Bestiary

16 entries found.

Alzimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
15
10
2
16
8
8
20
0
0
2
0
1
0
67
Bite
:
A12
D15
Init10
damD6
Sting
:
A16
D15
Init16
damD8
Sting. Physical vs. 19 or D10 Weakening
Alzimul (literally Digging-Zimul) are large insectoid creatures related to the Zimul. Like a Zimul an Alzimul has many legs, a carapaced body, and a talent for digging. Unlike their pestilential cousins, the Alzimul can be trained, and do not have the same voracious appetite for root crops, instead being happy to devour almost any foodstuff (usually carrion) that comes their way.

Young Alzimul are around the size of a Keldian pup, and are to be found rooting around amongst the razor grass, eating new shoots, or smaller insects. They have 6-10 pairs of legs, the second pair of which are enlarged and used for digging. The first pair are much smaller, and carried folded near the head. These short claws are capable of delivering a nasty sting. (For juveniles the sting is D4, Phys vs. 19 or D4 weakening).

A minority of Alzimul grow to full sized adults. All female, they lay clusters of gem-like eggs which hatch into broods of newborn Alzimul's. There are (as far as Keldian Sages know) no males. Adult Alzimul are large enough to plow significant furrows in the soil, and can be domesticated for this use. Commonly a single village will only have 3-4 adult Alzimul on hand, lending them out to individual farmers as needed to tend their lands. When not at work the Alzimul are kept penned and fed on food scraps and waste material.
Ashmoth
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
14
0
1
8
2
5
3
0
0
0
3
0
37
Touch
:
A12
Init10
1 corruption
Ashmoths are little white moths, small enough to fit on an open paw, that leave a faint residue of white ash wherever they alight. Ashmoths gather where a Keldian has died in the open, and superstition says they come to feed on wisps of the departing spirit. Most Keldians regard them with fear, and won't approach a body till they have gone. Ashmoths have no interest in the living, and will scatter when disturbed. Any Keldian who touches an Ashmoth recieves a pale mark on their fur, and 1 corruption point. This only happens the first time that contact is made. It is said that eating an Ashmoth can give you the ability to speak with spirits and the dead. If a Keldian does eat one they must roll Spirit vs. 14. If they succeed they gain the Spirit Tongue Quality. If they fail they gain 1 corruption and lose 2 Spirit.
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.
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.
Insect Swarm
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Swarm
18
18
16
0
1
12
7
7
0
4
0
0
4
1
60
1
Stings
:
A18
D18
Init20
damD4
Large Swarm
18
18
16
1
1
13
9
15
0
4
0
0
4
3
76
2
Stings
:
A18
D18
Init20
damD6+1
Swarms of stinging insects (such as Desert Bees, Jungle Wasps or Sassu) when enraged can be deadly, since they ignore all armour other than thick hide. Normally, however, they are of little threat, since they tend not to pursue those who flee from them. A swarm can attack up to Current Health / 3 targets at once.
Lightning Bug
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
12
15
2
8
8
6
10
0
0
1
0
0
0
52
Bite
:
A14
D12
Init13
damD4
Lightning Stroke
:
A18
D12
Init15
damD10+2
Range 6
Lightning Bugs are large bluish insects found in the hot forests. Normally they are peaceful, having few natural predators. This is because, when attacked, they can release a powerful electric bolt, like a stroke of lightning, that can strike targets up to 6 strides away. Lightning bugs avoid dead lightning bugs.
Quarist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
14
1
6
7
7
10
0
2
2
0
0
3
56
Leap
:
A16
D12
Init16
dam2D4
Blood Drain
:
damD4
Automatic.
Quarists are large insectoid creatures that live in the Twilight forests. They are glossy black with electric blue patches underneath. Their seven legs bare curving spines which can inflict a lot of damage as they leap from concealment in the dark plants. Once locked on they inflict an automatic D4 damage each turn as they suck the Keldian’s blood until shaken off by rolling Phys resisted by the Quarist's Phys.
Sand Fisher
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
10
4
15
13
19
22
0
0
4
0
2
3
90
Slash
:
A20
D17
Init16
damD6+1
May attack twice a round.
Feed
:
A15
D15
Init10
damD6
Ignores armour. Must latch on first.
The Sand Fisher is a relative of the Sand Spider, a large insect about 2 Legats long and almost as broad. It's russet heavily shelled body is held close to the ground on a number of short conical legs, each ending in a small cluster of claws. The rear pair of these legs are modified into trailing appendages for laying eggs. The frontmost pairs are long, slender, specialised lures, their upper parts exactly resembling fronds of withered Razor grass. These fronds are very sensitive, able to detect the slightest contact (or even the disturbance caused by something walking past). The Sand Fisher will bury itself in the ground, or hunker down in a Razor Grass patch, with only these lures visible. When something disturbs them they will leap out to attack (Stealth 19).

To feed the Sand Fisher must latch on with it's jaws, sucking fluid from it's prey for D6 Lethal a turn, but it needs to overpower the target first, and win an Agility vs. Physical contest. Rather than attempting to feed immediately it will instead attack with it's Razor Grass lures, lashing and flicking them at it's prey in a blinding storm. The sharp and jagged lures inflict bleeding wounds that will slow it's prey down ready for feeding.
Sand Spider
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
12
4
12
10
10
13
0
2
2
0
4
3
77
Claws
:
A14
D18
Init18
dam2D4+2
Sand Spiders are large black insectoids, with between 5 and 8 legs apiece, tipped with claws, and a crown of three breathing tubes that can be sealed against the dust. At rest a Sand Spider is low to the ground, a little less than a pace in height, but they can rear up to the height of a Krakath (taller than a Keldian). They have red markings on their squat abdomens. Sand Spiders speed across the deserts of the Bright Size in packs of 4 (Level 1) to 10 (Level 2), keeping to rocks and shadows. They commonly hunt small lizards and insects, but will readily try a group of Keldians, even mounted, although they will just as readily retreat. Sand Spiders can easily survive the loss of one or more limbs, and regrow them on their next moult. Sadly Sand Spider meat is pale and distasteful, but the breathing tubes make useful tools.
Shade Moth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
10
14
3
3
15
8
12
0
0
1
0
3
2
58
Hypnosis
:
A17
Init17
Spirit vs. Presence or hypnotised.
Tongue
:
A10
D10
Init14
damD12 Stun
Sting. 1 Weakening Damage.
The Shade Moth is a huge predatory insect of the Twilight Jungles, with a wingspan almost 2 paces across. The Shade Moth is a deep blue-black in colour, with large faceted eyes and long curving antennae. The Shade Moth is generally peaceful, but it feeds on both plants and animals, bringing into frequent conflict with travellers and locals alike.

To hunt the Shade Moth spreads its wings and hovers, revealing hypnotic phosphorescent patterns that twist and change as they are looked at. Anyone viewing them must resist the Moth's Presence with Spirit or be hypnotised for d4 rounds. The Moth will then strike a target with it's long tongue. The touch of this tongue drains energy from it's target, apparently feeding the Moth while fatiguing the target.

Hunters will sometimes go after Shade Moths deliberately, because of the desire for Dreaming Dust, a drug made from the fine scales that drop from a Shade Moth's wings. Once collected and processed (Int + Healing / Poisons vs. 16) a single moth produces enough Dust for a Treasure 4. Hunting Difficulty 19.
Soror
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
21
16
1
6
9
10
10
0
0
2
0
5
4
83
Sting
:
A16
D18
Init21
damD6+1
Sting. Roll Health vs. 12 or 2D6.
Soror are vicious and giant flying insects found in the poison jungles. Soror live solitary lives, laying their eggs in the still-living carcasses of their prey. A Soror is as large as a Keldian Kit, and is armed with a deadly sting. A Soror living near a Keldian village is a cause for concern.
Sparklights
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
19
15
0
4
11
4
10
0
0
0
0
1
0
55
Spark
:
A14
D19
Init16
damD4+1
Base Range 1.
Sparklights are tiny insects that dance and swirl over standing pools in the Poison Forest. Each insect flickers with a soft coloured light, usually shades of blue, pink, magenta and purple, though the occasional green or yellow light is seen. Sparklights are generally harmless, but they have an ability to generate a static charge by swarming together. When threatened they can unleash a flash of lightning at a nearby target. Capturing a jarful of Sparklights (Agility resisted by Defence) gives a Treasure 1.
Striv
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
12
11
2
2
0
4
3
0
2
2
0
4
0
41
Bite
:
A9
Init15
dam2
Striv, or waterbugs, are pests of the Drylands. Large, armoured, and multi-segmented insects about a foot long; Striv are reddish brown in color, and gather wherever open water or copious moisture is to be found. Once they have found such a source the Striv swarm over it, absorbing every drop and swelling up as they do so. Eventually each Striv holds as much as a water flask. When water levels fall the Striv dig holes in the ground and hirbenate until the next rain. If water is plentiful the Striv quickly multiply, and can drink a whole well dry. The only way to get at the water then is to dig the Striv out, catch them, and crack them open — a laborious, time consuming, exhausting and painful (Striv bites are certainly painful) process. Stats above are for individual Striv. To catch a Striv roll contested Agility + Move.

Although fit and healthy Keldians are not in much danger from the bugs themselves, many a desperte traveller has crawled to a water source only to find it dry and Striv ridden. Such unfortunates likely end up as Striv food themselves. Striv make good encounters for a failed survival roll. Have each person make Attack + Move rolls, each success nets 1 Arin of water.
Tarig Sawrm
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
11
12
0
0
2
2
6
0
0
0
0
3
3
42
Bites & Stings
:
damD4-1
Full armour counts double
Tarig flies are a common pest of the settled lands. A single winged Tarig Queen will set up a nest anywhere she can find a crack and a source of wood or fibre. Worker Tarigs quickly build a dense pill shaped paper nest, which can grow to a foot and a half long before it buds off another hive. Unckecked an infestation can easily demolish a small house in a year. Tarig nests are fiercely defended by soldier flies, winged males, and countless workers, who will swarm over anyone who disturbs a nest inflicting hundreds of painful bites and stings. Only fleeing from the hive helps, though a character being swarmed can clear the flies from her body with a full round action and a successful Agility roll.

Certain Keldians learn the trick of catching a queen and daubng themselves with her scent, which will render them safe from the attacks of that hive. Some arena warriors, keen to create a spectacle, will carry a hive into battle as a weapon, hoping to cover their foes in angry flies.
Tivik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
10
0
5
3
3
6
0
0
0
0
4
3
47
Bite
:
dam2
Blood drain. Anaesthetic.
Tivik are loathesome parasitic creatures that latch into animals and drink their blood. Normally a parasite of Crdlu they are equally happy to feed on Braga, Frian or Keldian blood. A Tivik is about the size of a Keldian palm (including spread fingers), flat, many legged, and armoured. They do not see well but have a keen sense of smell and can also sense heat. When food is not available they hibernate in dark places, coming back to life when they sense prey. A Tivik will generally attack when its target is sleeping (Stealth 18), carefully seeking out exposed flesh, but they will also attack anything that comes close enough in the darkness. The bite of the Tivik injects an anaesthetic, so its quite possible not to notice the attack. Roll Phys vs. 17 secretly to see if the character notices. Once latched on the Tivik hides in fur (Int + Search to notice) and causes weakening damage, 1 per hour until sated (6 weakening) at which point it drops off. While a single Tivik cannot kill a healthy Keldian they might finish off a sick one, and many Tivik together will feed until each one is sated.
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.