Bestiary

13 entries found.

Addlar
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
9
12
5
5
5
10
27
0
0
0
0
2
2
70
Bite
:
A13
D11
damd6+1
Poison Tongue
:
A16
D11
damn/a
Roll Physical vs. 11 or D8+1 Stun. Long
The Addlar is a giant frog, striped black and red, which makes its home in think forests where it is not exposed, and usually near to water, to which it will generally flee if damaged for more than 1/2 Health. The Addlar waits motionless in the trees (Stealth 17), and then lashes out with its tongue to stun its victim before jumping on them and attempting to eat them. Addlar are not good to eat, but a poison can be extracted from their flesh and skins (Difficulty 14). The raw poison is a Treasure 2. Hunting Difficulty 19.
Braga
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
8
10
5
8
6
6
9
0
0
0
0
0
0
31
Bite
:
A5
D8
Init10
damD4
Braga are placid forest creatures of a similar size to a Frian. They have four legs ending in two-toed paws, and long prehensile noses that reach to the ground, which they use to root through the leaf litter of the Jungle in search of food. They have large bushy tails which are held erect as they feed, and Males are largely indistinguishable from females. Forest communities keep Braga as domestic animals, slaughtering them for meat and the bristles from their tails. Braga can also be milked, though their milk is inferior to that of the Crdlu. Most villages have a handful of Braga grazing about them at all times, while more are kept in the Jungle nearby. Hunting 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.
Crdlu
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Adult
11
11
8
3
18
8
10
25
0
0
1
0
2
0
67
1
Crush
:
A11
D11
Init10
damD6+3
Crush
Bull
14
11
9
3
22
13
10
30
0
0
2
0
2
0
78
1
Crush
:
A15
D12
Init11
damD6+4
Crush
The Crdlu is a large lizard creature with short legs and a thick hide, at least twice the size of a Keldian. Its flesh is good to eat, its milk can be drunk, and it's heavy hide can be worked into tough leather. It is the primary herd animal of the Keldians. Vast herds roam the Drylands, grazing the Razor Grass. Unlike Krakaths they can survive in the Deadlands if allowed to seek shade and given access to water. Crdlu are easily trained and are seldom a danger, though they can sometimes run amok if scared or panicked. Bull Crdlu, however, are fiercely defensive of their herds. Most Crdlu encountered are part of someone's herd, but wild Crdlu also exist, especially where some town or village has suffered a calamity. Hunting Difficulty 14.
Maka
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
16
15
3
7
7
7
6
0
0
0
0
4
0
45
Bite
:
A9
D14
Init19
damD2
A Maka is a large lizard with a rusty brown colouration and a distinctive blue tongue. Fully grown a Maka is as long as a Keldian's forearm. Unlike the smaller Meerkan a Maka is considered to be edible, and are sometimes hunted by subsistence hunters with no herds of their own. They are rarely domesticated and reared, even though they are very docile, because they are nimble and can easily escape from most enclosures. They are generally not considered intelligent enough to learn not to do so.
Meerkan
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
11
13
4
5
8
5
4
1
0
0
0
1
1
25
Bite
:
A6
D11
Init14
dam1
Meerkan are small brightly colored lizards from the Poison Forests, often kept as pets. An adult Meerkan is a little more than a full handspan in length, with bright eyes, pebbled skin, a long tail and four legs with small clawed feet. Meerkan feed on small insects and seeds, and love to sit on the shoulder of their owner. Meerkan emit a variety of soft trills and loud whistles, and some can be taught to reproduce snippets of tunes with careful training (Int + Animals / Husbadry vs. 14). There is not much eating on a Meerkan, but desperate hunters will still sometimes collect them for the pot. Hunting Difficulty 13.
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.
Otik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
14
5
4
4
6
5
0
0
0
0
4
0
47
Bite
:
A18
D12
Init18
dam1
Otik are small fur covered creatures that live in amongst the snow and ice forests of the Nightlands. They burrow under the snow in search of Starflower shoots, or Ort Tree. Their pelts are pure white and as fine as the finest Zunian fur. A stack of Otik pelts is a Treasure 3, and much in demand in the Twilight Cities. Otik trappers are amongst the small number of hardy individuals who will brave the darkness of the Nightlands. Hunting Difficulty 18.
Razor Lizard
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
18
4
4
7
7
8
0
2
0
0
5
2
61
Bite
:
A14
D17
Init23
damD4+1
Razor Lizards are small vicious lizard-like creatures. About 1/3 of a stride long, with 6 strides and scaly skin patterned with bright yellows, blues and reds they live in the flowers and tangled bushes of the Twilight forests. Moving at incredible speed a pack of these creatures will descend on a likely looking prey and swarm about them until they flee or fall. They also hunt smaller lizards and insects. Although Razor Lizards are quick to attack and give chase they will retreat if badly hurt. Razor Lizards are sometimes hunted by Twilight villagers. Their meat is tasty, though there is not much of it. It is a dangerous undertaking, however, an unwise hunter will quickly find themselves the hunted. Hunting Difficulty 16.
Uzan
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
15
3
8
8
8
12
0
0
0
0
4
0
53
Bite
:
Init14
dam2
Headbutt
:
A14
D9
Init19
damD4-1
Uzan are a small, tough, herd animal, adapted for upland areas. They are four-footed, with short wiry fur, three-toed feet, and small horns which range from straight to tightly curled. An Uzan stands about waist high on a Keldian adult. Uzan populations can be found in the wild in both the Drylands and the Ice hills, but not anywhere in-between, and Uzan transplanted to the Twilight Jungles do not thrive. Icelands Uzan are almost universally white-furred, with black horns, while those in the Drylands are tawny or reddish-brown with brown or grey horns. Uzan are incredibly agile, able to scale steep rock faces, jump fences and balance on small rocks. They use this agility to escape from danger. They will only attack if cornered, and then only to escape. Uzan are often encountered in small packs of 3-8 individuals. Hunting Difficulty 16.
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.
Zimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
14
10
1
18
5
14
26
0
0
5
0
1
0
84
Bite
:
A13
D14
Init10
damD6+3
Spray
:
D14
Init10
Area 8. Poison. Phys vs. 14 or nausea.
The Zimul is a massive Insect pest that inhabits the dusty soils and sands of the Drylands. Growing to as much as three paces long (an average Zimul is 2 paces in size), a Zimul is a heavily armoured and segmented creature. Roughly oval in shape a Zimul has small eyes at one end, along with whip-like feelers and cutting jaws. It has countless legs, each ending in a sharp point, and can dig with rapidity. Normally a Zimul will stay submerged underground, feeding on the roots of plants. A single Zimul can devastate patches of Maugey or Maize, ripping it's way through a field in a matter of hours.

When threatened a Zimul will unearth itself, and attempt to bite it's tormentors, relying on it's heavy shell to protect it. If wounded it will roll itself into a ball, presenting no weak points. In this form it has +5D and +3 Armour. Should the attacker relent it will slowly unroll and seek to run away. At the same time it will spray a noxious liquid from pores in it's flanks. Anyone close by must resist the poison or become sick (-6A/-6D) for 18-Phys rounds.

Zimul flesh is edible, but they are more commonly hunted for their poison and shell. The poison can be rendered into an ointment (Poisons Difficulty 15) which is good for treating burns (restores D4 Lethal), while the shell can be crafted into an effective shield (Shellworking Difficulty 14) with the same stats as a Wood and Hide Shield.
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.