Bestiary

16 entries found.

Amorokka
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
30
21
14
4
17
13
13
40
0
8
5
0
5
6
159
Bite
:
A30
D21
Init19
damD10+3
Screech
:
A35
D21
Init15
damD8
Ranged 2. Area 4. Ignores armour. Phys vs. 15 or D6 Stun.
The Amorokka is a dangerous flying predator found all across the face of Sun Keld. Resembling a huge black eel, and growing as much as 10 paces long, the Amorokka weaves sinuously through the air with no apparent means of support, although it has many rapidly beating fins along its length which shimmer as they move. The creature's blunt head is broken only by a large and toothy maw, it appears to have no eyes, ears, or nostrils. Nevertheless it is a keen hunter, homing in on prey with some sort of sonic sense (small animals fleeing from these sounds are often the first sign of a hunting Amorokka).

In combat the Amorokka attacks mostly with its bite, ripping chunks from its prey, but it can also employ its sonic sense as a weapon. This releases a pulse of sound strong enough to burst eardrums, topple obstacles, and stun animals. The Amorokka is also capable of swimming through solid sand and earth (though not rock) much as if it were air. When threatened the creature dives into the ground, emerging suddenly to make surprise attacks (or if that is expected, does the same from the air). Surprise attacks from the ground have Stealth 18, from the air 14 (but +2A). Luckily for those that must face it the Amorokka still needs to breathe, and cannot stay underground indefinitely. They are believed to make subterranean lairs with no entrances.

The Amorokka has one other form of defence. Its smooth and glossy hide has a consistency like glue, trapping things that hit it. When an edged or bladed weapon penetrates its hide (does damage in excess of its armour) or fumbles, it may be stuck. Roll Agility + Weapon Skill vs. Agility. If the Amorokka wins, the weapon is stuck fast, and will be pulled from its wielder's hands if they fail a resisted Physical roll. Old Amorokka are covered in the scars, hilts, and broken blades of such weapons, which constitute 5 Treasure 4s if removed after it's death.
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.
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.
Cudu'djell
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
19
18
4
6
7
8
15
0
0
3
0
4
0
93
Claw Strike
:
A18
D19
Init23
dam3D4
The Cudu’djell, or heat flyers, are lean brown monsters that hunt over the deserts of the Dead Lands and the Burning Plains. Their undersides are the colour of the red sky, making them very hard to spot (Stealth 13). They have very wide flat wings with which they soar on the thermals. When they sight prey they swoop in at very high speed, striking at the head and shoulders of their target with their claws. Only once the prey has fallen will they venture to land to feed. Cudu’djell live solitarily, only breeding every few years, and each protects a wide territory and a source of water. If forced to land they are clumsy (Defence 8). Cudu'djell do not collect any sort of treasure by preference, but will carry smaller prey up to their nests, leaving parts of the remains in the structure of the nest. This may allow collection of animal parts worth 1 to 2.
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.
Girtab
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
17
16
3
19
12
9
35
0
0
4
0
4
5
119
Claw
:
A21
D16
Init16
damD10+3
Can attack 2 times / round.
Sting
:
A15
D16
Init20
damD6+1
Sting. Poison. Phys vs. 16 or paralyzed for 30-Phys rounds.
Girtab are cousins of the Sand Spider, but much larger, with jointed legs and a red-brown carapace. A full grown Girtab can get larger than a Bull Crdlu, standing on eight solid jointed legs. A pair of long toothed claws are held low at the front, while a pair of tails extend from the back, behind the triple breathing tubes. Each of these tails is tipped with a poisonous sting, which the Girtab can use to attack a creature held in it's claws. The body of the Girtab is encased in a heavy nobbled shell that can turn aside sword blows better than stout hide.

Girtab spend much of their time buried in the sand, with only the tips of their breathing tubes projecting above the surface. Their sensitive feelers extend into the soil, sensing any moving creatures. When full they remain buried to avoid predators. When hungry they will go after the detected prey, stinging it before devouring it.
Light Snake
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
17
6
12
12
14
35
0
4
2
0
3
4
123
Bite
:
A18
D16
Init20
damD10+2
Poison roll Health or be Paralyzed.
Flash
:
Init22
Ag. vs. 17 to look away.
Light Snakes are specialized creatures that swirl through the sand of the Light Side. They are long (3-5 strides) serpent-like lizards with an almost transparent skin. They vanish into the sands (Stealth 18) until they wish to attack, at which point they release a brilliant burst of light that blinds anyone looking at it (-10A/-10D). (A Dance roll reduces this penalty by half). They concentrate on one prey, paralyzing it and then dragging it away to slowly suck the moisture from. The crystalline eyes of a Light Snake, if they can be got, can be used as light sources, and also cut to highly valuable gemstones. Raw they are a Treasure 5.
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.
Naga of the Air
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
18
16
14
13
13
13
45
3
8
6
0
4
4
156
Flyby
:
A25
D22
Init21
damD8+5
Defend with a -1 wait action
Fire Bolt
:
dam2D6+5
Range 12. Does 1 damage to the Naga in stone form
Bite
:
A25
Init16
damD8+5
Ground only
The Naga of the Air is a long serpent like spirit creature that flies through the air with ease. Its long scaly body gleams like red gold and its sleek horn crowned head is graced with huge jaws. Although it has many small legs placed along its body, it seldom lands. The Naga of the Air is partially immaterial and appears to shimmer like a heat haze as it attacks. They delight in swooping suddenly down on unsuspecting travellers and bitting at them before retreating back into the air.

Like all Naga, the Air Nagas lay claim to a certain place, and make it their own, in this case a high point, such as a mountain peak, rocky spire, or Ancient tower. People approaching the Naga's eyrie will be attacked, generally by surprise (Agility / Stealth 20), in a series of quick flybys. To attack the Naga during a flyby, take a Wait Action (at -1) and use the flyby defence of 22. The Naga can also attack from the air by spitting bolts of burning sunfire. If struck by a sacred weapon it has 2 less armour.

If seriously wounded or slain, the Naga's essence retreats at great speed through the air back to its eyrie and assumes a rocky form, regenerating 3 health every hour until whole again. If a Naga can be sought out at this point (perhaps by following the spirit as it retreats) it is vulnerable, and it is possible to prize from its forehead a Treasure 4 gemstone. The Naga cannot use its bite in this form, but can still cast its fire bolt, though in this case it takes 1 damage each time it does so.

The Nagas of the Air occasionally associate with Naga of Misty Winds, for example when a pool lies at the base of a rocky spire, but do not appear to tolerate others of their kind (unless under the control of a Naga King). The sage Nirshur of Ur speculated that the Nagas of Wind and Air were male and female of the same species, but there remains no proof of her theory.
Salamander
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
18
16
12
12
18
32
5
8
2
3
3
1
140
Spear
:
A28
D21
Init16
damD6+5
Long. Sacred. D6 flame damage.
Aura
:
damD6
Area 1. Fire damage.
The Salamander is a fire spirit which lives in the volcanoes and hot springs of the Dragon Mountains. They are crimson scaled, lizard-like bipeds, shorter than a Keldian and will a long tail to balance their slightly stooped bodies. Salamanders are constantly surrounded by an aura made of flame, as are the molten weapons they wield (or anything else they touch). Salamanders have little contact with mortals for they have no interest in items or culture. However they sometimes aid Red Order Mages or attack Black ones. A Salamander can spend its Spirit on damage or regeneration 1 for 1. They are of course immune to any form of fire or heat, but can be harmed by normal weapons (though wooden ones catch fire and are destroyed after one round).

It has been suggested that hide armour made from Salamander skin might also be fire proof (Difficulty 22). Salamanders keep no treasure as Keldians recognise it (they may value molten metals however), and appear to have no crafting skills other than weapon making. Salamander spears retain their fiery aura while in the Brightlands. Away from the Salamander's home, however, the flame goes out and the weapons collapse into slag.

Salamanders are the Brightlands equivalant of the Strigga.
Salt Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
7
15
16
15
40
0
6
3
7
2
2
140
Bite
:
A17
D13
Init16
damD10+3
Phys vs. 14 or D8 weakening.
Salt Breath
:
A20
D14
Init16
damD8+2
Agility vs. 14 for half damage.
Light
:
Area 15. Fear = to Presence. Agility vs. 17 to close eyes.
A Salt Dragon is a creature of the great salt flats that can be found in the Deadlands and occasionally in the Drylands. Shaped something like a large, many-legged lizard made out of salt, a Salt Dragon is around 10 Legats long (some tales report still larger creatures), with a long tail and a crest of huge salt crystals running the length of it's body. Salt Dragons appear to have no flesh, instead they are made of grains and crystals of salt, and flash and gleam in the sun. The mere presence of a Salt Dragon will turn plants to dust and dry springs. When they venture from their vast deserts into settled lands they are a significant menace.

Salt Dragons move relatively slowly, relying on their bulk and magical powers to avoid danger. They are not aggressive, but will strike at anything that attacks them. A Salt Dragon's bite will inflict serious damage, and drain the blood from the wound (inflicts additional weakening on a hit). If faced by several foes they can breathe out a burning cone of salt, which scours exposed flesh, although it costs them 2 Spirit to do so. A Salt Dragon can also spend 3 Spirit to fill itself with burning light. This attack affects everyone who can see the Dragon, overawing them.

Salt Dragons do not collect treasure, but their very bodies are immensely valuable, consisting of the purest of salt in huge quantities. A dead Salt Dragon can be turned into 5 Value 5 Tirols of Salt.
Sand Beithir
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
20
15
6
18
13
11
34
0
0
4
0
4
7
119
Bite
:
A17
D20
Init20
damD12+2
Claw
:
A14
D20
Init19
damD8+5
Can claw twice on the same round as biting
A huge and four-legged lizard, with obvious scales and a beige, red and black colouration. The Beithir makes its home in deserts and arid lifeless plains. It is not clear what it normally sustains itself on, but it appears to happily devour the bodies of any creature that it kills, though after stripping them of apparently valuable objects first. It has the innate magical powers of Dustflash (3H), Sun's Wrath (4H) and Sun Warding (4H), which it may cast at will by sacrificing Health.

The sand Beithir is both swift and patient. It will wait motionless, often buried in sand or hidden in a gap in the rocks, waiting for the proper time to strike, and when it does so it can run at incredible speeds (Move 15) for short periods. Beithir nests are tunnels with a few chambers in which they store food and their gathered treasure (d4 Treasure 3s). This is also where they lay small clutches of leathery eggs, which hatch into tiny young Beithir after about a month. These young remain in the nest for the first couple of seasons, and then emerge as youngsters (Level 1) which will follow their parent until they mature into young adults.
Sun Eagle
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
19
13
5
5
13
8
15
4
0
2
5
5
3
104
Claw Strike
:
A17
D17
Init18
damD8+3
Fireblast
:
A21
D16
Init15
dam2D8+3
Ranged 5. Fire. Area 1.
Sun Eagles are magnificent aerial predators of the Drylands with a mystical connection to the Sun. About 4 hands high when at rest, a Sun Eagle has a coppery colouring with marked black feathers on the head and white patches around the eyes. When they spread their wings a brilliant red circle is visible on their back and wings, which many liken to the sun itself. Brilliant flyers, the Sun Eagle primarily hunts other flying creatures, such as Daybats and Cudu'djell, although it will happily take land creatures up to the size of a Frian as well.

The Sun Eagle has the power to absorb solar energy through the markings on it's back. When fully charged it shimmers with a faint glow all over, which provides MD5 versus Red Order magic. This aura also seems to provide the Sun Eagle with protection from the Sun's light, and it is never seen to seek shade or water as other Drylands creatures do. The Sun Eagle can release some of this energy as a blast of fire, which it emits from its beak. Doing so costs it 3 Presence. If its presence reaches 0 it loses its Magic Defence and glow. The Sun Eagle can recover lost Presence at a rate of 1 for every 10 minutes it spends absorbing sunlight, and will often be observed perching with wing's spread to present its back to the sun.

Sun Eagle feathers are very valuable, being a treasure 5, and conferring +1 MD versus Red Order Magic to anyone who carries a charm crafted from them. However the Red Order regards Sun Eagles as a sacred creature and often punishes those who hunt or kill them.
Tegu
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
10
10
9
11
13
15
6
6
2
0
3
0
69
Hypnotic Tune
:
Init16
Roll Spi + Faith vs. Pre + Music (9) or be enchanted
The Tegu are a breed of Spirit Goblin sometimes to be found wandering the Light Side. A Tegu stands shorter than a Keldian. A Tegu's skin is dusty red, hairless and leathery. They have long, spindly, and dexterous fingers, and large white pupil-less eyes set into sharp faces. It is very rare to see a Tegu clearly, however, since they always go about dressed in clothing made of woven razor grass. Loose sun-cloaks cover their shoulders, wide woven hats hide their heads, and their faces are concealed behind masks so that only the eyes can be seen. Many Tegu decorate their grass clothing with geometric panels and designs made from cornmeal, ochre, and lapis. Tegu usually travel in small groups of 3 or 4 individuals.

Tegu value music above all other things. They craft flutes from Razor Grass stems, and spend much of their time playing. Tegu love to collect new music, and will sometimes trade valuables like lumps of glass and lapis for new tunes. Similarly they are sometimes said to kidnap musicians and force them to play till they die of exhaustion. Stories are told of lone travellers hearing the echo of their music in the open plains, but finding only scuffed sand, or a woven mat, when they seek the source.

Tegu are not generally hostile, though they can be capricious. If threatened with violence they will play their flutes, the sound of which will enchant anyone who fails to resist. An enchanted person has their actions controlled by the Tegu for as long as the music continues, although they are allowed another roll to resist if ordered to harm someone. A single Tegu may attempt to enchant multiple people at once, but has a -2 penalty for each target after the first. Multiple Tegu can play together to control multiple people. A Tegu can also use their flutes to cast the equivalent of the spells : Air Barrier Dustflash and Chant. Doing so is exhausting. An individual Tegu can only cast one spell a day in this manner.
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).
Winddrift
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tentacles
18
18
15
2
11
2
8
25
0
0
3
0
0
5
109
6
Stinger
:
A18
D18
Init20
damD8+4
Sting. Phys vs. 15 or D8 Stun.
Body
5
30
4
2
15
10
8
40
0
0
2
0
3
1
139
6
Sun Ray
:
A26
Init6
dam2D12
Ag vs. 15 for half damage. Sets target on fire.
The Winddrift is a Drylands predator sometimes also referred to as the Namushzu (Glass Death). Its large body is nearly transparent and lighter than air. A Winddrift never lands, instead they drift across the Lightside with the wind, trailing a cloud of thread-thin stingers just above the ground. These stingers are hard to see (Stealth 18). When these stingers touch a living thing their venom stuns them, leaving them open to further stings. When the target ceases to struggle larger tentacles descend from the bulk of the Winddrift and draw the body up, to be sucked dry and then dropped. A single Winddrift cannot lift something much larger than a Keldian, but multiple creatures sometimes congregate around larger prey, descending to extend their feeding tentacles.

A grounded target facing a Winddrift is in serious trouble. Although they can strike against the stingers and tentacles (Defence as above), they can do little to the barely visible creature above, although dealing 25 points of damage to its feeding limbs may drive it off. The only real defence is to seek shelter in a closed structure. Even this is not sure protection, however. When a Winddrift knows that food is available it can alter its mantle in such a way that it becomes a giant lens, focusing a ray of light and heat onto the surface. Anyone hit by this beam will be set alight, and the Winddrift uses this ray to set fire to Razor Grass and wooden structures, to flush their prey out where they can catch them.

If a Winddrift's prey does find some way of attacking its body then they can drive the creature off for good; it will retreat if it takes more than 10 damage to its body, and will not return to the same area.