Bestiary

15 entries found.

Alleorn
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tree
0
0
0
3
0
12
10
30
3
4
6
0
0
0
58
2
Thorns
:
A10
damD6
Sting. Phys vs. 13 or D10 Lethal
Ants
16
17
12
2
10
10
8
12
0
0
1
0
3
4
84
5
Bite
:
A16
D15
Init15
damD4+2
Sting. Phys vs. 13 or D6 Lethal.
Alleorn trees are a unique danger of the Twilight Jungles. Tall, thick trunked, and dark leaved, Alleorns are covered in foot-long thorns that exude a deadly venom. Though sharp, these thorns are mostly only dangerous to anyone coming very close to the tree (or attacking it), the real danger comes from the nest of symbiotic ants that invariably guards each tree. Growing to enormous size (nearly a Legat in length) these ants ingest the Alleorn poison, and can inject into anything they bite.

When the tree is threatened, warrior ants boil out of holes in the trunk and roots, biting attackers and then latching onto them. Each ant that latches on gives -2A/-2D. When enough ants have bitten one target (when Attack falls to zero) they will drag them back to their nest, letting their decomposing remains feed the tree. At other times, ant foragers will range out into the surrounding jungle, cutting down rival plants and killing small animals for food. As an Alleorn grows, the area infested with ants may expand to as much as a Kleg in diameter.

Alleorn poison can be extracted from the tree (but not the ants) and distilled (Poisons Difficulty 20) into a potent blade venom.
Bandit
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bandit
13
14
12
10
11
11
9
15
2
6
3
0
1
2
73
2
Horn Knife
:
A19
D15
Init17
damD4+4
Short
Stone Mace
:
A15
D14
Init11
damD6+4
Leader
14
14
12
10
11
13
10
19
3
7
4
0
1
2
81
3
Bronze Sword
:
A18
D14
Init17
damD6+3
In the fringes of the Empire, when life goes bad, banditry is an easy answer. Travelling merchants, Crdlu herders, or messengers can be robbed or held for ransom with just a collection of low quality weapons and the use of intimidation and threats. Dealing with a Bandit group is a plausible mission for low level Red Order soldiers.

Most bandits don't have organised bases, they are either drawn from the population of a single poorly controlled village, or are nomads who raid villages (and occasional travellers). A bandit group will sometimes be equipped with Krakath, Crdlu and Frian, and may be found leading carts too, especially when fresh from a village raid. If a bandit group is forced to make camp in the wilderness then they are likely to have no more than tents or a cave to do it in, and may be hard to distinguish from a Tribal group.
Bar room brawlers
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
10
9
10
11
10
8
15
3
3
0
0
1
2
45
Punch and Kick
:
A12
D10
Init12
dam2
A bunch of drunkards in a bar. They are full of fight when roused, but are actually uncoordinated and will flee from lethal violence. It is assumed that they will mostly fight with fists, teeth and claws. If they start picking up improvised weapons then reduce Attack by 2 and raise damage to D4+2.
Devil Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
18
14
3
11
12
8
20
0
1
2
0
4
5
99
Bite
:
A23
D18
Init18
damD6+5
Critical hits do 1 extra damage.
Devil Birds are flightless predatory birds found both on the Drylands plains and in parts of the Twilight Jungle. Devil Birds have evolved beaks full of powerful teeth, which are capable of inflicting very dangerous bites, since they are needle sharp and capable of biting through armour. If a Devil Bird scores a critical hit, or rolls maximum damage on a hit, they will latch on and violently shake their prey, inflicting D8 damage a round without rolling to hit (make a resisted Physical roll to break free). Devil Birds hunt in small packs of 3-7 members, but do not employ complex hunting tactics, and frequently get distracted gorging on any prey that falls.

Devil Bird teeth are used in the construction of the weapon known as a Stenon, a wooden blade set with a row of Devil Bird teeth on each edge. For this reason the removed teeth of a Devil Bird are a Treasure 1.
Esur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
20
17
4
10
11
9
30
2
0
1
0
6
3
108
Bite
:
Init23
damD6+1
3 times a round.
Esur, or Triple Hounds, are in some way related to common Frian, though an individual Esur is larger, with a distinctive red colouration, fur tufts on its ears, and a white underbelly. Individual Esur, however, are never seen, Esur always appear in groups of three. A pack of Esur fights as a single organism, co-ordinating its attacks, focussing on a single target, and displaying supernatural agility and awareness. Wounds inflicted on one Esur appear on each of the others at the same time (they have a shared Health score). Esur live together and die together. If one Esur were to be captured the other two will stop at nothing to rescue it.

When all three Esur of a pack are together they exhibit a form of teleportation, able to slip in and out of the Spirit world from one moment to the next. This ability will only take them short distances, although the whole pack can slip together and jump up to 30 Legats at once. They will use the later ability to flee from combat should they be seriously wounded. When a pack attacks they slip in and out of visibility, vanishing before a blade hits them only to reappear an instant later snapping at your heels. This ability is reflected in the stats given above. An Esur somehow separated from the rest of it's pack cannot enter the Spirit world and has -6A/-6D.

Esur do not appear to be trainable, but they can still be calmed by a Beastmaster. Occasional stories tell of a triple of Esur accompanying a Passing Hound
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.
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.
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.
Harathur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
17
13
6
14
12
6
15
0
0
1
0
4
6
79
Bite
:
A17
D16
Init17
damD6+2
Poison. Phys vs. 9 or D6 Weakening
Harathur are noisome and dirty relatives of the Hunting Sarks which frequently take over desert water sources and hunts anything nearby, leaving nothing but bones and polluted waters behind. An individual Harathur stands taller than a Sark, it's dark brown fur dappled with black patches, and with something a little like a Mane around the head and neck. Patches of white fur surround the Harathur's eyes, and it's jaws are mostly hairless, revealing dark flesh that is often stained with mud and blood. Harathur have a distinctive whooping bark, a little like laughter, which they will use to unnerve and herd prey.

A pack of Harathur usually numbers 15-20 individuals, led by a matriarch (H+4, Pre+3). A pack will roam the Drylands until it finds an oasis or spring and then settle on it's banks, frequently rolling and defecating into the waters. Animals attempting to drink are swarmed by the pack and then eaten by the water edge. Harathur males will mark the ground with a pungent and acid spray, as well as gnawing at the bark and wood of any plants to get at the water. An open water source inhabited by a Harathur pack quickly becomes muddy and tainted. Anyone drinking water from such a source must roll Phys vs. 14 or take D10 Weakening. Make a second roll to avoid contracting a disease that inflicts a further D3 Weakening a day until cured.

By the time a pack is finished with a particular oasis, little remains. Open water is poisoned, plants are gnawed and eaten, grass is scorched by spray and most animals will have been chased away or eaten. For this reason Tribesmen hate Harathur with a passion, and will attempt to drive out or kill any pack that settles in their range. Such an attempt requires a significant group to attempt.
Hunting Sarks
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
15
14
6
9
6
9
15
0
3
0
0
4
4
71
Bite
:
A17
D15
Init19
damD6+2
Hunting Sarks are low slung four-footed creatures that hunt in the tall grasses of the Dead Plains in the Southern half of the Dead lands. Sarks are related to Frians, but are significantly larger and lower to the ground. They travel in small packs picking off strays and lames from Crdlu herds and scavenging on the bodies of the dead. They will not hesitate, however, to attack a similar sized or smaller group of Keldians, though they are less likely to attack those mounted on Krakaths. They are quite cunning in their tactics, harrying their targets in quick strikes and then retreating. If badly wounded Sarks pull away at once however. Sark meat is stringy, and not especially palatable, but is edible in a pinch. They are not commonly hunted (Hunting Difficulty 16).
Ice Lion
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
18
20
16
9
14
14
11
35
0
4
2
0
3
4
124
5
Bite
:
A18
D20
Init21
damD8+3
Claw
:
A16
D20
Init19
damD8+2
May claw in the same round as biting.
Male
20
18
13
9
15
15
12
45
0
4
2
0
3
5
135
5
Claw
:
A18
D18
Init16
damD8+4
Ice Blast
:
A25
D18
Init15
damD12+2 Fatigue
Area 6. Base Range 2.
Like Fire Lions, Ice Lions live in packs dominated by one female, a leader with the power to summon up a freezing supernatural wind in defence of the pack. Ice Lions live in the gloom of the Dark Side, although they sometimes venture to the shores of the One River. Unlike their Fire cousins, they appear to attack for the fun of it. Ice Lion fur has marvellous properties against cold, though it is difficult to work (Difficulty +4). Ice Lion Fur clothing provides +4 to Survival (Icelands), and provides 2 armour against cold based attacks.

They are intelligent and can speak Sanash with some difficulty, but seem to understand no concepts beyond hunting, mating, and killing. They will always hunt down anyone dressed in Ice Lion fur.
Night Goblin
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Normal
10
10
13
9
12
8
9
14
1
4
1
0
1
4
57
2
Curved Sword
:
A13
D12
Init15
damD6+3
Acolyte
12
12
13
9
12
9
9
20
2
5
2
0
1
4
74
3
Serrated Sword
:
A15
D14
Init15
damD6+3
Poisoned, Phys vs. 14 or D4.
Master
15
15
13
10
13
10
10
25
4
6
3
0
1
4
92
4
Sword and Dagger
:
A18
D18
Init14
damD6+3
Poisoned, Phys vs. 14 or D4.
Champion
18
18
14
10
15
11
11
25
5
7
5
0
2
4
110
5
Sword and Dagger
:
A21
D21
Init17
damD6+4
Poisoned, Phys vs. 15 or D4.
Night Goblins are strange semi-intelligent creatures that live on the Dark side hills and in the edges of the Night forests. They are half the size of Keldians, with dark green skin and black and purple clothing made from hard hide. They carry cruel curved swords made from obsidian that they mine themselves, and short spears. They have no Mages at all, but their champions are highly skilled warriors and wield poisoned weapons. Night Goblin tribes are brutal, ruled by the strongest regardless of age or gender. Mostly they stay far from the City States, but every so often they invade the Twilight lands in massed groups to steel cattle and kill Keldians. They are even more of a menace for those trying to pass into the Dark Side.

Occasionally Keldian communities and Night Goblins go to war with each other, especially Iceland villages, which can sometimes be wiped out in these conflicts. Although these conflicts leave a lot of Keldian equipment in Goblin hands (and vice-versa) neither side likes to use the weapons of the other. This means that Goblin lairs often have Keldian weapons littered nearby, while Goblin weapons are melted down by Keldians.

A standard Night Goblin patrol is a Level 2 monster and has 10 individuals in it (CS 510). Larger patrols have 15-20 Goblins and an Acolyte (Level 3) (CS 1088). Small tribes have 30-40 Goblins, D3 Acolytes and a Master (Level 4). Larger tribes, or war parties, will have 50-100 Goblins, D6 Acolytes, 2 Masters and a Champion (Level 6).
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.
Shadow Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
19
15
9
15
13
12
35
0
5
2
0
3
3
116
Maul
:
A21
D17
Init20
damD8+4
Shadow Lions live in packs like Ice lions and Fire lions, but they have no pack leaders. Male and Female are equal in power and almost indistinguishable, being sleek and black with faintly glowing eyes (Stealth 17). All Shadow Lions have the equivalent of the Shadow Gift.

The Keldians believe that the Shadow Lions are the spirits of the forest, and it does not do to offend them. Though they attack any who cross them they are believed to help those in desperate need, though this may be folklore. Certainly they do not always attack, even when they encounter lone travellers.
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.