Bestiary

12 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).
Bog Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
16
12
8
12
12
14
18
0
0
3
0
3
4
90
Bite
:
A19
D16
Init15
damD8+2
Poison. Phys vs. 16 or D10 Lethal.
The Imiur, or Bog Hound, is a spirit creature formed from animated marsh debris (mud, reeds, weed and the like). The Bog Hound drips water, its breath coming out as steam, its eyes glowing with a greenish glow. The Imiur is at home in both land and water, blending in with a swamp so well (Stealth 18) that it is almost impossible to detect before it attacks. The Bog Hound will generally attack from concealment in this way.

Although the Imiur is a Spirit creature it appears to feed on small animals, fish, insects and the like. Close examination of an Imiur's body shows that fragments of shell, fish bones, dragonfly wings and similar are strewn through the structure of its body. An Imiur's poison bite also seems to come from devouring venomous creatures, and its potency often varies. An Imiur will attack larger prey, including Keldians, but apparently not to eat them.

When an Imiur is destroyed the spirit animating it breaks free, the greenish glow escaping like a gas and vanishing back into the swamp. Doing so causes the Imiur 4 Spirit Damage, and it cannot regenerate Spirit until it forms a new body (thereafter it regenerates 2 Spirit a day). Only if it is destroyed when below 5 Spirit is it apparently killed for good. When this happens the green glow stays in the corpse, hardening into an irregular gemstone that is a Treasure 5. Occasionally Imiur hunt in packs.
Cambarid (Red)
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
10
2
16
5
10
35
0
5
9
0
0
4
114
Claw
:
A17
D9
Init10
damD12+10
Can attack 2 times / round.
Larger cousins of the more common Yellow Cambarid, Red Cambarids live only in the deep channels, and will happily attack other aquatic predators. Their deep red shells make them hard to see in the dark One River waters, and they can attack suddenly and from surprise. They are about 5 strides long, with huge claws easily capable of cutting a Keldian in half, and their defence combined with the armoured head make them very hard to fight from the front. From the sides and rear however they are much more vulnerable (Armour 4, Defence 7). Giant Lobsters generally feed on muck and on their smaller cousins, but will attack anything that looks like food. The shells of these lobsters can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
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.
Crocodylle
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
15
13
5
18
13
14
40
0
3
6
0
1
4
136
Bite
:
A22
D15
Init14
damD10+5
Grapple
:
D8
Init13
damD12+6
Drag a target into the water for a death roll
Crocodylles are fearsome beasts that live in the One River. They are huge and heavily armoured, with rows of cruel teeth, anyone attacked by one suffers Fear 12. They lurk in water, looking very much like logs (Stealth 14). They will grab anything near the shore or in the water and lock onto it with their jaws dragging it into the water and rolling over and over. Any target hit by a bite from ambush must win a Phys contest, otherwise the Crocdylle has locked on and will start the death roll, inflicting D12+6 automatic damage each combat turn that ignores armour. Crocodylle hide can be made into a heavy leather armour of great potency by a skilled armourer (Leatherworking difficulty 15) worth 5 points of protection.
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.
Giant Eel
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
13
13
1
12
8
8
14
0
2
1
0
3
1
64
Bite
:
A16
D13
Init16
damD8+2
Giant Eels are predatory creatures that inhabit the one River. They lurk amongst the rocks and weeds (Stealth 14) and then strike their prey at speed from Ambush. Adventurers straying in their domain are just as likely to be attacked. If reduced to 1/2 Health they will normally flee.
Mother of Stars
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
27
12
8
40
15
20
110
4
8
7
0
3
2
238
Smash
:
A28
D12
Init10
damD12+8
Can smash up to 6 targets a round.
Sting
:
Phys vs. 15 or D10 Stun
The Mother of Stars is an almost legendary relation of the Crown of Stars (or perhaps it is simply a Crown of Stars grown to enormous proportions), a vast, many-armed, starfish like creature of the One River. The Mother of Stars is over 30 paces from tip to tip, though it can withdraw its arms to fit into narrow channels. Its rubbery body is violet, blue and grey, translucent at the tips, and slightly luminescent. It is capable of causing the small bumps on its surface to emit hypnotic patterns of light, which lure aquatic creatures close enough to eat. Keldian boats are sometimes drawn to these underwater patterns and similarly destroyed. Mothers have no interest in treasure, but their hides are often studded with weapons and other objects that have been absorbed into their flesh.

In combat the Mother of Stars can strike up to 6 targets a round with some of its many arms (others are always involved in swimming and feeding). These blows cannot be parried or blocked, they are capable of smashing ships into matchwood, but they are slow, and usually easy to see coming. Attacks against the arms (use the Smash stats) do not harm the Mother's body, but each arm can only sustain 15 Damage before being severed or withdrawn.

Once a target has been knocked into the water it will be stung many times by the fine tendrils that hang under the main body, and then consumed. A stunned target will automatically be eaten in d4 rounds. Should the Mother be seriously harmed it will withdraw its arms and commence to rotate under the water, creating a whirlpool that automatically damages any ship that remains close. Each captain must make a Travel roll to get their ship to safety, resisted by a 16, or sink.

It is not clear how intelligent the Mother is. Sages record legends of how a Mother has blockaded the harbour of a city, or relentlessly attacked a shipping route, for weeks, before vanishing as quickly as they arrived.
Narasaist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
7
9
0
3
3
4
6
0
0
0
0
2
0
36
Bite
:
A14
D7
Init14
damn/a
Implant
The Narasaist is a horrible parasite found in the waters of the One-River. It resembles a segmented worm about a hands-breadth in length when full grown, with a circular mouth ringed by gripping claws. The adult Narasaist is drawn to living creatures in the water, which it then bites. If the bite is successful in doing at least one point of damage then it injects a numbing poison (so that the victim is unaware of the attack) and then implants a number of it's young into the wound. These young are less than a finger's width in size, and burrow quickly into the flesh of the victim.

Once infected the victim spends a few days unaware of the larvae, and then begins to develop a deep and painful rash, that spreads from the point of the bite across the body. Over the next week the larvae grow, feeding on the victim's flesh (causing d3 Weakening Damage each day), until they have reached full size, at which point they emerge from the victim's skin the next time they are in contact with water, causing d3 Lethal Damage (assuming that the victim has survived).

Treatment for a Narasaist infection is best done by a Stonetalker, who can prepare a bitter tasting brew (Int + Healing / Stonetalking resisted by a 12) that will cause the larval Narasaist to leave the body as soon as possible. Failing that a brave (or foolish) Keldian can attempt to cut them free with a sharp knife, doing full damage for the weapon in the process.
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.
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.
Water Bull
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
13
3
16
12
10
50
0
5
4
0
0
4
115
Bite
:
A19
D13
Init13
damD8+3
Charge
:
A21
D15
Init10
damD10+3
Water Bulls are large dark creatures that inhabit pools and springs in the Drylands. They have the heads of bulls, with glowing red eyes and nostrils that trail steam. They lurk under the water and will attack anything that enters the water. Despite their glowing eyes they are not Spirit Creatures, and Water Bull flesh can be eaten, though it has an unpleasant burnt taste. Nevertheless Water Bulls are commonly supposed only to appear where someone has been drowned, as if to avenge their murder.