hydra
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
11
3
16
10
10
60
0
6
2
0
2
4
133
Bite
:
A21
D18
Init13
damD8+5
Very Long. Can attack 3 times / round (once per head).
Sand Hydras are giant three headed creatures who live most of their life half buried in the red sands, through which they can move at great speed. They avoid the darker lands, seeming to need the heat. They take their prey by bursting from the ground and attacking with their three heads (Stealth 14). Anyone hit for a critical will be swallowed next turn unless they make a resisted Phys roll, after which they will automatically take 5 damage (ignoring armour) a round. Sand Hydra bones are very strong but surprisingly lightweight. Structures and weapons made from them are similarly light, with weapons gaining a +2 initiative bonus. Working with Sand Hydra bone raises the Difficulty by 2.
Shadow Demon
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
24
19
4
17
15
13
30
0
0
0
0
2
5
114
Claws
:
A22
D24
Init21
damD8+8
A Demon spirit summoned by the Black Order spell Shadow Demon. In full sunlight it appears as no more than a wavering shadow of horrific shape, while in darkness it solidifies into terrible shapes that defy weapons to hit it.
Shadow Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
19
15
9
15
13
12
35
0
5
2
0
3
3
116
Maul
:
A21
D17
Init20
damD8+4
Shadow Lions live in packs like Ice lions and Fire lions, but they have no pack leaders. Male and Female are equal in power and almost indistinguishable, being sleek and black with faintly glowing eyes (Stealth 17). All Shadow Lions have the equivalent of the Shadow Gift.

The Keldians believe that the Shadow Lions are the spirits of the forest, and it does not do to offend them. Though they attack any who cross them they are believed to help those in desperate need, though this may be folklore. Certainly they do not always attack, even when they encounter lone travellers.
Spirit from the Sun
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
15
13
16
14
12
25
0
0
4
0
4
4
105
Whirlwind
:
A16
D12
Init19
dam2D6
May attack twice a round.
A demon summoned by the Red Order spell Spirit from the Sun. The creature is a half visible pillar of dust and fire that falls upon its targets with a maddening shriek, battering them with wind and sand. The Spirit takes D4 extra damage from any Shadow based attack (such as a Black Order spell). The listed Intelligence is only for the purposes of spell resistance, these spirits have never been known to utter a sound other than their shriek.
Swamp Beithir
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
18
14
6
18
13
11
35
0
0
5
0
2
4
120
Bite
:
A24
D18
Init16
damD8+3
Very Long. Phys vs. Phys or be knocked down.
The Swamp Beithir is a large reptilian creature, related to the Sand Beithir, and perhaps also to the Crocodylle. It lives a semi-aquatic life in shallow waters and bogs around the One River. The Swamp Beithir has many strong clawed legs, a sinuous and heavily scaled body, and a long mobile neck. It can breathe air or water with equal ease, and will often strike from beneath the water's surface. It's normal diet includes Cambarids and Fish as well as land animals. Swamp Beithir lay clutches of leathery eggs that hatch into groups of miniature young. The parent Beithir will guard these for a season, until they are large enough to hunt on their own (treat these youngsters as Level 2).

In Combat the Swamp Beithir strikes mostly with it's bite, using it's mobility and long neck to snap at foes from above and then toss them aside. It can also attack with some of it's legs at the same time, though this is not it's preferred attack form. If severely threatened it rears up and spits out a cloud of acidic green gas, a cone some 8 Legats long and 3 Legats across at the far end. This gas burns exposed flesh and is highly flammable. In addition it has the innate magical powers of Night Walking (4H), Shade Dance (4H), and Closing of the Eye (5H), which it may cast at will by sacrificing Health.
Tomb Hulk
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
16
9
2
18
14
10
25
0
7
3
0
2
5
104
Claws
:
A17
D16
Init12
damD8+3
Can attack twice a turn
Sand Blast
:
A24
D16
Init15
dam2D4
Ignore half physical armour. Ranged 2. Ag vs. 15 or -2A
Ancient rock-cut tombs lie scattered across the rock-cliffs of the Deadlands, signs of a past civilisation long gone. Sometimes these places are guarded by Tomb Hulks, who will unrelentingly attack anyone who steals from such a tomb. Tomb Hulks resemble a mockery of the Keldian form, with short blunt snouts, sunken eyes, and large claws. They are of huge size, withered and shrivelled by the desert, and clad in a shell of piecemeal armour plates of corroded bronze. They commonly lie buried in the sands, ready to burst out and attack with their swinging claws. They can also whip the sand into a ranged blast, though they cannot attack with their claws in the same round.

Although Tomb Hulks are spirit creatures they can be hurt by mundane weapons. They take full damage from Sacred and Crushing weapons, but only half from any other form of damage (including magic).
Watersnake
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
21
11
14
2
25
6
12
40
0
3
2
0
2
4
113
Bite
:
A21
D11
Init19
damD8+5
Poison. Phys vs. 12 or D10 Weakening.
Giant cousins of the constrictor snakes of the Twilight Jungles, these monstrous snakes can grow as long as a Keldian barge, with muscular bodies nearly a Legat in diameter. Unlike the constrictors, Watersnakes kill mostly with their bite, their enormous strength and sharp teeth capable of inflicting lethal damage. Their venom, in contrast, is weak, but can leave a victim listless and pale for many days. A Watersnake on the hunt will pick a single target and bite it again and again, then wrap it in a coil and carry it off. They have been known to attack Keldians in boats as well as parties travelling through the forests on land.
Windhorn
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
6
18
15
12
35
4
0
3
0
7
1
123
Gore
:
A17
D13
Init21
dam2D6+3
Song
:
Init15
Spirit vs. 16 or entranced.
The Windhorn is a majestic beast resembling an antelope twice the height of a Keldian. It's coat is brown with sweeping white patches and black markings along the spine, mane and around the eyes. It's head is crowned with two spiralling black horns pierced with holes. These horns give the Windhorn it's name, since wind blowing through the horns plays haunting tunes. The Windhorn can control the sounds produced by their horns, using them to communicate over vast distances with others of their kind. If threatened they can produce an enchanting song instead. All creatures hearing it must make a Spirit roll resisted by a 16 or become entranced. An entranced creature is rooted to the spot, lost in thought, for d4 minutes, long enough for the Windhorn to make it's escape. Only if cornered will they lash out with hooves and horns.

Windhorns are rare. The average Drylander is likely to see no more than one in their lifetime. Despite the difficulty of catching one they are often hunted, since their huge bodies have enough meat to sustain a family for months, and their horns are a Treasure 5. Hunting Difficulty 18.