Bestiary

14 entries found.

Calling the Dead
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
94
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
A foul creature of White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air.
Calling the Deceiver
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
128
Claws
:
A23
D20
Init20
damD12+3
A foul creature summoned by White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. In addition those it attacks suffer a Fear 14 attack.
Demon of Potence
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
20
15
20
10
15
50
0
0
6
0
3
5
148
Claws
:
A23
D16
Init23
dam3D6+1
A Demon summoned by the Black Order Spell Demon of Potence. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air.
Gatherer of 20
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
17
12
13
10
15
11
40
0
0
4
0
4
1
126
Force Blast
:
D20
Init16
Cone, 10 legats long, 5 wide. Roll Agility vs. 15 or stunned for 15 - Spirit rounds. Roll Phys vs. 15 or knocked down.
Rend
:
A16
D17
Init15
damD8 Spirit
Ignores Armour. Mighty 1
The Gatherer of 20 is a foul and terrifying beast from beyond the world. Some whisper that it comes from the Passing, others that it belongs to the great dark beyond the sun. Physically, the Gatherer (there may only be one) resembles a sort of pale many-segmented crustacean, held aloft by many jointed legs that curl around its body and are constantly in motion. Nine or ten whip-like tentacles surround the Gatherer's mouth, extending as much as two legats in front of it, while smaller cilia form a ring between the tentacles. Above the tentacles are two black oval eyes, while the other end of the Gatherer's body ends with a flaring prawn-like tail. While the Gatherer appears to be larger than a Keldian it can easily change its size to enter small spaces. The sight of the Gatherer is terrifying (Fear 15).

The Gatherer is so known because once it appears somewhere on the world it proceeds to murder and devour twenty Keldians before it vanishes again. The Gatherer appears to derive sustenance from consuming the spirits of living creatures. Its Rend attack does no physical damage, instead reducing Spirit. If a target is reduced to 0 Spirit by this attack then it is devoured by the Gatherer and dies. This heals the Gatherer 10 Health, and allows the creature to steal its victim's body. The Gatherer can curl itself inside the corpse and animate it, using it as a shell to get closer to its next target. While hidden inside a corpse, the Gatherer cannot be damaged until the body is destroyed, at which point it bursts free in one round. A Gatherer controlled body has Health 10.

The Gatherer does not devour any Keldian it comes across, but appears to select targets based on some unknown criteria (which may differ from visit to visit). To get at its chosen target it will use deception while inside a stolen body. If faced with physical threat it can unleash an invisible shock wave of force which can knock down or stun anyone caught in it. It will then make its escape, or swoop down on its chosen target.

Once the Gatherer has devoured its 20th spirit it vanishes.
Ghebbeth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Level 3
14
13
12
12
12
12
11
23
0
0
4
0
2
4
90
3
Claw
:
A17
D13
Init14
damD6+2
Corrupts.
Balefire
:
A17
D13
Init14
dam2D4
Ignores Armour. Range 14.
Level 5
16
15
13
13
14
14
11
25
0
0
4
0
2
4
106
5
Claw
:
A19
D15
Init15
damD6+2
Corrupts.
Balefire
:
A19
D15
Init15
dam2D4
Ignores Armour. Range 18.
Level 7
18
17
13
14
15
15
12
33
0
0
4
0
2
4
129
7
Claw
:
A21
D17
Init15
damD6+3
Corrupts.
Dark One's Light
:
A21
D17
Init15
damD10+2
Range 10.
Level 10
18
17
14
15
15
16
14
46
0
0
13
0
2
4
170
10
Claw
:
A21
D17
Init15
damD6+3
Corrupts. Sting. Phys vs. 16 or 2D12 poison damage.

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

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

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

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

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

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

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

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

Greater Spirit of the Dark
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
98
Claws
:
A19
D19
Init18
dam3D4+1
A Demon spirit summoned by the Black Order spell Greater Spirit of the Dark. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.
Halfhound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
15
5
14
8
9
20
0
0
3
0
4
5
94
Bite
:
A17
D18
Init20
damD8+4
The heat of the bites also inflict 1 Fatigue.
Halfhounds are foul creatures, grey ,black, and white, that appear in packs to serve the Halfmen. They resemble the dogs of other worlds, but sliced in half, with the two halves slightly separated in mid air, a bizarre and horrific sight that inflicts Fear 14. Their eyes are a glowing red, like coal embers, surrounded by black patches that sweep back across their white flanks, sometimes streaked with grey lines. They are very fast, and cunning, attacking in groups of three. One hound will generally pursue the prey, driving it into the other two hounds, which will flank the target, or attack in a staggered formation. They will then nip at the heels of the prey, forcing a Phys / Wrestling roll resisted by 14 to stay on your feet. As with all Half creatures when they die their corpses slip back into their own dimension.
Halfmen
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Halfman
16
23
13
14
14
12
11
30
0
8
4
0
1
4
115
5
Claw
:
A19
D20
Init14
damD6+5
Bleed 1 Lethal a round.
Halfmaster
20
24
14
17
15
14
12
40
6
8
5
0
1
5
144
7
Claw
:
A20
D21
Init15
damD6+7
Bleed 1 Lethal a round.
Halfmen are foul and evil demonic creatures who slip into Sun Keld through flaws and cracks in reality. The Halfmen seem to have a particular love of Sun Keld, for they appear throughout the land, seemingly immune to heat and cold, preying on the Keldians. They creep into this world in search of vulnerable victims to prey upon, sometimes appearing in groups of up to 4 at a time. Those that they catch are mercilessly harried until the Halfman kills them and ritually tears their organs from them, a sight that is so hideous that any seeing it must suffer Fear 16, while the creatures themselves inflict Fear 14.

The Halfmen themselves appear like mockeries of the Keldian form, covered in a scaly skin, but there is only half of them, the cut side being smooth and featureless as if some plane had severed it. Indeed it has been hypothesized by Sages that half of the creatures remains in another dimension, the one where it came from, and it is this that confers upon it a kind of partial insubstantiality that gives it is immunity to non enchanted weapons. Another side effect of its nature that it appears to be able to slip through the barest of gaps just by turning itself sideways, and this it frequently does to surprise its victims, slipping, for instance, through the gap between a door and its frame. It can get through any gap, be it ever so narrow, that it no less than 1/2 of its height. As with all half creatures when it dies a Halfman's corpse vanishes into the other dimension.

In combat the Halfman generally uses its claws, with which it can inflict stunning blows, or bleeding wounds that cause no other damage except 1 damage in each subsequent combat turn until bound. On Sun Keld they also are often accompanied by a pack of foul Halfhounds (see above) with which they hunt down their prey.

Finally, as if all this was not enough, the Halfmen also have magical ability (see Blue Order Magic). Even on Sun Keld their magic works, for they draw on sources of power beyond the world. Thankfully for those that have to face them they seem to be able to use their dimension shifting magic only at certain times and in certain places, so the adventurer need not face a creature who can constantly vanish and reappear. Halfmen cast their magic at level 3, and have 13 Magic Points.

Half Masters are leaders of the other Halfmen, often adorned with huge knotted beards. Half Masters cast their magic at level 6, and have 35 Magic Points.
Hunters
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Hunter
29
20
14
15
15
14
13
35
0
6
6
0
2
5
142
6
Spear
:
A29
D23
Init16
damD6+6
Long.
Master
30
20
14
16
17
15
15
44
10
8
8
0
2
5
171
7
Spear
:
A30
D23
Init16
damD6+6
Long.
Whip
:
A32
D20
Init19
damD6+4
Long. Wounds bleed 1 Lethal / round.
Lightning
:
A20
D20
Init18
damD6+5
Ignores armour.
The Hunters are a race of cruel beings from some other dimension that are occasionally summoned by dark and secret magics. All that is known of the ritual of their summoning is that a fire must burn on a sacred high place for them to be summoned, and that they may not come. If they do appear then they will demand a sacrifice in blood, for they love to fight, and if this is not met then they attack their summoner. The Hunters are a terrifying sight, their appearance causes Fear 16, dark figures in barbaric armour carved with demons and bathed in blood, who wield fell spears. Sometimes the Hunters appear riding black spectral steeds, like those conjured by the Shadow Steed spell.

The Master of the Hunters is reported to have been summoned once or twice. He is larger and even more dangerous than his kin, and is always accompanied by at least four hunters. In one mailed hand he holds a spear, in the other a barbed whip made from lighting which may be used either to inflict bleeding wounds or to act as a bolt from a Lighting Burst spell. In addition the Master carries a horn that can be used to summon another D4 Hunters in D4 turns if he is not slain first.

It is thought that killing the Hunters merely send them back to their home plane, and they are sure to hate whoever sent them there.
Invisible Stalker
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
31
31
15
12
0
0
13
30
0
0
0
4
3
0
149
Consume
:
A31
D18
Init18
damD10+3
Ignores Armour.
The Invisible Stalker is a truly horrific creature, and those attacked by one suffer Fear 18. The Invisible Stalker has no visible form, even spells cannot reveal what they look like, they are just a force that falls upon living beings and sucks the blood from their bodies. The first warning of its attack is the sudden appearance of bloody rings upon the body of its victim. Blood spurts from these wounds, sucking out of the body into the Stalker where it rapidly vanishes. The agonized victim is commonly plucked up into the air, thrashing wildly. Weapons striking at the Stalker do little or nothing. Most physical attacks will miss, and even those which hit do nothing unless the weapon is made of living or once-living material (bone, wood, horn etc.) Fumbles, naturally, will hit the victim instead.

The Red Order Mages insist that the Invisible Stalkers come from the sun, and seek spells to control them.
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.
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.
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.
Wind Dragon Summoning
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
117
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4
A summoned creature created by White Order magic. The Wind Dragon Summoning is an immaterial serpent of animated wind, it's body full of lashing detritus pulled up from the world around it. It's attacks vary depending on which part of the world it has been summoned in. The Wind Dragon is immune to normal weapons.