Monster List (603 matches)


Abyss Gigas

Abyss Gigas
   The abyss gigas is a towering eyeless giant, with hairless ebon skin and a gaping maw.

Rank: Epic
Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d12+6, Vigor d12+3
Skills: Fighting d12, Intimidation d12+3, Climbing d12+5, Knowledge (Planes) d12+3, Survival d12+4, Notice d12+4, Stealth d6, Throwing d10, Spellcasting d12
Charisma: -; Pace: 12; Parry: 8; Toughness: 23 (4)
Gear: Masterwork adamantine warhammer (Str+d6; AP 2), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Dispel, Fear, Obscure (darkness), Puppet (living humanoids only), Telekinesis
Special Abilities
Armour +4: Ebon skin.
Bite: Str+d8; Wrenching Spasms.
Blindsight: Ignore sight-based penalties and gaze attacks (range 20").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Humanoid: Affected by spells that only work on humanoids.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Electricity.
Energy Resistances: -2 damage from acid, cold, fire and sonic.
Wrenching Spasms: Make a Vigor roll at -1 or suffer a level of Fatigue.
Size +10: Fifty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Abyssal Harvester

Abyssal Harvester
   The abyssal harvester is a huge oval-shaped beast with grey flesh, six long tentacles and a vast gaping maw extending around its upper half. It moves around using hundreds of smaller tentacles on its base.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+7, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Knowledge (Planes) d12+2, Survival d12+4, Notice d12+5, Spellcasting d6
Charisma: -; Pace: 4; Parry: 8; Toughness: 25 (5)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Quick, Sweep, Trademark Weapon (tentacle)
Powers: Banish (plane shift self)
Special Abilities
Armour +5: Leathery flesh.
Tentacles: Str+d10; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -4 damage from physical attacks, except those caused by cold iron weapons.
Size +10: Forty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Abyssal Larva

Abyssal Larva
   Abyssal larva are bloated man-sized maggots, with dark veins pulsating below their sickly pale flesh, and horned humanoid heads with sharp teeth and distorted features.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6, Shooting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Pale flesh.
Bite: Str+d6; +2 acid damage.
Maggot Spray: Shooting; range 4/8/16; 2d6; Sickened.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Mind-affecting effects.
Energy Resistances: -1 damage from acid, cold and fire.
Endurance: +2 to Soak rolls.

Adamantine Wasp Swarm

Adamantine Wasp Swarm
   The swarm consists of thousands of one-foot long metal wasps with adamantine wings and stingers.

Rank: Heroic
Attributes: Agility d12+2, Smarts d4 (M), Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Notice d4
Charisma: -; Pace: 1; Parry: 4; Toughness: 5
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Poison: Swarm inflicts poison if foe is Shaken or wounded.

Addu

Addu
   The addu is a brightly coloured serpent, with jagged spines, clawed forearms, and a snout filled with razor-sharp teeth.

Rank: Legendary
Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Swimming d12+3, Notice d12+2
Charisma: -; Pace: 2; Parry: 8; Toughness: 23 (4)
Edges: Strong Willed
Special Abilities
Armour +4: Brightly-coloured scales.
Bite: Str+d8.
Claw: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 15", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 gas damage.
Immunity: Poison.
Energy Resistance: -6 damage from fire.
Size +10: Fifty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Aeon

Akhana
   Akhanas are the faction of Aeon in charge of life and death. They consist of a central body resembling a huge eye, with four gray arms. The akhana appears vaporous, but feels solid and slimy if touched.

Rank: Veteran
Attributes: Agility d12+2, Smarts d10, Spirit d12+1, Strength d12+1, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Repair d12+1, Notice d12+1, Stealth d12+1, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Powers: Healing (cure wounds)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb -1.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and poison.
Energy Resistances: -2 damage from electricity and fire.

Paracletus
   The paracletus are agents of the aeons who study mortal emotions. They appear to be a cluster of swirling lights, but feel like electrified flesh if touched.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d8, Knowledge (Arcana) d8, Knowledge (Planes) d8, Notice d8, Stealth d10, Spellcasting d6
Charisma: -; Pace: -; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), Strong Willed
Powers: Divination
Special Abilities
Slam: Str+d4; +2 electricity damage.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 8" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and poison.
Energy Resistances: -2 damage from electricity and fire.
Size -1: Reduces Toughness by -1.

Aerial Servant

Aerial Servant
   Aerial servants are vaguely humanoid-shaped air elementals composed of white vapour.

Rank: Legendary
Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Notice d12+2, Stealth d12+3
Charisma: -; Pace: 12; Parry: 8; Toughness: 9 (1)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 3.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 wind blast damage.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.

Akaruzug

Akaruzug
   An akaruzug is a statue sculpted into the shape of a horned angel, with a victim crucified upon its frame. The akaruzug uses the souls of its victims as a power source.

Rank: Epic
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+5, Notice d4
Charisma: -; Pace: -; Parry: 10; Toughness: 17 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Claws: Str+d8.
Body Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 3.
Physical Resistance: -4 damage from physical attacks, except those caused by good weapons.
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Allip

Allip
   The allip looks like a cloud of swirling shadows with a bestial skull and boney claws.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d10, Notice d8, Stealth d8
Charisma: +1; Pace: -; Parry: 4; Toughness: 7
Edges: Level Headed, Quick
Special Abilities
Incorporeal Touch: Victims must make a Spirit roll or suffer a level of Fatigue.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Babble: All sane creatures within 12" must make a Spirit roll or become entranced until they are attacked, snapped out of it by an ally (as a normal action), or next draw a hearts card for initiative. Entranced creatures are unable to perform any actions (including movement), but each creature can only be affected by the aura once per scene.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Alraune

Alraune
   The alraune is a plant-based creature that appears as an attractive green-skinned woman resting upon a huge flower. However the flower and humanoid portion are actually parts of the same thorny plant, which moves around using its roots and vines, and uses the calming fragrance of its flower to captivate its victims.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Knowledge (Nature) d8, Notice d12+1, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 8; Toughness: 16 (4)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (thorns), Blind (glitterdust), Divination (commune with nature), Entangle, Mind Reading, Puppet
Special Abilities
Armour +4: Natural armour.
Vines: Str+d6; Reach 1"; Constrict; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Captivate: As a free action, all living creatures within 6" must make a Spirit roll (at -2 if they are sexually attracted to females), if they fail then they cannot perform any actions (including movement) on their next turn. A successful Spirit roll renders the creature immune for 24 hours.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +3: Increases Toughness by +3.

Alseid

Alseid
   The alseid is a centaur-like creature, with the upper body of an elf and the lower body of a deer. Male alseid have antlers, which are used to signify their tribal status.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Healing d8, Knowledge (Nature) d4, Survival d8, Tracking d8, Notice d8, Stealth d8, Shooting d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Gear: Studded leather armour (+1), longspear (Str+d6; Reach 1"; Parry +1), composite shortbow (Shooting; range 12/24/48; 2d6)
Edges: Beast Master, Marksman, Woodsman
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Trackless: Leaves no tracks in its natural environment.
Humanoid: Affected by spells that only work on humanoids.

Amoeba

Giant Amoeba
   The giant amoeba looks like a translucent blob of jelly, with darker spots within its interior.

Rank: Novice
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d10
Skills: Fighting d6, Climbing d8, Swimming d8
Charisma: -; Pace: 2; Parry: 5; Toughness: 6
Special Abilities
Slam: Str+d4; +2 acid damage; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 2".
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Andrenjinyi

Andrenjinyi
   The andrenjinyi is a huge aquatic snake with brightly coloured scales. Instead of being digested, any creatures the andrenjinyi swallows are transformed into a new species.

Rank: Legendary
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Intimidation d12+6, Climbing d12+7, Knowledge (Nature) d12+1, Tracking d12+2, Swimming d12+7, Notice d12+2, Spellcasting d6
Charisma: +4; Pace: 12; Parry: 8; Toughness: 22 (3)
Edges: Arcane Background (Magic), Combat Reflexes
Powers: Beast Friend, Divination (commune with nature), Elemental Manipulation (earth), Elemental Manipulation (water), Entangle (plant growth), Growth (animals), Obscure (fog)
Special Abilities
Armour +3: Brilliant scales.
Bite: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Outsider (Native): This ability is only important for certain spells.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amphibious: Swimming Pace of 19", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Mind-affecting effects.
Energy Resistances: -4 damage from acid, cold, electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by cold iron weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Angel

Balisse Angel
   Balisse angels appear as a humanoid silhouette with brightly glowing wings and eyes.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d10, Knowledge (Religion) d12, Knowledge (Planes) d12, Persuasion d12+1, Notice d12, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 7; Toughness: 10 (2)
Gear: Flaming heavy mace (Str+d6; AP 2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Quick
Powers: Banish (plane shift self), Dispel, Fear, Healing (cure wounds), Invisibility
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 12" and Climb 1.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Acid, cold and petrification.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by evil weapons.

Movanic Deva
   Movanic deva angels are the infantry of the celestial armies, and appear as lean but muscular humans with large wings and flaming swords.

Rank: Heroic
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Survival d12+1, Notice d12+3, Stealth d12+1, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 6; Toughness: 11 (3)
Gear: Flaming greatsword (Str+d10; Parry -1; +2 fire damage)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Dispel, Fear, Healing (cure wounds), Invisibility
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 12" and Climb 2.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity, acid, fire, cold, petrification and death magic.
Physical Resistance: -3 damage from physical attacks, except those caused by evil weapons.
Endurance: +2 to Soak rolls.

Animal lord (cat)

❄Cat Lord (Panther Form)
   The Cat Lord is the lord of all felines. His natural form is that of a black panther, but he can also assume human form.

Rank: Legendary
Attributes: Agility d12+3, Smarts d12, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d12+2, Climbing d12+7, Healing d12+2, Knowledge (Nature) d12+2, Survival d12+2, Swimming d8, Notice d12+4, Stealth d12+7, Shooting d12+1, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 9; Toughness: 11 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick, Strong Willed, War Cry, Trademark Weapon (claws)
Powers: Beast Friend, Deflection (blur), Greater Healing, Invisibility, Intangibility, Quickness, Summon Ally, Teleport (dimension door)
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
Spit: Shooting; range 3/6/12; 2d4; Blindness.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 40").
Outsider (Native): This ability is only important for certain spells.
Immortality: Reforms after a period of time if killed.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunities: Mind-affecting effects and psionics.
Physical Resistance: -5 damage from physical attacks, except from those that are both magical and cold iron.

❄Cat Lord (Human Form)
   The Cat Lord is the lord of all felines. His natural form is that of a black panther, but he can also assume human form.

Rank: Legendary
Attributes: Agility d12+3, Smarts d12, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Climbing d12+7, Healing d12+2, Knowledge (Nature) d12+2, Survival d12+2, Swimming d8, Notice d12+4, Stealth d12+7, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 10; Toughness: 10 (2)
Gear: Keen wounding rapier (Str+d4; Parry +1; Bleed)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Strong Willed, Trademark Weapon (claws)
Powers: Deflection (blur), Greater Healing, Invisibility, Intangibility, Quickness, Summon Ally, Teleport (dimension door)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 40").
Outsider (Native): This ability is only important for certain spells.
Immortality: Reforms after a period of time if killed.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Mind-affecting effects and psionics.
Physical Resistance: -5 damage from physical attacks, except from those that are both magical and cold iron.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)

Ant

Giant Ant Drone
   Giant ants are tough and adaptable, growing to around six feet in length.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d12, Vigor d12+1
Skills: Fighting d6, Climbing d10, Survival d6, Tracking d8, Notice d8
Charisma: -; Pace: 10; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 6" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.

Giant Ant Queen
   Giant ants are tough and adaptable, and the queens grow to around nine feet in length.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d10, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Climbing d12, Survival d6, Tracking d8, Notice d8
Charisma: -; Pace: 2; Parry: 5; Toughness: 15 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Grab.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.
Size +3: Nine feet long; Toughness +3.

Giant Ant Soldier
   Giant ants are tough and adaptable, growing to around six feet in length.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Survival d6, Tracking d6, Notice d6
Charisma: -; Pace: 10; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.

Army Ant Swarm
   This massive swarm of army ants devours everything it encounters.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Climbing d10, Tracking d6, Notice d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Giant Ant Worker
   Giant ants are tough and adaptable, growing to around six feet in length.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Survival d6, Tracking d6, Notice d6
Charisma: -; Pace: 10; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Endurance: +2 to Soak rolls.

Giant Ant Lion
   The giant ant lion is a desert dwelling predator, digging traps in the shifting sand and waiting for its prey.

Rank: Veteran
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Burrow: Can burrow and reappear within 2".
Immunity: Mind-affecting effects.
Size +2: Increases Toughness by +2.

Giant Adult Ant Lion
   The giant ant lion is a desert dwelling predator, and in its larval form it dig traps in the shifting sand. When it reaches adulthood it undergoes a metamorphosis, emerging from its cocoon with a lean body and lacy wings, whereupon it takes to the air to hunt its prey.

Rank: Veteran
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 2.
Immunity: Mind-affecting effects.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Velvet Ant Swarm
   This massive swarm of red ants won't actively hunt living creatures, but will sting those who stray too close.

Rank: Seasoned
Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Poison: Swarm inflicts poison if foe is Shaken or wounded.

Arcanoplasm

Arcanoplasm
   The arcanoplasm looks like a translucent blob containing various semi-digested victims. It can sense and absorb magical energy.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d12+2
Skills: Fighting d6, Climbing d12+1, Repair d12+1, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; +2 acid damage; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Absorb Spells: Automatically absorbs the Power Points of spells cast at it. These may be used to fuel other abilities, or to heal damage as a free action (4 Power Points removes Shaken status or 1 wound).
Mimic Spells: This creature can mimic any spell cast within 6" as its next action, using its Spirit as the arcane skill.
Mage Sense: Can sense the presence and approximate location of spellcasters within 15".
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 2".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging and paralysis.
Size +2: Increases Toughness by +2.

Archon

Lantern Archon
   This archon looks like a sphere of pale glowing light.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Knowledge (Planes) d4, Persuasion d6, Notice d6, Spellcasting d4
Charisma: -; Pace: -; Parry: 2; Toughness: 5 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Teleport
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
Light Rays: Shooting; range 12/24/48; 2d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 12" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Physical Resistance: -3 damage from physical attacks, except those caused by evil weapons.
Size -1: Reduces Toughness by -1.

Shield Archon
   Shield archons are heavily armoured celestial warriors, trained to hold the forces of darkness at bay.

Rank: Veteran
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+3
Skills: Fighting d8, Intimidation d12, Knowledge (Religion) d12, Persuasion d12, Survival d12, Notice d12, Stealth d12, Spellcasting d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 14 (3)
Gear: Full plate (+3), shortspear (Str+d6), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Deflection (forcefield), Teleport
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 18" and Climb 1.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Physical Resistance: -3 damage from physical attacks, except those caused by evil weapons.
Size +2: Nine feet tall; Toughness +2.

Ascomoid

Ascomoid
   The ascomoid is a ball of greenish fungus which spreads spores as it rolls around. Those who fall victim to the spores find themselves rapidly consumed by colonies of rampantly growing fungus.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by piercing weapons.
Poison: Inflict poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Assassin Bug

Giant Assassin Bug
   This massive predatory insect actively hunts and feeds on living creatures.

Rank: Veteran
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Dull carapace.
Claws: Str+d6.
Bite: Str+d6; Liquefy Organs.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 10" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.

Assassin Vine

Assassin Vine
   The assassin vine is a carnivorous plant that lashes out at any potential prey foolish enough to move within range.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d4, Stealth d8
Charisma: -; Pace: 1; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Gnarled bark.
Slam: Str+d6; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Energy Resistances: -2 damage from cold and fire.
Size +2: Twenty feet long; Toughness +2.

Asura

Asurendra
   The asurendras are the mightiest of the asuras, and appear as towering giants with six arms and multiple heads.

Rank: Epic
Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+5
Skills: Fighting d12+3, Intimidation d12+5, Climbing d12+2, Knowledge (Arcana) d12+4, Knowledge (History) d10, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Persuasion d12+4, Repair d12+4, Tracking d12+6, Swimming d12+2, Notice d12+6, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 10; Parry: 9; Toughness: 21 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Sweep, Improved Sweep
Powers: Barrier (whirling blades), Dispel, Obscure (darkness), Speak Language, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab; Poison.
Claws: Str+d8; Curse.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 10" and Climb 3.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 10".
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Disease, poison, shapechanging, Gang Up bonuses and curses.
Energy Resistances: -2 damage from acid and electricity.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +8: Nineteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Athach

Athach
   The athach are a cruel and vile race of murderous giants, with long fangs and three arms.

Rank: Heroic
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+3
Skills: Fighting d10, Climbing d12+1, Notice d10, Throwing d8
Charisma: -; Pace: 10; Parry: 7; Toughness: 21 (4)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous, Frenzy, Sweep, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Bite: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Energy Resistance: -2 damage from cold.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Azata

Bralani
   Bralanis are fierce azatas with an elf-like appearance, and are able to transform into a form of wind and mist. Note that they cannot fly while in humanoid form.

Rank: Seasoned
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Riding d12, Notice d12, Stealth d12, Shooting d6, Spellcasting d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Gear: Scimitar (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Deflection (blur), Healing (cure wounds), Pummel (wind), Puppet (living humanoids only)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Wind Form: Can change form as a free action, in wind form the creature gains the Ethereal and Flight monstrous abilities.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 20" and Climb 3.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 wind blast damage.
Immunities: Electricity and petrification.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by either cold iron or evil weapons.

Ghaele
   Ghaeles are the most knightly of the azatas. They appear as an attractive human or elf, with eyes that glow with divine light. Note that they cannot fly while in humanoid form.

Rank: Heroic
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Knowledge (Nature) d12, Knowledge (Planes) d12+1, Persuasion d12+1, Notice d12+1, Stealth d12+1, Shooting d8, Faith d12
Charisma: +2; Pace: 10; Parry: 6; Toughness: 11 (3)
Gear: Holy greatsword (Str+d10; Parry -1)
Edges: Arcane Background (Miracles), Dodge, Holy Warrior, Level Headed, Quick
Powers: Banish, Boost Trait (bless), Boost Trait (Vigor), Burst (prismatic spray), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (illusion), Dispel, Entangle, Greater Healing, Healing (cure wounds), Light (dancing lights), Invisibility, Mind Reading, Teleport
Special Abilities
Armour +3: Natural armour.
Light Rays: Shooting; range 12/24/48; 2d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Light Form: Can change form as a free action, in light form the creature gains the Ethereal and Flight monstrous abilities.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 30" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity and petrification.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except from those that are both cold iron and evil.

Veranallia
   Veranallias are the most powerful of the azatas, and represent the changing of the seasons. They appear as tall, beautiful women wearing only vines and leaves.

Rank: Epic
Attributes: Agility d12+3, Smarts d12, Spirit d12+3, Strength d12+3, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Climbing d12+5, Healing d12+6, Knowledge (Nature) d12+5, Knowledge (Planes) d12+5, Notice d12+7, Stealth d12+5, Faith d12
Charisma: +4; Pace: 10; Parry: 9; Toughness: 17 (4)
Gear: Icy burst sickle (Str+d8; +2 cold damage)
Edges: Alertness, Arcane Background (Miracles), Combat Reflexes, Level Headed, Sweep, Improved Sweep
Powers: Banish, Barrier (thorns), Blast (earthquake), Blast (lightning storm), Deflection (entropic shield), Deflection (forcefield), Dispel, Elemental Manipulation (water), Entangle (plant growth), Environmental Protection (heat and cold), Fear, Flight (wind walk), Greater Healing, Healing (cure wounds)
Special Abilities
Armour +4: Natural armour.
Vines: Str+d10; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -4 damage from physical attacks, except from those that are both cold iron and evil.
Endurance: +2 to Soak rolls.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Azruverda

Azruverda
   Azruverdas look like giant beetles with humanoid heads. They are usually peaceful and solitary, cultivating underground fungus gardens.

Rank: Legendary
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12+3, Knowledge (Nature) d10, Repair d12, Survival d12, Notice d12+2, Shooting d10, Spellcasting d8
Charisma: +4; Pace: 10; Parry: 7; Toughness: 21 (4)
Edges: Arcane Background (Magic), Beast Master, Combat Reflexes, Marksman, Strong Willed, Trademark Weapon (acid spit)
Powers: Light (dancing lights), Summon Ally
Special Abilities
Armour +4: Beetle carapace.
Bite: Str+d8.
Claws: Str+d8.
Acid Spit: Shooting; range 3/6/12; 2d4; +2 acid damage.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Acid.
Energy Resistance: -2 damage from cold.
Physical Resistance: -3 damage from physical attacks, except from those that are both magical and slashing.
Size +8: Sixteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Badger

Badger
   Badgers have short, fat bodies, with short legs that aid in digging. Their heads are elongated with small ears, and the length of their tail varies by species.

Rank: Novice
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Tracking d6, Notice d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Berserk
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 2".
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Basidirond

Basidirond
   The basidirond is a deadly plant-based creature, capable of moving around on its thin stalks in search of mineral-rich moisture (including blood).

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Spores.
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Cold.
Weakness: Cold lethargy.
Spores: Make a Vigor roll or suffer a level of Fatigue.

Basilisk

Abyssal Basilisk
   The abyssal basilisk is a massive armoured reptilian beast with eight legs, a long tail, and huge green glowing eyes.

Rank: Legendary
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12+1, Climbing d12, Notice d10, Stealth d6, Spellcasting d4
Charisma: -; Pace: 4; Parry: 8; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Strong Willed, Trademark Weapon (bite)
Powers: Smite (Good)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Hardy: A second Shaken result doesn't become a wound.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +3: Ten feet long; Toughness +3.

Bat

Dire Bat
   The dire bat is an immensive predator the size of a bull.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Notice d12, Stealth d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (1)
Edges: Alertness
Special Abilities
Armour +1: Dark fur.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 8", attacks using blindsense are made at -2.
Flight: Flying Pace of 8" and Climb 1.
Size +2: Increases Toughness by +2.

Doombat
   The doombat is a vicious nocturnal hunter that feeds upon the flesh of the living.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d12, Stealth d10, Innate Powers d6
Charisma: -; Pace: 2; Parry: 5; Toughness: 10 (1)
Edges: Arcane Background (Super Powers)
Powers: Stun (piercing shriek)
Special Abilities
Armour +1: Flesh.
Bite: Str+d6.
Tail Lash: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Flight: Flying Pace of 10" and Climb 2.
Size +2: 10 foot wingspan; Toughness +2.

Bebilith

Bebilith
   Bebiliths are intelligent giant spiders from another dimension.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Climbing d12+5, Survival d12, Tracking d12, Notice d12, Stealth d12, Spellcasting d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 19 (3)
Edges: Arcane Background (Magic), Level Headed, Quick, Sweep, Strong Willed
Powers: Banish (plane shift self)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Rot.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Evil: Affected by powers and abilities that work on evil creatures.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Rot: Victims must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bedlam

Bedlam
   The form of a bedlam shifts and swirls, sometimes appearing as a vaguely humanoid form and other times looking like a cloud of swirling matter that crackles with lightning.

Rank: Heroic
Attributes: Agility d12+3, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Knowledge (Planes) d12+1, Notice d12+3, Stealth d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 10 (2)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 10" and Climb 3.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 chaos burst damage.
Immunities: Shapechanging and petrification.
Physical Resistance: -3 damage from physical attacks, except those caused by lawful weapons.
Size +2: Increases Toughness by +2.

Giant bee

Giant Bee
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Special Abilities
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.

Giant Queen Bee
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Twelve feet long; Toughness +2.

Giant Bumblebee, Worker
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Survival d4, Notice d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Bumblebee, Queen
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Survival d4, Notice d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Beetle

Beetle, Azlanti Chariot
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 18 (3)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +3: Carapace.
Bite: Str+d10; Grab.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 4" and Climb -2.
Burrow: Can burrow and reappear within 4".
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Blister Beetle
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (2)
Special Abilities
Armour +2: Green carapace.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Poison and mind-affecting effects.
Size -1: Reduces Toughness by -1.

Giant Bombardier Beetle
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.
Immunity: Mind-affecting effects.

Giant Boring Beetle
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Greenish-gray carapace.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Size +2: Nine feet long; Toughness +2.

Giant Death Watch Beetle
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Green carapace.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Mind-affecting effects and death magic.

Giant Mining Beetle
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Carapace.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 6" and Climb -1.
Burrow: Can burrow and reappear within 4".
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Giant Rhinoceros Beetle
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 14 (3)
Special Abilities
Armour +3: Grayish-brown carapace.
Horns: Str+d6.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +3: Twelve feet long; Toughness +3.

Giant Saw-Toothed Beetle
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Carapace.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.

Beetle, Giant Stag
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 4" and Climb -1.
Immunity: Mind-affecting effects.
Size +2: Ten feet long; Toughness +2.

Giant Water Beetle
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Swimming d10, Notice d4, Stealth d4
Charisma: -; Pace: 2; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Carapace.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Weakness: Water dependency.

Beheaded

Giant Beheaded
   The giant head has been animated through dark magic.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (1)
Special Abilities
Armour +1: Flesh.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +2: Increases Toughness by +2.

Belabra

Belabra
   Belabras look like big, gray, floating jellyfish, with four eyestalks and a dozen barbed tentacles. They usually eat plants and small animals, but may attack larger creatures if the opportunity presents itself.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d8
Charisma: -; Pace: 1; Parry: 5; Toughness: 7 (1)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +1: Natural armour.
Slam: Str+d6.
Tentacles: Str+d6; Reach 1"; Grab.
Darkvision: No vision penalties for darkness (range 12").
Barbs: Victims attempting to escape a pin or grapple suffer 2d4 damage.
Acid Blood: When Shaken or wounded by cutting or piercing damage, all adjacent creatures must make an Agility roll or suffer 2d6 acid damage.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 4" and Climb -1.
Endurance: +2 to Soak rolls.

Bird

Eagle, Giant
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d6
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 2; Parry: 5; Toughness: 8 (1)
Edges: Alertness, Dodge, Frenzy
Special Abilities
Armour +1: Feathers.
Talons: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 16" and Climb 0.
Size +2: Fifteen feet tall; Toughness +2.

Giant Falcon
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Tracking d10, Notice d10
Charisma: -; Pace: 2; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Talons: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 16" and Climb 0.
Size +2: Nine feet tall; Toughness +2.

Giant Vulture
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Tracking d10, Notice d10
Charisma: -; Pace: 2; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (bite)
Special Abilities
Armour +2: Feathers.
Bite: Str+d6; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Disease: Make a Vigor roll or become afflicted.
Endurance: +2 to Soak rolls.
Size +3: Thirteen feet tall; Toughness +3.

Blast Shadow

Blast Shadow
   Blast shadows are humanoid shadows formed from writhing smoke, the result of lives that have been extinguished by magical fire. Note that acid, cold and lighting variants also exist, although fire is the most common.

Rank: Veteran
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Notice d12, Stealth d12+1, Innate Powers d6
Charisma: +1; Pace: 8; Parry: 7; Toughness: 9 (1)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Trademark Weapon (claw)
Powers: Damage Field (cloud of smoke and fire)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d6; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Endurance: +2 to Soak rolls.

Blodeuwedd

Blodeuwedd
   The blodeuwedd are a type of fae related to dryads, and magically bond with grasslands and plains, although unlike dryads they can leave their domain if they wish. In their natural form they appear as maidens with grass-like hair and mossy skin, but they are also able to shapechange into human or elven form, or into animals native to their domain.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d12+1
Skills: Fighting d8, Healing d8, Knowledge (Nature) d10, Persuasion d12, Survival d10, Notice d10, Stealth d12, Throwing d6, Faith d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9 (1)
Gear: Masterwork sling (Throwing; range 4/8/16; Str+d4)
Edges: Arcane Background (Miracles), Beast Master, Dodge, Improved Dodge, Frenzy
Powers: Entangle (plant growth), Light (dancing lights), Obscure (illusionary terrain), Slumber
Special Abilities
Armour +1: Skin.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.

❄Blodeuwedd Queen
   The blodeuwedd queens are the eldest of a particular region, with a greater affinity for their domain. They appear much as other blodeuwedd, but with a regal bearing and a crown of flowers.

Rank: Veteran
Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Healing d8, Knowledge (Nature) d12, Persuasion d12+1, Survival d12, Notice d12, Stealth d12+1, Throwing d4, Faith d10
Charisma: +4; Pace: 6; Parry: 5; Toughness: 11 (2)
Gear: Masterwork sling (Throwing; range 4/8/16; Str+d4)
Edges: Arcane Background (Miracles), Beast Master, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Powers: Conceal Arcana, Elemental Manipulation (water), Entangle (plant growth), Environmental Protection (heat and cold), Light (dancing lights), Obscure (illusionary terrain), Puppet (plants only), Shape Change (plant creatures), Slumber, Summon Ally (animals and elementals)
Special Abilities
Armour +2: Skin.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.

Blood Bush

Blood Bush
   Blood bushes are a few feet high, with green leaves and red flowers growing on their whip-like branches. Its flower darts carry seeds that germinate over several days if not removed. Blood bushes are sometimes planted as a deterrent against thieves.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d12+1
Skills: Fighting d6, Notice d4, Shooting d4
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Tendril: Str+d4; Reach 1".
Flower Dart: Shooting; range 3/6/12; 2d4.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Weakness: Sonic (double damage).
Energy Resistances: -2 damage from cold and fire.
Size -1: Three feet tall; Toughness -1.

Bloodsuckle

Bloodsuckle
   Bloodsuckles are semi-intelligent carnivorous plants that use vine-like tendrils to consume the blood of the unwary. They also inject sap into living victims, turning them into hosts to serve and protect them. Bloodsuckles can sense all hosts within 18", and may summon all hosts within two miles. Once per month, they can implant a host with a seed, which grows into a new bloodsuckle over a period of several days.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (2)
Gear: Limb rakes (Str+d8)
Edges: Frenzy, Level Headed, Quick, Strong Willed, Trademark Weapon (tendril)
Special Abilities
Armour +2: Natural armour.
Tendrils: Str+d6; Reach 1"; Grab; Create Host.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Create Host: Victims of this attack must make a Spirit roll or fall under this creature's control, like the Puppet power with a telepathy trapping and unlimited duration. Bonuses to resist poison aid in this roll.
Size +2: Increases Toughness by +2.

Bloody Bones

Bloody Bones
   Bloody bones look like humanoid skeletons coated in bloody mucus, with four sinewy tendrils projecting from their ribcages.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d10, Climbing d10, Notice d10, Stealth d8, Throwing d4
Charisma: +1; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Frenzy, Trademark Weapon (tendril)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Tendrils: Throwing; range 3/6/12; Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Slippery: +4 to resist and escape from grapple, constrict, Entangle, and other forms of confinement.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistance: -2 damage from fire.
Endurance: +2 to Soak rolls.

Bog Creeper

Bog Creeper
   Bog creepers look like human-sized rotting tree trunks, with several thorny tendrils and a single twisted limb sprouting from their bodies. It requires a Notice roll at -2 to spot them when they're not moving, as they look very much like plants.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Swimming d10, Notice d12+2
Charisma: -; Pace: 2; Parry: 6; Toughness: 10 (2)
Edges: Ambidextrous, Hard to Kill, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6.
Tendrils: Str+d6; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.

Bog strider

Bog Strider
   Bog striders are beetlemen with two arms and four legs. They are slightly shorter than most humans, with spindly limbs and gray-brown mottled carapaces. Their heads are beetle-like, with thin antennae and powerful mandibles.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Survival d6, Swimming d10, Notice d6, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Dodge
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Water Stride: Can move across water as if it were solid ground.
Humanoid: Affected by spells that only work on humanoids.
Hold Breath: Can hold breath for Vigor x 10 minutes.

❄Bog Strider Seer Queen
   Seer queens are the religious leaders of bog strider tribes, although they are difficult for outsiders to distinguish from other bog striders.

Rank: Novice
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Knowledge (Local) d6, Knowledge (Nature) d6, Survival d8, Swimming d10, Notice d8, Stealth d8, Throwing d4, Faith d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Dodge, Holy Warrior
Powers: Elemental Manipulation (water), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Water Stride: Can move across water as if it were solid ground.
Humanoid: Affected by spells that only work on humanoids.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Bonesucker

Bonesucker
   The bonesucker looks a bit like a tree trunk, with tentacles instead of branches, and a ring of eyes near the top. They usually live in caves or wastelands, and the boneless corpses of their victims are left scattered around their territory.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d12, Swimming d12, Notice d12+1, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
Edges: Dodge, Frenzy, Improved Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d6; Reach 1"; Constrict; Liquefy Bones.
Darkvision: No vision penalties for darkness (range 18").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Gang Up bonuses.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Liquefy Bones: Make a Vigor roll each round when pinned or suffer a level of Fatigue.
Size +2: Ten feet tall; Toughness +2.

Boruta

Boruta
   Boruta appear to be humanoid skeletons covered in moss and ivy, with roots and vines spilling from their ribcage and coiling around their bones. Despite their undead appearance, they are actually a race of plant-like creatures.

Rank: Heroic
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d10, Survival d12+1, Notice d12+1, Stealth d12+1, Spellcasting d6
Charisma: +1; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Powers: Beast Friend, Blast (lightning storm), Detect Arcana (sense magic), Elemental Manipulation (water), Entangle (plant growth), Obscure (fog cloud), Puppet (plants only), Summon Ally (animals and elementals), Shape Change (wildshape)
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Grounding Curse.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Grounding Curse: Make a Vigor roll or suffer a level of Fatigue.

Botfly

Giant Botfly
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d10
Charisma: -; Pace: 1; Parry: 2; Toughness: 3
Special Abilities
Sting: Str; Infestation.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 2.
Immunity: Mind-affecting effects.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brethedan

Brethedan
   Brethedan are fleshy spheres with writhing tentacles. As a normal action, a brethedan can merge with another adjacent brethedan, increasing its Size by +1, giving it +1 wound level, and granting it whichever Edge was currently assigned through the Adaption ability. There is no limit to how many brethedans can merge in this way, but their Size bonus never exceeds +12.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d6, Notice d10, Stealth d6
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (2)
Edges: Combat Reflexes, Frenzy, Strong Willed, Trademark Weapon (slam)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Adaptation: Gain any one Edge as a free action, ignoring requirements (except other Edges). The Edge lasts until the beginning of the creature's next turn.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 6" and Climb 1.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +2: Ten feet long; Toughness +2.

Broodiken

Broodiken
   Broodikens are crude one-foot tall humanoid servants, with disproportionately large heads and fanged mouths.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 2
Edges: Dodge, Improved Dodge
Special Abilities
Bite: Str; Attach.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Attach: Attach yourself to opponent on a raise, automatically inflict Str+d6 damage each round after that, victim require a raise on an opposed Strength roll to pull you off.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Bugbear

Bugbear
   Bugbears are big, hairy, feral goblinoids who survive primarily by hunting. They take their name from their bear-like noses and claws.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Intimidation d8, Tracking d8, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Leather armour (+1), morningstar (Str+d8), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Size +1: Seven feet tall; Toughness +1.

Cadaver

❄Cadaver Lord
   Cadaver lords look like rotting humanoid corpses, with glowing eyes that glimmer with intelligence, and filthy claws.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Knowledge (Religion) d8, Notice d10, Stealth d10, Faith d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Arcane Background (Miracles), Frenzy, Holy Warrior, Level Headed, Trademark Weapon (claw)
Powers: Fear, Obscure (darkness), Summon Ally, Puppet (undead)
Special Abilities
Armour +2: Rotted flesh.
Claws: Str+d6; Disease.
Bite: Str+d6; Disease.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except from those that are both bludgeoning and magical.
Disease: Make a Vigor roll or become afflicted.
Endurance: +2 to Soak rolls.

Calathgar

Calathgar
   Calathgars are big intelligent flowers with brilliant sky-blue petals, although they usually only unfurl in bright sunlight or when threatened. Calathgars communicate with each other through scent, and can also understand human speech, although they cannot talk themselves.

Rank: Seasoned
Attributes: Agility d12, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Tracking d4, Notice d4, Stealth d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Gear: Flower (Str+d8; +2 cold damage)
Edges: Combat Reflexes, Level Headed
Special Abilities
Tendrils: Str+d4; Reach 1".
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 6").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Cold.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Calikang

Calikang
   Calikangs are six-armed giants with blue skin, and are often recruited to serve as guardians.

Rank: Heroic
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+1, Spellcasting d4
Charisma: +2; Pace: 6; Parry: 9; Toughness: 15 (3)
Gear: Longsword (Str+d8), longsword (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed, Two-Fisted
Powers: Bolt (lightning bolt)
Tactics: Two Weapons
Special Abilities
Armour +3: Blue skin.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Humanoid: Affected by spells that only work on humanoids.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 day damage.
Immunities: Electricity and mind-affecting effects.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Canopy Creeper

Canopy Creeper
   Canopy creepers are semi-sentient plants that resemble a mass of twisted vines. Within the centre of the mass is a powerful beak-like mouth.

Rank: Heroic
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d8, Climbing d12+1, Tracking d10, Notice d10, Stealth d6, Throwing d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 19 (3)
Edges: Ambidextrous, Combat Reflexes, Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Vine Tendrils: Throwing; range 3/6/12; Str+d6; Grab; Feed; Pull.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Electricity.
Weakness: Cold (double damage).
Energy Resistance: -2 damage from fire.
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Carrion Moth

Carrion Moth
   Carrion moths cab grow up to twenty feet in length, with vast wings covered in shimmering skull-like patterns. They have a centipede-like head, with four tentacles around the mouth, and powerful mandibles. They are attracted by bright lights as well as the smell of decaying flesh.

Rank: Seasoned
Attributes: Agility d12, Smarts d4 (A), Spirit d10, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Combat Reflexes
Special Abilities
Armour +2: Decaying flesh.
Bite Bite: Str+d6.
Tentacles: Str+d6; Reach 1"; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 12" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 3".
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size +2: Twenty feet long; Toughness +2.

Caryatid column

Caryatid Column
   Caryatid columns are guardian constructs resembling marble statues. Unlike golems, their orders are given when they are created, and cannot be later changed.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Gear: Masterwork longsword (Str+d8)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.

Cat

Panther
   Panthers are smaller than lions, but are quick and aggressive hunters.

Rank: Seasoned
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d8, Tracking d10, Notice d10, Stealth d8
Charisma: -; Pace: 10; Parry: 6; Toughness: 7 (1)
Special Abilities
Armour +1: Rusty brown fur.
Bite: Str+d6; Grab.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.

Catoblepas

Catoblepas
   The catoblepas is a large aggressive beast with short antlers on its boar-like head, and heavy body covered in spines.

Rank: Heroic
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d12, Swimming d10, Notice d12+3
Charisma: -; Pace: 8; Parry: 8; Toughness: 15 (4)
Edges: Ambidextrous, Hard to Kill, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
Antlers: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage if move 6" or more in straight line before attacking.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Poison: Inflict poison if foe is Shaken or wounded.
Size +2: Fifteen feet long; Toughness +2.

Caulborn

Chrestomath Caulborn
   Each caulborn colony has at least one chrestomath, created through a special ritual, which look rather like giant fleshy amoebas. The chrestomath are the keepers of the caulborn racial memory, a store of everything the colony has experienced.

Rank: Veteran
Attributes: Agility d4, Smarts d12+3, Spirit d12+1, Strength d4, Vigor d12
Skills: Fighting d6, Repair d12+1, Notice d12+1, Spellcasting d12
Charisma: +4; Pace: -; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Detect Arcana (sense magic), Mind Reading, Speak Language
Tactics: No melee attacks
Special Abilities
Armour +1: Wet flesh.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 2" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.

Cave Cricket

Cave Cricket
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Kicks: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Size -1: Three feet long; Toughness -1.

Cayhound

Cayhound
   Cayhounds are big intelligent mastiffs with red fur. They love fighting, food and drink, and consider themselves champions of freedom.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d6, Knowledge (Planes) d6, Survival d8, Tracking d10, Notice d10, Stealth d10, Spellcasting d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Magic), Level Headed
Powers: Teleport (dimension door)
Special Abilities
Armour +2: Red fur.
Bite: Str+d6; +2 sonic damage; Go for the Throat.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Go for the Throat: Target least armoured location on a raise.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 thunderous bark damage.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.

Centipede

Centipede, Giant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Centipede, Giant Whiptail
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Climbing d12, Notice d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 17 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Tail Slap: Str+d8; Nonlethal; Knockback.
Darkvision: No vision penalties for darkness (range 12").
Knockback: Opponent knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Cerberi

Cerberi
   Cerberi are three-headed hounds, descendants of the original Cerberus.

Rank: Veteran
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Survival d10, Tracking d12, Notice d12, Stealth d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Bites: Str+d6; Jaws.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Evil: Affected by powers and abilities that work on evil creatures.

❄Cerberus
   Cerberus is a massive three-headed hound, with crimson eyes and dark fur He guards the gate to the underworld.

Rank: Epic
Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+10, Climbing d12+9, Knowledge (Religion) d12+7, Knowledge (Planes) d12+7, Survival d12+7, Tracking d12+9, Notice d12+9, Stealth d12+5
Charisma: +4; Pace: 12; Parry: 10; Toughness: 23 (5)
Edges: Alertness, Dodge, Improved Dodge, Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed, War Cry, Trademark Weapon (bite)
Special Abilities
Armour +5: Black fur.
Bites: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunity: Death magic.
Energy Resistances: -2 damage from acid, cold, electricity and fire.
Physical Resistance: -4 damage from physical attacks, except from those that are both legendary and good.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ceru

Ceru
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Knowledge (Arcana) d6, Persuasion d6, Notice d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +1: Natural armour.
Horns: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Poison.
Energy Resistances: -1 damage from acid and electricity.
Poison: Horns inflict poison if foe is Shaken or wounded.
Size -2: One foot long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Cherum

Cherum
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+10, Climbing d12+10, Knowledge (Religion) d12+2, Survival d12+2, Notice d12+9
Charisma: -; Pace: 6; Parry: 10; Toughness: 32 (7)
Edges: Alertness, Dodge, Hard to Kill, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +7: Burning flesh.
Bite: Str+d8; +2 fire damage; Grab.
Claws: Str+d8; +2 fire damage.
Darkvision: No vision penalties for darkness (range 24").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunities: Fire and poison.
Weakness: Cold (double damage).
Physical Resistance: -4 damage from physical attacks, except those caused by legendary weapons.
Size +16: Seventy feet tall; Toughness +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Chon chon

Chon Chon
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Shooting d4, Spellcasting d4
Charisma: -; Pace: 2; Parry: 4; Toughness: 3
Edges: Arcane Background (Magic), Quick
Powers: Detect Arcana (sense magic)
Special Abilities
Bite: Str.
Acid Spit: Shooting; range 3/6/12; 2d4; +2 acid damage.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 12" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Chon Chon Swarm
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d10, Strength d10, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Spellcasting d4
Charisma: -; Pace: 2; Parry: 4; Toughness: 6
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Detect Arcana (sense magic)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 12" and Climb 1.

Chupacabra

Giant Winged Chupacabra
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d10
Charisma: +1; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Flight: Flying Pace of 12" and Climb 0.

Clam, Giant

Clam, Giant
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d4, Swimming d6, Notice d4
Charisma: -; Pace: 1; Parry: 4; Toughness: 11 (3)
Tactics: No melee attacks
Special Abilities
Armour +3: Natural armour.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 6", and cannot drown.
Immunity: Mind-affecting effects.
Size +2: Increases Toughness by +2.

Clockworks

Clockwork Advanced Bronze Giant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+6, Vigor d12+4
Skills: Fighting d12+5, Notice d4, Throwing d12+4
Charisma: -; Pace: 6; Parry: 10; Toughness: 22 (4)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Clockwork Goliath
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+1, Smarts d4 (M), Spirit d6, Strength d12+8, Vigor d12+6
Skills: Fighting d12+4, Notice d4, Shooting d12+3
Charisma: -; Pace: 8; Parry: 10; Toughness: 26 (5)
Edges: Frenzy, Improved Frenzy, Level Headed, Quick
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8.
Cannon: Shooting; range 15/30/60; 2d8; AP 2.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Weakness: Electricity (double damage).
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Clockwork Myrmidon
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Gear: Masterwork heavy pick (Str+d8)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Size +2: Increases Toughness by +2.

Clockwork Servant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d4, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Net (Throwing; range 3/6/12; Str+d6; Entangle)
Edges: Level Headed, Quick
Special Abilities
Armour +1: Natural armour.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Weakness: Electricity (double damage).

Cobra construct

Adamantine Cobra
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Cobra Flower

Cobra Flower
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 1; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; +2 acid damage; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Size +2: Increases Toughness by +2.

Cockroach

Cockroach, Giant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d12
Skills: Fighting d4, Climbing d8, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (1)
Edges: Hard to Kill
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 8" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hold Breath: Can hold breath for Vigor x 10 minutes.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Giant Hissing Cockroach
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Hard to Kill
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 8" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hold Breath: Can hold breath for Vigor x 10 minutes.
Weakness: Light sensitive.

Cold Rider

Cold Rider
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d12, Knowledge (Nature) d12+1, Riding d12+2, Notice d12+1, Stealth d12+1, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 11 (3)
Gear: Full plate (+3), icy burst glaive (Str+d8; Reach 1"; +2 cold damage)
Edges: Arcane Background (Magic), Level Headed, Trained Rider, Trademark Weapon (glaive)
Powers: Blast (ice storm), Bolt (ray of frost), Slumber
Special Abilities
Antlers: Str+d6; +2 cold damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage if move 6" or more in straight line before attacking.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Cold.
Weaknesses: Fire (double damage) and sonic (double damage).

Jade Colossus

Jade Colossus
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+9, Vigor d12+7
Skills: Fighting d12+5, Notice d4
Charisma: -; Pace: 8; Parry: 10; Toughness: 37 (7)
Edges: Frenzy
Special Abilities
Armour +7: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Fire and magic.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +19: Thirty-five feet tall; Toughness +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Comozant Wyrd

Comozant Wyrd
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Nature) d4, Knowledge (Planes) d8, Persuasion d10, Notice d10, Spellcasting d4
Charisma: +4; Pace: 4; Parry: 4; Toughness: 4
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Obscure (fog)
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 2.
Immunities: Electricity, cold and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Corpsespinner

Corpsespinner
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d12, Climbing d12+1, Notice d10, Stealth d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 15 (3)
Edges: Alertness, Combat Reflexes, Level Headed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d10; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crab

Crab, Giant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Swimming d10, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.

Crab, Hermit (Giant)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Swimming d12, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 12", and cannot drown.
Immunity: Mind-affecting effects.
Size +3: Increases Toughness by +3.

Crabman

Crabman
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Repair d6, Survival d6, Swimming d12+2, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Alertness, Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Humanoid: Affected by spells that only work on humanoids.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Nine feet tall; Toughness +2.

Crawling hand

Crawling Hand, Giant
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Dodge, Quick, Trademark Weapon (claw)
Special Abilities
Armour +2: Natural armour.
Claw: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.

Giant Crayfish

Giant Crayfish
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Swimming d12+1, Notice d6, Stealth d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 13", and cannot drown.
Weakness: Water dependency.
Size +2: Increases Toughness by +2.

Cyclops

Cyclops
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d8, Survival d6, Notice d10, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Gear: Hide armour (+2), greataxe (Str+d10; Parry -1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Size +2: Nine feet tall; Toughness +2.

Mighty Cyclops
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d12+1, Intimidation d12+1, Survival d10, Notice d10, Shooting d12
Charisma: -; Pace: 12; Parry: 7; Toughness: 10 (2)
Gear: Hide armour (+2), greataxe (Str+d10; Parry -1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Sleep, paralysis and mind-affecting effects.
Size +2: Increases Toughness by +2.

Daelkyr, Xoriat Scion

❄Daelkyr, Xoriat Scion
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+1, Smarts d12+3, Spirit d12+2, Strength d12+2, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+4, Healing d12+1, Knowledge (Arcana) d12+4, Knowledge (Planes) d12+4, Repair d12+4, Notice d12+4, Stealth d12+4, Spellcasting d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 12 (3)
Gear: Breastplate (+3)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Confusion, Quickness, Slow, Teleport (dimension door)
Special Abilities
Slam: Str+d6; Corrupting Touch.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Physical Resistance: -3 damage from physical attacks, except from those that are both byeshk and good.
Endurance: +2 to Soak rolls.

Daemon

Greater Ceustodaemon
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Knowledge (Planes) d10, Survival d12, Notice d12, Stealth d10, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Slow, Teleport (dimension door)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Evil: Affected by powers and abilities that work on evil creatures.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Acid, sleep, disease, poison, shapechanging, paralysis, mind-affecting effects and death magic.
Energy Resistances: -2 damage from cold, electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by either good or silver weapons.
Size +3: Increases Toughness by +3.

Phasmadaemon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+3, Smarts d12, Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+7, Knowledge (Planes) d12+4, Repair d12+4, Notice d12+4, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 15 (4)
Edges: Arcane Background (Magic), Dodge, Level Headed, Strong Willed
Powers: Fear (phantasmal killer), Obscure (illusion), Summon Ally, Teleport
Special Abilities
Armour +4: Black flesh.
Bite: Str+d6; Constrict.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 8" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Energy Resistances: -2 damage from cold, electricity and fire.
Physical Resistance: -3 damage from physical attacks, except from those that are both good and silver.
Size +2: Twenty-five feet long; Toughness +2.

Darkmantle

Darkmantle
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Obscure (darkness)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks (range 18").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 6" and Climb -1.
Size -1: Reduces Toughness by -1.

Death Dog

Death Dog
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Survival d4, Tracking d8, Notice d8, Stealth d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Black fur.
Bites: Str+d6; Rotting Death; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Endurance: +2 to Soak rolls.

Demon

Brute Demon (Balban)
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Intimidation d10, Knowledge (Planes) d10, Survival d12, Notice d12, Spellcasting d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy
Powers: Detect Arcana (see invisibility), Dispel, Fear, Obscure (darkness), Teleport
Special Abilities
Armour +3: Slate skin.
Slam: Str+d8.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Horned Demon (Kalavakus)
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Knowledge (Planes) d12, Notice d12+3, Stealth d12, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Arcane Background (Magic)
Powers: Puppet (living humanoids only), Quickness, Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.

Serpent Demon (Mallor)
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+4
Skills: Fighting d12, Intimidation d12+2, Climbing d12+3, Knowledge (Planes) d12+1, Persuasion d12+2, Survival d12+1, Notice d12+4, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 9; Toughness: 17 (3)
Gear: Anarchic longspear (Str+d6; Reach 1"; Parry +1; Poison)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Bolt (scorching ray), Burst (burning hands), Dispel, Fear, Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
Claws: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Poison: Anarchic longspear and claws inflict poison if foe is Shaken or wounded.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wasp Demon (Mezzalorn)
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Knowledge (Planes) d12, Survival d12+1, Notice d12+1, Stealth d12, Spellcasting d6
Charisma: +1; Pace: 2; Parry: 8; Toughness: 14 (3)
Edges: Arcane Background (Magic), Quick, Sweep
Powers: Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
Sting: Str+d6; Poison.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 10" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by cold iron weapons.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Ten feet long; Toughness +2.

Shemhazian Demon
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12, Smarts d6, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+1, Healing d12+4, Knowledge (Religion) d12+1, Tracking d12+6, Notice d12+6, Spellcasting d6
Charisma: +1; Pace: 8; Parry: 8; Toughness: 25 (5)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Quick
Powers: Invisibility, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +5: Demonic flesh.
Bite: Str+d8; Strength Drain.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 12" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Evil: Affected by powers and abilities that work on evil creatures.
Paralyzing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except from those that are both cold iron and good.
Size +10: Thirty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Vavakia
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+5
Skills: Fighting d12+1, Intimidation d12+4, Knowledge (Arcana) d12+3, Knowledge (Planes) d12+3, Repair d12+3, Swimming d12+3, Notice d12+6, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 21 (3)
Gear: Breastplate (+3), unholy ranseur (Str+d8)
Edges: Arcane Background (Magic), Strong Willed
Powers: Blast (earthquake), Summon Ally, Telekinesis, Teleport
Special Abilities
Bite: Str+d8; Smoking Wound.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 12" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Electricity, fire and poison.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -4 damage from physical attacks, except from those that are both cold iron and good.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Vrock
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+3
Skills: Fighting d8, Intimidation d12, Knowledge (Planes) d12, Repair d12, Survival d12, Notice d12+2, Stealth d10, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick, Sweep
Powers: Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Feathers.
Claws: Str+d6.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Flight: Flying Pace of 10" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Energy Resistances: -2 damage from acid, cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Size +2: Eight feet tall; Toughness +2.

Derro Fetal Savant

Derro Fetal Savant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Stealth d8
Charisma: +4; Pace: 1; Parry: 2; Toughness: 2
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Devil

Apostate Devil (Deimavigga)
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+4, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Knowledge (History) d12+3, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Persuasion d12+6, Notice d12+4, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Gear: Full plate (+3), helmet (+3)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Strong Willed, Trademark Weapon (claw)
Powers: Disguise (shapechange), Entangle, Obscure (illusion), Puppet (living humanoids only), Summon Ally, Teleport, Voice on the Wind (dream message)
Special Abilities
Claws: Str+d6; Wisdom Drain.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 6" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Physical Resistance: -3 damage from physical attacks, except from those that are both good and silver.

❄Pit Fiend
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+4, Smarts d12+3, Spirit d12+4, Strength d12+6, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+5, Knowledge (Arcana) d12+4, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Persuasion d12+5, Repair d12+5, Survival d12+2, Notice d12+5, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 19 (5)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Blast (fireball), Bolt (scorching ray), Dispel, Entangle, Invisibility, Obscure (illusion), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8.
Wings: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 12" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -4 damage from physical attacks, except from those that are both good and silver.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shadow Angel
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+1, Smarts d12+2, Spirit d12+2, Strength d6, Vigor d12+3
Skills: Fighting d12, Intimidation d12+3, Knowledge (Arcana) d12+2, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Persuasion d12+2, Repair d12+1, Notice d12+3, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 11
Gear: Unholy ghost touch scythe (Str+d6; Good)
Edges: Arcane Background (Magic), Dodge, War Cry, Trademark Weapon (scythe)
Powers: Obscure (darkness), Summon Ally
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 16" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Size +2: Increases Toughness by +2.

Accuser Devil (Zebub)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Knowledge (Planes) d6, Notice d8, Stealth d12, Spellcasting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Invisibility, Summon Ally, Teleport
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; +2 acid damage; Disease.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 12" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -2 damage from physical attacks, except those caused by either good or silver weapons.
Disease: Make a Vigor roll or become afflicted.
Size -1: Two feet tall; Toughness -1.

Dinosaur

Tylosaurus
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Swimming d12+1, Notice d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 22 (3)
Edges: Dodge, Improved Dodge, Sweep
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Fifty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Disenchanter

Disenchanter
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Spellcasting d4
Charisma: -; Pace: 10; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Strong Willed
Powers: Detect Arcana (sense magic), Teleport (dimension door)
Special Abilities
Armour +1: Natural armour.
Trunk Touch: Str+d6; Disenchant.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +2: Eight feet long; Toughness +2.

Divine herald

❄Emperor Of Scales
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Climbing d12, Knowledge (History) d10, Knowledge (Religion) d10, Knowledge (Planes) d10, Repair d12+1, Tracking d12+3, Notice d12+3, Stealth d12, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 9; Toughness: 20 (4)
Gear: Snakebites (Str+d8; Poison)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Deflection (blur), Puppet, Puppet (living humanoids only), Teleport, Voice on the Wind (dream message)
Tactics: Two Weapons
Special Abilities
Armour +4: Torn flesh.
Bite: Str+d8; Poison; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Outsider (Native): This ability is only important for certain spells.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 12" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, fire, poison, paralysis, Gang Up bonuses and mind-affecting effects.
Physical Resistance: -4 damage from physical attacks, except from those that are both good and silver.
Poison: Bite and snakebites inflict poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄First Blade
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+5, Knowledge (History) d12+2, Notice d12+2, Spellcasting d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 13
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Sweep, Improved Sweep, Trademark Weapon (slam)
Powers: Barrier (whirling blades)
Special Abilities
Slams: Str+d8; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Poison and magic.
Energy Resistances: -2 damage from cold and sonic.
Physical Resistance: -4 damage from physical attacks, except from those that are both adamantine and law.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄The Grim White Stag
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+6, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+1, Knowledge (Nature) d10, Survival d10, Swimming d12+3, Notice d12+2, Stealth d8, Spellcasting d6
Charisma: -; Pace: 8; Parry: 8; Toughness: 29 (4)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Trademark Weapon (gore)
Powers: Healing (cure wounds)
Special Abilities
Armour +4: Natural armour.
Antlers: Str+d8; Push.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Fast Runner: Roll d8 when running instead of d6.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Gore: +4 damage if move 6" or more in straight line before attacking.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Electricity and petrification.
Energy Resistances: -2 damage from cold and sonic.
Physical Resistance: -3 damage from physical attacks, except from those that are both evil and silver.
Size +16: Thirty feet tall; Toughness +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

❄Hand Of The Inheritor
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+1, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Healing d12, Knowledge (Arcana) d12, Knowledge (History) d12+4, Knowledge (Nobility) d12, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Persuasion d12, Repair d12+4, Swimming d12+3, Notice d12+4, Spellcasting d12
Charisma: +4; Pace: 10; Parry: 9; Toughness: 17 (4)
Gear: Longsword (Str+d8), axiomatic holy spiked heavy steel shield (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed, Sweep, Two-Fisted, Trademark Weapon (longsword)
Powers: Banish (plane shift self), Barrier (whirling blades), Boost Trait (Strength), Detect Arcana (see invisibility), Dispel, Fear, Greater Healing, Healing (cure wounds)
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 30" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Acid, cold, fear and petrification.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by evil weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Herald Of Law
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d8, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Knowledge (Architecture) d8, Knowledge (Local) d8, Knowledge (Religion) d12+3, Notice d12+5
Charisma: +4; Pace: 8; Parry: 8; Toughness: 25 (6)
Gear: Gavel (Str+d8)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Armour +6: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Electricity, acid and Gang Up bonuses.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -4 damage from physical attacks, except those caused by chaos weapons.
Size +10: Twenty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Herald Of Tsathogga
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12, Swimming d12+1, Notice d12+6, Stealth d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 18 (4)
Edges: Ambidextrous, Quick, Sweep, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Tentacles: Str+d8; Reach 1"; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Energy Resistance: -3 damage from sonic.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Endurance: +2 to Soak rolls.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄The Prince In Chains
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+3
Skills: Fighting d12, Climbing d12, Knowledge (Religion) d10, Knowledge (Planes) d10, Survival d12+2, Tracking d12+2, Notice d12+2, Stealth d10, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Strong Willed, War Cry
Powers: Lower Trait (curse), Invisibility, Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Go for the Throat; Vicious.
Tendrils: Str+d8; Reach 1"; Vicious.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Go for the Throat: Target least armoured location on a raise.
Flight: Flying Pace of 10" and Climb 2.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -4 damage from physical attacks, except those caused by good weapons.
Endurance: +2 to Soak rolls.
Size +7: Eighteen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Yethazmari
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+1, Smarts d10, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Knowledge (Religion) d10, Knowledge (Planes) d12, Repair d12, Survival d12+4, Notice d12+5, Stealth d12+4, Throwing d12, Spellcasting d10
Charisma: +4; Pace: 10; Parry: 8; Toughness: 16 (4)
Gear: Poison gout (Throwing; range 3/6/12; Str+d6; +2 acid damage; Poison)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Disguise (illusion), Dispel, Fear, Obscure (fog), Summon Ally
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
Tail: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 20" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Fire.
Physical Resistance: -4 damage from physical attacks, except those caused by good weapons.
Poison: Tail and poison gout inflict poison if foe is Shaken or wounded.
Size +3: Fourteen feet tall; Toughness +3.

Dog

Giant Fiendish Mastiff
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Survival d4, Tracking d8, Notice d8, Innate Powers d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Arcane Background (Super Powers)
Powers: Smite (Good)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Energy Resistances: -1 damage from cold and fire.
Size +2: Increases Toughness by +2.

Dolgaunt

Dolgaunt
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Combat Reflexes, Frenzy
Special Abilities
Armour +1: Tough flesh.
Tentacles: Str+d6; Reach 1"; Grab.
Blindsight: Ignore sight-based penalties and gaze attacks (range 72").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Physical Resistance: -2 damage from physical attacks, except those caused by either byeshk or magical weapons.

Draconid

Draconid
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d12+2
Charisma: -; Pace: 8; Parry: 7; Toughness: 17 (3)
Edges: Alertness, Frenzy, Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +3: Coarse fur.
Bites: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Energy Resistance: -1 damage from fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Poison: Bites inflict poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Imperial forest dragon

Wyrmling Forest Dragon
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Knowledge (Nature) d8, Survival d6, Notice d10, Stealth d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (2)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 30" and Climb 0.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Very Young Forest Dragon
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d12+3, Knowledge (Arcana) d10, Knowledge (Nature) d10, Survival d10, Notice d10, Stealth d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 9 (2)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 30" and Climb 0.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Endurance: +2 to Soak rolls.

Young Forest Dragon
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+4, Survival d10, Notice d12, Stealth d12+1, Faith d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Trademark Weapon (bite)
Powers: Deflection (forcefield)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Endurance: +2 to Soak rolls.
Size +3: Increases Toughness by +3.

Juvenile Forest Dragon
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12+5, Knowledge (Arcana) d10, Knowledge (Nature) d10, Repair d10, Survival d10, Notice d12+1, Stealth d12+1, Faith d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 16 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Trademark Weapon (bite)
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Endurance: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Young Adult Forest Dragon
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Climbing d12+6, Knowledge (Arcana) d10, Knowledge (Nature) d10, Repair d10, Survival d10, Notice d12+2, Stealth d12, Faith d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 19 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Obscure (fog cloud)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Physical Resistance: -1 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult Forest Dragon
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+7, Repair d12+2, Survival d12, Notice d12+2, Stealth d12+2, Faith d10
Charisma: +1; Pace: 8; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage damage.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -1 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mature Adult Forest Dragon
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+7, Knowledge (Arcana) d12, Knowledge (Nature) d12, Repair d12+3, Survival d12+3, Notice d12+3, Stealth d12+1, Faith d10
Charisma: +1; Pace: 8; Parry: 8; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (lightning bolt), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old Forest Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+8, Knowledge (Arcana) d12+1, Knowledge (Nature) d12+1, Repair d12+4, Survival d12+4, Notice d12+4, Stealth d12+1, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (Strength), Invisibility, Obscure (fog cloud), Slow, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very Old Forest Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+9, Knowledge (Arcana) d12+1, Knowledge (Nature) d12+1, Repair d12+4, Survival d12+4, Notice d12+4, Stealth d12+1, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Slow, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient Forest Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+1, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Climbing d12+10, Repair d12+5, Survival d12+4, Notice d12+5, Stealth d12+3, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Improved Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Slow, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm Forest Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+1, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+6, Climbing d12+10, Repair d12+6, Survival d12+6, Notice d12+6, Stealth d12+2, Faith d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Improved Trademark Weapon (bite)
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Slow, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great Wyrm Forest Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Climbing d12+10, Repair d12+7, Survival d12+7, Notice d12+7, Stealth d12+1, Faith d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 35 (9)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed, Improved Trademark Weapon (bite)
Powers: Barrier (wind), Blast (earthquake), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Slow, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +9: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +17: Increases Toughness by +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Metallic silver dragon

Silver Dragon, Wyrmling
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d10, Healing d10, Knowledge (Local) d10, Persuasion d10, Repair d10, Notice d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (2)
Edges: Level Headed, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 30" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Silver Dragon, Very Young
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d12, Healing d12, Knowledge (Local) d12, Persuasion d12, Repair d12, Notice d12
Charisma: +1; Pace: 8; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 30" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).

Silver Dragon, Juvenile
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Persuasion d12+1, Repair d12+1, Notice d12+1, Faith d12
Charisma: +4; Pace: 8; Parry: 7; Toughness: 15 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Detect Arcana (sense magic), Flight (feather fall)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 40" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Silver Dragon, Young Adult
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+3, Vigor d12
Skills: Fighting d12, Intimidation d12+2, Healing d12+2, Persuasion d12+2, Repair d12+2, Notice d12+2, Faith d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 19 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Deflection (forcefield), Detect Arcana (sense magic), Flight (feather fall), Healing (cure wounds)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 40" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Silver Dragon, Mature Adult
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+4, Healing d12+4, Persuasion d12+4, Repair d12+4, Notice d12+4, Faith d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Healing (cure wounds), Invisibility, Obscure (fog cloud), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 40" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver Dragon, Old
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Healing d12+4, Persuasion d12+4, Repair d12+4, Notice d12+4, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Healing (cure wounds), Invisibility, Obscure (fog cloud), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver Dragon, Very Old
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+5, Healing d12+5, Persuasion d12+5, Repair d12+5, Notice d12+5, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing (cure wounds), Invisibility, Obscure (fog cloud), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -4 damage from physical attacks, except those caused by magical weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver Dragon, Wyrm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Healing d12+7, Persuasion d12+7, Repair d12+7, Notice d12+7, Faith d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Banish, Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing (cure wounds), Invisibility, Obscure (fog), Obscure (fog cloud), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 50" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -5 damage from physical attacks, except those caused by magical weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver Dragon, Great Wyrm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+7, Intimidation d12+7, Healing d12+7, Persuasion d12+7, Repair d12+7, Survival d12+7, Notice d12+7, Faith d12
Charisma: +4; Pace: 8; Parry: 11; Toughness: 33 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Holy Warrior, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Banish, Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing (cure wounds), Invisibility, Obscure (fog), Obscure (fog cloud), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 50" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Physical Resistance: -5 damage from physical attacks, except those caused by magical weapons.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Primal crystal dragon

Crystal Dragon, Wyrmling
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d12+1
Charisma: +1; Pace: 12; Parry: 5; Toughness: 4 (1)
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
Flight: Flying Pace of 20" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sonic, sleep and paralysis.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Crystal Dragon, Very Young
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d8, Stealth d12
Charisma: +4; Pace: 12; Parry: 6; Toughness: 7 (2)
Edges: Quick
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 30" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sonic, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Young Crystal Dragon
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12, Climbing d12+2, Notice d10, Stealth d10
Charisma: +4; Pace: 12; Parry: 6; Toughness: 9 (2)
Edges: Quick
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 30" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.

Crystal Dragon, Juvenile
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d12+1, Climbing d12+3, Notice d12, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 12; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic), Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Flight: Flying Pace of 30" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.

Crystal Dragon, Young Adult
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Climbing d12+4, Notice d12, Stealth d10, Spellcasting d8
Charisma: +4; Pace: 12; Parry: 7; Toughness: 13 (3)
Edges: Arcane Background (Magic), Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +2: Increases Toughness by +2.

Adult Crystal Dragon
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+2, Climbing d12+4, Notice d12+1, Stealth d10, Spellcasting d10
Charisma: +4; Pace: 12; Parry: 7; Toughness: 15 (4)
Edges: Ambidextrous, Arcane Background (Magic), Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust), Deflection (forcefield), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +3: Increases Toughness by +3.

Crystal Dragon, Mature Adult
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+3, Climbing d12+5, Notice d12+2, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 12; Parry: 8; Toughness: 17 (5)
Edges: Ambidextrous, Arcane Background (Magic), Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crystal Dragon, Old
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Notice d12+3, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crystal Dragon, Very Old
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+7, Notice d12+3, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 8; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Trademark Weapon (bite)
Powers: Blind (glitterdust), Deflection (displacement), Detect Arcana (sense magic), Flight (feather fall), Invisibility
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -4 damage from physical attacks, except those caused by magical weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient Crystal Dragon
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+4, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Climbing d12+8, Survival d12+4, Notice d12+4, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 9; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Trademark Weapon (bite)
Powers: Bolt (lightning bolt), Blind (glitterdust), Burst (prismatic spray), Deflection (displacement), Detect Arcana (sense magic), Fear (phantasmal killer), Flight (feather fall), Invisibility, Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -4 damage from physical attacks, except those caused by magical weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Crystal Dragon, Wyrm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+1, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Climbing d12+9, Survival d12+5, Notice d12+5, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Trademark Weapon (bite)
Powers: Bolt (lightning bolt), Blind (glitterdust), Burst (prismatic spray), Confusion (hypnotic pattern), Deflection (displacement), Detect Arcana (sense magic), Dispel, Elemental Manipulation (earth), Fear (phantasmal killer), Flight (feather fall), Invisibility, Obscure (illusion), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 40" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -5 damage from physical attacks, except those caused by magical weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Crystal Dragon, Great Wyrm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+7, Climbing d12+10, Survival d12+6, Notice d12+6, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 12; Parry: 9; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Trademark Weapon (bite)
Powers: Bolt (lightning bolt), Blind (glitterdust), Burst (prismatic spray), Confusion (hypnotic pattern), Deflection (displacement), Detect Arcana (sense magic), Dispel, Elemental Manipulation (earth), Fear (phantasmal killer), Flight (feather fall), Invisibility, Obscure (illusion), Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 50" and Climb -2.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Physical Resistance: -5 damage from physical attacks, except those caused by magical weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Dragonfly

Giant Dragonfly
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Skin.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 16" and Climb 3.

Giant Dragonfly, Young
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Swimming d10, Notice d4, Stealth d6
Charisma: -; Pace: 2; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Dragonship

Dragonship
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Swimming d12+1, Notice d4
Charisma: -; Pace: -; Parry: 8; Toughness: 23 (5)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Weakness: Fire (double damage).
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +10: Twenty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Drake

Coral Drake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12, Knowledge (Nature) d8, Persuasion d8, Survival d8, Swimming d12+2, Notice d12, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Combat Reflexes, Dodge, Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 14", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 damage.
Immunities: Sleep, poison and paralysis.
Energy Resistance: -2 damage from cold.
Poison: Inflict poison if foe is Shaken or wounded.

Dryad

Dryad
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d8, Knowledge (Nature) d10, Repair d10, Survival d8, Notice d10, Stealth d12, Shooting d4, Faith d8
Charisma: +4; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Dagger (Str+d4), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Miracles), Beast Master
Powers: Entangle, Puppet, Puppet (living humanoids only), Slumber
Special Abilities
Armour +1: Flesh.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.

Eel

Giant Moray Eel
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Tracking d8, Swimming d12, Notice d8, Stealth d8
Charisma: -; Pace: -; Parry: 6; Toughness: 12 (2)
Edges: Improved Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +3: Increases Toughness by +3.

Positive energy elemental

Small Positive Energy Elemental
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Planes) d4, Notice d6, Stealth d10
Charisma: -; Pace: -; Parry: 5; Toughness: 5 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Size -1: Reduces Toughness by -1.

Medium Positive Energy Elemental
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Knowledge (Planes) d6, Notice d8, Stealth d10
Charisma: -; Pace: -; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d6; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.

Large Positive Energy Elemental
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Knowledge (Planes) d10, Notice d10, Stealth d12
Charisma: -; Pace: -; Parry: 7; Toughness: 10 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Size +2: Increases Toughness by +2.

Huge Positive Energy Elemental
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d10, Knowledge (Planes) d10, Notice d10, Stealth d10
Charisma: -; Pace: -; Parry: 8; Toughness: 14 (1)
Edges: Dodge, Frenzy, Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater Positive Energy Elemental
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d12, Intimidation d12, Knowledge (Religion) d12, Knowledge (Planes) d12, Notice d12, Stealth d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 15 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder Positive Energy Elemental
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Intimidation d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Notice d12+1, Stealth d12+2
Charisma: -; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elephant

Elephant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12
Skills: Fighting d8, Tracking d12+2, Notice d12+2
Charisma: -; Pace: 8; Parry: 6; Toughness: 18 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Thick skin.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mammoth
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Tracking d12+1, Notice d12+1
Charisma: -; Pace: 8; Parry: 6; Toughness: 20 (3)
Edges: Ambidextrous, Strong Willed, Trademark Weapon (slam)
Tactics: Two Weapons
Special Abilities
Armour +3: Thick pelt.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Endurance: +2 to Soak rolls.
Size +8: Twenty-two feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mastodon
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d10, Tracking d12+3, Notice d12+3
Charisma: -; Pace: 8; Parry: 7; Toughness: 19 (3)
Edges: Strong Willed, Trademark Weapon (gore)
Special Abilities
Armour +3: Brown fur.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Oliphant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Intimidation d10, Tracking d8, Notice d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 17 (2)
Gear: Stamps (Str+d8)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +2: Thick pelt.
Tusks: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Emkrah

Emkrah
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Climbing d12+2, Swimming d12+2, Notice d12+1, Shooting d6
Charisma: +4; Pace: 6; Parry: 6; Toughness: 16 (3)
Edges: Ambidextrous, Combat Reflexes, Dodge, Improved Dodge, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; +2 acid damage.
Tentacle Slams: Str+d8; Grab.
Acid Spittle: Shooting; range 3/6/12; 2d4; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Hardy: A second Shaken result doesn't become a wound.
Doom Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, cold and Gang Up bonuses.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ercinee

Ercinee
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d6
Skills: Fighting d8, Notice d10, Spellcasting d6
Charisma: -; Pace: 2; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Light (dancing lights)
Special Abilities
Armour +2: Radiant feathers.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 16" and Climb 1.
Size +2: Increases Toughness by +2.

Ethereal Marauder

Ethereal Marauder
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 6 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").

Ettin

Ettin
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d8, Notice d10, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Gear: Flails (Str+d8), javelins (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Size +3: Thirteen feet tall; Toughness +3.

Eurypterid

Spitting Eurypterid
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Swimming d12+1, Notice d4
Charisma: -; Pace: 2; Parry: 7; Toughness: 24 (5)
Edges: Frenzy, Level Headed
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8.
Sting: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Evil Eye

Evil Eye
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d4, Vigor d10
Skills: Fighting d8, Knowledge (Arcana) d12, Repair d12+1, Survival d12+1, Notice d12+2, Stealth d12
Charisma: -; Pace: 1; Parry: 6; Toughness: 11 (2)
Gear: Lashes (Str+d4)
Edges: Alertness, Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunity: Gang Up bonuses.
Energy Resistances: -1 damage from acid, cold, electricity, fire and sonic.
Size +2: Increases Toughness by +2.

Eye Tyrant

❄Eye Tyrant
   The Eye Tyrant is a massive fleshy eyeball with a mouth full of sharp fangs and a crown of eyestalks.

Rank: Heroic
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d12
Skills: Fighting d8, Intimidation d12+1, Knowledge (Arcana) d12+1, Repair d12+1, Survival d12+1, Notice d12+1, Stealth d12, Shooting d8
Charisma: -; Pace: 1; Parry: 6; Toughness: 14 (4)
Edges: Level Headed, Marksman, Strong Willed, Trademark Weapon (ray)
Special Abilities
Armour +4: Tough flesh.
Bite: Str+d6.
Anti-Magic Eye: At the end of the creature's movement for the round, it may place a Cone Template to indicate where its anti-magic eye is looking. This automatically dispels and prevents any magic from being used within the cone, including the creature's own eye rays.
Eye Rays: Shooting; range 12/24/48; RoF 5; Each victim can be targeted by a maximum of two rays per attack. After making the attack roll, choose one of the Eye Ray abilities for each successful hit. Only Eye Ray (Damage) can be chosen more than once per attack.
Barrage: The creature draws two initiative cards due to Level Headed, and acts normally on the higher card. However it can also use the lower initiative card to make a second attack with its Eye Rays as long as it isn't Shaken.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 4" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Gang Up bonuses.
Size +2: Increases Toughness by +2.
Eye Ray (Sleep) The victim must make a Spirit roll (at -2 on a raise) or fall asleep (and prone). They can be woken by an adjacent character as a normal action.
Eye Ray (Slow) The victim must make a Spirit roll (at -2 on a raise) otherwise they can no longer move as a free action for the remainder of the scene.
Eye Ray (Charm) The victim must make a Spirit roll (at -2 on a raise) otherwise they consider the creature a friend, and will attempt to help it (although this doesn't cause them to turn on their allies except as a last resort).
Eye Ray (Fear) The victim must make a Fear check (at -2 on a raise).
Eye Ray (Telekinesis) The victim must make a Spirit roll (at -2 on a raise) or be moved 2d6" in a direction of the creature's choice. If this causes the victim to be bashed into a solid object, they suffer the creature's Spirit+d6 as damage.
Eye Ray (Damage) The victim suffers 2d8 damage. If the victim is incapacitated by the damage, the creature can choose to disintegrate or petrify them instead (but only a maximum of one of each per attack).

False spider

False Spider, Pedipalp
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Pincers: Str+d6; Constrict.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.

Feral Spirit

Feral Spirit
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Stealth d12+1
Charisma: -; Pace: 4; Parry: 4; Toughness: 8 (1)
Edges: Quick, Strong Willed
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.

Fext

Fext
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Knowledge (Religion) d10, Knowledge (Engineering) d10, Notice d12+1, Stealth d12+1, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 8; Toughness: 13 (3)
Gear: Bastard sword (Str+d8)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Sweep, Improved Sweep, Trademark Weapon (bastard sword)
Powers: Lower Trait (curse), Mind Reading (speak with dead)
Special Abilities
Armour +3: Pallid skin.
Slam: Str+d6; +2 energy damage Drain.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by either glass or obsidian weapons.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Fey Giant Toad

Fey Giant Toad
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d10, Vigor d10
Skills: Fighting d6, Tracking d8, Swimming d10, Notice d8, Stealth d8, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Arcane Background (Magic), Quick
Powers: Blind (glitterdust), Entangle, Light (dancing lights)
Special Abilities
Armour +1: Pink skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 9" and Climb 2.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Energy Resistances: -2 damage from cold and electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.
Size +2: Increases Toughness by +2.

Fire Phantom

Fire Phantom
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Fire blast (Throwing; range 3/6/12; Str+d6; +2 fire damage)
Edges: Berserk, Frenzy, Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +2: Charred flesh.
Slams: Str+d6; +2 fire damage.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Endurance: +2 to Soak rolls.

Fish

Giant Archerfish
   Giant archerfish are peaceful, solitary creatures. They are typically about three feet long, with silvery scales.

Rank: Novice
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Tracking d6, Swimming d10, Notice d6, Shooting d6
Charisma: -; Pace: -; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d6.
Water Spray: Shooting; range 4/8/16; 2d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Giant Barracuda
   Large barracudas are predatory fish, about 10 feet in length.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Swimming d12+1, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 11 (2)
Edges: Trademark Weapon (bite)
Special Abilities
Armour +2: Tough scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 13", and cannot drown.
Endurance: +2 to Soak rolls.
Size +2: Ten feet long; Toughness +2.

Giant Blowfish
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Swimming d12, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Level Headed, Trademark Weapon (slam)
Special Abilities
Armour +2: Tough scales.
Slam: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Poison: Slam inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Caribe
   Giant caribes are a massive breed of saltwater piranha, sometimes exceeding six feet in length.

Rank: Novice
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Tracking d10, Swimming d10, Notice d10
Charisma: -; Pace: -; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Giant Electric Catfish
   Giant electric catfish have bloated gray-brown bodies and three sets of feelers around their mouths.

Rank: Veteran
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Swimming d12, Notice d12
Charisma: -; Pace: -; Parry: 6; Toughness: 11 (2)
Edges: Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +2: Grey skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Eight feet long; Toughness +2.

Dunkleosteus
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d8, Swimming d12+4, Notice d12
Charisma: -; Pace: -; Parry: 6; Toughness: 17 (2)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +2: Tough scales.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 16", and cannot drown.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giant Gar
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d6, Swimming d12+1, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 20 (3)
Edges: Improved Level Headed, Strong Willed
Special Abilities
Armour +3: Bony scales.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giant Pike
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Tracking d12, Swimming d12+1, Notice d12
Charisma: -; Pace: -; Parry: 6; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +2: Nine feet long; Toughness +2.

Manta Ray
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Swimming d12, Notice d6
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Tough skin.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Increases Toughness by +2.

Giant Seahorse
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Swimming d10, Notice d10, Stealth d8
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Edges: Dodge
Special Abilities
Armour +1: Tough flesh.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 10", and cannot drown.
Size +2: Eight feet long; Toughness +2.

Killer Seahorse
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Swimming d12, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 17 (2)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8; Bleed.
Tail Slap: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Endurance: +2 to Soak rolls.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Great White Shark
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Tracking d10, Swimming d12, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 17 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Tiger Barb
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Tracking d8, Swimming d12, Notice d8
Charisma: -; Pace: -; Parry: 6; Toughness: 8 (1)
Edges: Trademark Weapon (bite)
Special Abilities
Armour +1: Striped scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Fifteen feet long; Toughness +2.

Flea

Flea, Giant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Touch: Str; Draining.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Fly

Giant Fly
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4 (M), Spirit d4, Strength d6, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d6; Disease.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunities: Disease and mind-affecting effects.
Disease: Make a Vigor roll or become afflicted.

Giant Maggot
   No description for this creature yet.

Rank: Novice
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 2; Parry: 4; Toughness: 7
Special Abilities
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Burrow: Can burrow and reappear within 1".
Immunities: Disease and mind-affecting effects.

Giant Horsefly
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Size +2: Eight feet long; Toughness +2.

Flytrap

Giant Flytrap
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d10, Notice d10, Stealth d8
Charisma: -; Pace: 2; Parry: 7; Toughness: 19 (3)
Edges: Frenzy, Improved Frenzy, Level Headed, Sweep, Trademark Weapon (bite)
Special Abilities
Armour +3: Natural armour.
Bites: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and mind-affecting effects.
Energy Resistance: -4 damage from acid.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Forgotten One

Forgotten One
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Knowledge (Nature) d10, Repair d8, Survival d8, Notice d8, Stealth d12+2, Throwing d4, Spellcasting d8
Charisma: +4; Pace: 4; Parry: 5; Toughness: 2
Gear: Shortspear (Str+d6; Poison), shortspear (Throwing; range 3/6/12; Str+d6; Poison)
Hindrances: Small (M)
Edges: Arcane Background (Magic)
Powers: Deflection (blur)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Poison: Shortspear and shortspear inflict poison if foe is Shaken or wounded.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Formian

Formian Hive Queen
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d12+1, Spirit d12+1, Strength d12, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+3, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (Engineering) d12+4, Persuasion d12+3, Repair d12+5, Notice d12+5, Spellcasting d12
Charisma: +4; Pace: 2; Parry: 8; Toughness: 14 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Conceal Arcana, Confusion (hypnotic pattern), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Mind Reading, Puppet, Slow, Summon Ally, Teleport
Special Abilities
Armour +4: Brownish-red carapace.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, poison and petrification.
Energy Resistances: -2 damage from electricity, fire and sonic.
Size +2: Increases Toughness by +2.

Formian Royal Guard
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Climbing d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Survival d12, Notice d12+1, Stealth d12+1, Throwing d8, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 7; Toughness: 13 (3)
Gear: Returning javelin (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed
Powers: Mind Reading, Teleport
Special Abilities
Armour +3: Brownish-red carapace.
Sting: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Immunities: Cold, poison and petrification.
Energy Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Seven feet long; Toughness +2.

Formian Taskmaster
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Intimidation d12, Climbing d10, Persuasion d12, Notice d12, Stealth d10
Charisma: +4; Pace: 8; Parry: 5; Toughness: 10 (2)
Edges: Alertness, Dodge
Special Abilities
Armour +2: Brownish-red carapace.
Sting: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Immunities: Cold, poison and petrification.
Energy Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts poison if foe is Shaken or wounded.

Formian Warrior
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d10, Repair d8, Notice d8, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Edges: Dodge
Special Abilities
Armour +1: Brownish-red carapace.
Sting: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Immunities: Cold, poison and petrification.
Energy Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts poison if foe is Shaken or wounded.

Formian Worker
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d6, Knowledge (Engineering) d6, Notice d6, Stealth d10
Charisma: -; Pace: 8; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Brownish-red carapace.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Immunities: Cold, poison and petrification.
Energy Resistances: -2 damage from electricity, fire and sonic.
Size -1: Reduces Toughness by -1.

Frog

Giant Frog
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d8, Vigor d10
Skills: Fighting d6, Tracking d4, Swimming d10, Notice d4, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Bite: Str+d6; Grab.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Giant Dire Frog
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Tracking d6, Swimming d12, Notice d6, Stealth d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 14 (2)
Edges: Improved Level Headed
Special Abilities
Armour +2: Mottled skin.
Bite: Str+d6; Grab.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Ten feet long; Toughness +3.

Giant Abyssal Dire Frog
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Tracking d8, Swimming d12, Notice d8, Stealth d6, Innate Powers d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 16 (3)
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Smite (Good)
Special Abilities
Armour +3: Blackish-green skin.
Bite: Str+d8; Grab.
Tongue Touch: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Arcane Resistance: +1 to resist opposed magic, and +1 armour against offensive magic.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Toad
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12, Vigor d10
Skills: Fighting d6, Tracking d8, Swimming d10, Notice d8, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Increases Toughness by +2.

Froghemoth

Froghemoth
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Swimming d12+1, Notice d12, Stealth d12
Charisma: -; Pace: 4; Parry: 7; Toughness: 21 (4)
Edges: Ambidextrous, Level Headed, Quick, Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Electricity and Gang Up bonuses.
Weakness: Electricity (double damage).
Energy Resistance: -2 damage from fire.
Size +8: Ten feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fungal Crawler

Fungal Crawler
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Edges: Level Headed
Special Abilities
Bite: Str+d4; Poison.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Immunities: Sleep, poison, shapechanging, paralysis and mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Three feet long; Toughness -1.

Phantom Fungus

Phantom Fungus
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".

Gallows tree

Gallows Tree Zombie
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Gray-green skin.
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Galvo

Galvo
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d12, Swimming d12, Notice d10, Stealth d12, Shooting d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Gear: Eel dart (Shooting; range 3/6/12; 2d4; +2 electricity damage)
Edges: Combat Reflexes, Dodge, Marksman
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; +2 electricity damage.
Slams: Str+d6; +2 electricity damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Electricity.
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.

Gashadokuru

Gashadokuru
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+5, Climbing d12+2, Notice d12+1
Charisma: +4; Pace: 6; Parry: 8; Toughness: 24 (5)
Edges: Level Headed, Sweep, Improved Sweep, Trademark Weapon (claws)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -3 damage from physical attacks, except those caused by bludgeoning weapons.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Genie

Efreeti
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Repair d12, Notice d12, Stealth d8, Spellcasting d6
Charisma: -; Pace: 4; Parry: 7; Toughness: 13 (2)
Gear: Masterwork falchion (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Barrier (fire), Bolt (scorching ray), Detect Arcana (sense magic), Invisibility, Intangibility (gaseous form)
Special Abilities
Armour +2: Crimson skin.
Slams: Str+d6; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Flight: Flying Pace of 8" and Climb 3.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Size +3: Twelve feet tall; Toughness +3.

Marid
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Knowledge (Planes) d12+1, Persuasion d12+1, Repair d12+1, Swimming d12+4, Notice d12+1, Stealth d12, Spellcasting d8
Charisma: +1; Pace: 4; Parry: 9; Toughness: 13 (2)
Gear: Masterwork trident (Str+d6; Reach 1"; Parry +1)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Environmental Protection (underwater), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Blue-green skin.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Sixteen feet tall; Toughness +3.

Get Of Iblis

Get Of Iblis
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+1, Smarts d4, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Climbing d12+2, Swimming d12+2, Notice d12+3
Charisma: -; Pace: 8; Parry: 8; Toughness: 23 (4)
Edges: Combat Reflexes, Sweep, Improved Sweep
Special Abilities
Armour +4: Pallid flesh.
Bite: Str+d8; Devour Elemental.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Poison: Inflict poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gholdako

Gholdako
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+2, Knowledge (History) d8, Notice d12+1, Stealth d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 17 (3)
Edges: Sweep, Improved Sweep, Trademark Weapon (claws)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -2 damage from physical attacks, except those caused by good weapons.
Disease: Make a Vigor roll or become afflicted.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ghoran

Ghoran
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d10
Skills: Fighting d4, Notice d6, Faith d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Rapier (Str+d4; Parry +1)
Edges: Arcane Background (Miracles)
Powers: Disguise (illusion), Puppet (living humanoids only), Stun (daze)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Ghoul

Ghoul-Stirge
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Tracking d10, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Drawn skin.
Bite: Str+d6; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 10" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Giant

Abberant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Intimidation d10, Survival d8, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Gear: Huge greatclub (Str+d10)
Edges: Sweep, Trademark Weapon (greatclub)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Size +3: Fourteen feet tall; Toughness +3.

Ash Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d6, Climbing d12, Healing d8, Survival d8, Notice d8, Throwing d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 16 (3)
Gear: Huge club (Str+d10; Disease), rock (Throwing; range 3/6/12; Str+d6; Disease)
Edges: Marksman, Sweep, Improved Sweep
Special Abilities
Armour +3: Covered flesh.
Slam: Str+d8; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Disease and poison.
Disease: Make a Vigor roll or become afflicted.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bronze Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12, Repair d8, Notice d12+2, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 19 (3)
Gear: Longsword (Str+d8), spear (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Flesh.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Energy Resistance: -4 damage from fire.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cave Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Intimidation d8, Climbing d6, Notice d6, Throwing d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Gear: Hide armour (+2), battleaxe (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Trademark Weapon (battleaxe)
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Humanoid: Affected by spells that only work on humanoids.
Weakness: Light sensitive.
Size +3: Ten feet tall; Toughness +3.

Cloud Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12+1, Persuasion d8, Repair d10, Tracking d12+1, Notice d12+1, Throwing d8, Faith d10
Charisma: -; Pace: 10; Parry: 7; Toughness: 20 (3)
Gear: Morningstar (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Holy Warrior, Sweep, Improved Sweep, Strong Willed
Powers: Flight (levitate), Obscure (fog cloud)
Special Abilities
Armour +3: Pale skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Desert Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Survival d12+1, Notice d8, Throwing d8
Charisma: -; Pace: 10; Parry: 7; Toughness: 14 (2)
Gear: Masterwork scimitars (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous, Combat Reflexes, Dodge, Improved Dodge, Two-Fisted, Trademark Weapon (scimitar)
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Fire.
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ferrous Giant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d12+1, Repair d12+4, Notice d12+4, Faith d8
Charisma: -; Pace: 10; Parry: 6; Toughness: 21 (4)
Gear: Greataxe (Str+d10; Parry -1), greatsword (Str+d10; Parry -1)
Edges: Arcane Background (Miracles), Sweep, Improved Sweep, Strong Willed
Powers: Flight (levitate)
Special Abilities
Armour +4: Ruddy skin.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Fire and mind-affecting effects.
Physical Resistance: -4 damage from physical attacks, except those caused by cold iron weapons.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fire Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d12, Repair d8, Notice d12, Throwing d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (3)
Gear: Platemail (+3), greatsword (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6; +2 fire damage)
Edges: Sweep, Improved Sweep, Strong Willed, Trademark Weapon (greatsword)
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Fire Giant King
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+3, Repair d12+1, Notice d12+4, Throwing d12
Charisma: +1; Pace: 6; Parry: 8; Toughness: 16 (3)
Gear: Flaming burst glaive (Str+d8; Reach 1"), rock (Throwing; range 3/6/12; Str+d6; +2 fire damage; Smoke)
Edges: Combat Reflexes, Dodge, Improved Dodge, Sweep, Improved Sweep, Improved Trademark Weapon (glaive)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Forest Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d12, Spirit d12+2, Strength d12+6, Vigor d12+1
Skills: Fighting d10, Intimidation d12+6, Climbing d12+8, Knowledge (Geography) d12+4, Survival d12+3, Notice d12+3, Throwing d8, Faith d12
Charisma: -; Pace: 10; Parry: 7; Toughness: 19 (3)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Holy Warrior
Powers: Barrier (thorns), Wall Walker
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Acid.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Frost Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d8, Climbing d10, Repair d8, Notice d10, Stealth d4, Throwing d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 14 (2)
Gear: Chainmail (+2), greataxe (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Improved Sweep
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Cold.
Weakness: Fire (double damage).
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Frost Giant, Quorbred
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d8, Climbing d10, Repair d8, Notice d10, Stealth d4, Throwing d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 14 (2)
Gear: Greataxe (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Humanoid: Affected by spells that only work on humanoids.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold and fear.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hill Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d6, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 14 (2)
Gear: Hide armour (+2), greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Trademark Weapon (greatclub)
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hill Giant, Madborn
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d6, Throwing d6, Spellcasting d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (2)
Gear: Hide armour (+2), greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Berserk, Sweep, Trademark Weapon (greatclub)
Powers: Confusion, Fear, Stun (daze)
Special Abilities
Slams: Str+d8.
Humanoid: Affected by spells that only work on humanoids.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Runeslave Hill Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+4, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d8, Throwing d6
Charisma: -; Pace: 12; Parry: 6; Toughness: 14 (2)
Gear: Hide armour (+2), greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Hard to Kill, Strong Willed, Trademark Weapon (greatclub)
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Fear and fatigue.
Endurance: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Inverted Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d12+1, Notice d8
Charisma: +1; Pace: 6; Parry: 7; Toughness: 20 (4)
Edges: Level Headed, Sweep, Strong Willed
Special Abilities
Armour +4: Translucent flesh.
Bite: Str+d8; Grab.
Claws: Str+d8; +2 energy damage.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Humanoid: Affected by spells that only work on humanoids.
Energy Resistances: -2 damage from cold, electricity and fire.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jack-In-Irons Giant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+1, Survival d10, Notice d12+4, Throwing d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 21 (4)
Gear: Spiked greatclub (Str+d8; Daze), great chain (Str+d8; Daze), rock (Throwing; range 3/6/12; Str+d6)
Edges: Quick, Sweep, Strong Willed, Trademark Weapon (greatclub)
Special Abilities
Armour +4: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Daze: Make a Vigor roll at -3 or suffer a level of Fatigue.
Daze: Make a Vigor roll at -3 or suffer a level of Fatigue.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jungle Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d12, Climbing d10, Repair d8, Survival d10, Notice d12, Stealth d10, Shooting d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 17 (2)
Gear: Masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Frenzy, Marksman, Trademark Weapon (longbow)
Special Abilities
Armour +2: Decorated skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Disease and poison.
Size +7: Seventeen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Marsh Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Swimming d12, Notice d10, Stealth d6, Throwing d8, Faith d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 14 (2)
Gear: Gaff (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Combat Reflexes, Holy Warrior, Strong Willed
Powers: Lower Trait (curse), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brineborn Marsh Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Survival d10, Swimming d12+1, Notice d12, Stealth d10, Throwing d8, Faith d12
Charisma: +1; Pace: 8; Parry: 7; Toughness: 16 (3)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Combat Reflexes, Holy Warrior, Strong Willed
Powers: Beast Friend, Confusion, Lower Trait (curse), Obscure (fog cloud)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rune Giant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d8, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12, Knowledge (History) d10, Knowledge (Nobility) d10, Repair d12+3, Notice d12+4, Throwing d10, Faith d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (4)
Gear: Masterwork longsword (Str+d8), masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Adept, Arcane Background (Miracles), Quick Draw, Strong Willed
Powers: Puppet, Puppet (living humanoids only)
Special Abilities
Armour +4: Black skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunities: Electricity, fire and cold.
Size +10: Forty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sand Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Survival d12+2, Tracking d12+4, Notice d12+4, Throwing d10, Faith d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 20 (3)
Gear: Greatsword (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Miracles), Holy Warrior, Sweep, Improved Sweep, Strong Willed, Trademark Weapon (greatsword)
Powers: Blast (earthquake)
Special Abilities
Armour +3: Tan skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Endurance: +2 to Soak rolls.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sea Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Climbing d12, Knowledge (Nature) d8, Repair d10, Swimming d12+2, Notice d12+1, Stealth d10, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 15 (3)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Green skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shadow Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Intimidation d12, Climbing d12+2, Notice d12, Stealth d6, Throwing d10
Charisma: -; Pace: 6; Parry: 8; Toughness: 16 (3)
Gear: Masterwork great terbutje (Str+d8; +2 energy damage Drain), rock (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Sweep, Improved Sweep, Two-Fisted
Tactics: Two Weapons
Special Abilities
Armour +3: Dead skin.
Slams: Str+d8; +2 energy damage Drain.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Humanoid: Affected by spells that only work on humanoids.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Smoke Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d4, Throwing d6, Spellcasting d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 13 (2)
Gear: Heavy mace (Str+d6; AP 2), rock (Throwing; range 3/6/12; Str+d6; +2 fire damage)
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed, Trademark Weapon (heavy mace)
Powers: Obscure (fog cloud)
Special Abilities
Armour +2: Soot-colored skin.
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Fire.
Weakness: Cold (double damage).
Size +3: Nine feet tall; Toughness +3.

Snow Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d8, Survival d8, Notice d8, Stealth d6, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 13 (2)
Gear: Great axe (Str+d6), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Improved Sweep
Special Abilities
Armour +2: Skin.
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Cold.
Size +3: Increases Toughness by +3.

Stone Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d10, Stealth d6, Throwing d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (3)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Quick Draw, Strong Willed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Storm Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d10, Spirit d12+1, Strength d12+6, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Climbing d12+1, Repair d10, Swimming d12+2, Notice d12+4, Shooting d10, Faith d12
Charisma: -; Pace: 10; Parry: 7; Toughness: 20 (3)
Gear: Masterwork greatsword (Str+d10; Parry -1), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Miracles), Combat Reflexes, Holy Warrior, Sweep, Strong Willed
Powers: Blast (lightning storm), Flight (levitate), Obscure (fog)
Special Abilities
Armour +3: Bronze skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Electricity.
Size +8: Twenty-one feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Taiga Giant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12, Knowledge (Religion) d10, Survival d12+1, Notice d10, Stealth d6, Throwing d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 19 (2)
Gear: Hide armour (+2), spear (Str+d6; Reach 1"; Parry +1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Quick, Sweep, Strong Willed
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Humanoid: Affected by spells that only work on humanoids.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Volcano Giant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Climbing d12+1, Knowledge (Nature) d10, Notice d12+1, Throwing d10, Faith d8
Charisma: -; Pace: 8; Parry: 9; Toughness: 21 (4)
Gear: Gargantuan longspear (Str+d6; Reach 1"; Parry +1; Crit), rock (Throwing; range 3/6/12; Str+d6; +2 fire damage)
Edges: Arcane Background (Miracles), Hard to Kill, Holy Warrior, Sweep, Strong Willed
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +4: Brown skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wood Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d12, Knowledge (Nature) d8, Survival d8, Notice d10, Stealth d8, Shooting d6, Faith d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Gear: Leather armour (+1), longsword (Str+d8), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Miracles), Marksman, Strong Willed
Powers: Beast Friend, Growth (enlarge person), Puppet (animals only)
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Size +2: Fourteen feet tall; Toughness +2.

Gloom Crawler

Gloom Crawler
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d12+1
Charisma: -; Pace: 4; Parry: 7; Toughness: 15 (2)
Edges: Level Headed, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +2: Inky-black flesh.
Bite: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Gang Up bonuses.
Weakness: Vulnerable to sunlight.
Endurance: +2 to Soak rolls.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gnarlwood

Gnarlwood
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Stealth d4, Spellcasting d4
Charisma: +1; Pace: 6; Parry: 7; Toughness: 21 (4)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Trademark Weapon (claw)
Powers: Summon Ally (skeletons and zombies)
Special Abilities
Armour +4: Natural armour.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Weakness: Fire (double damage).
Physical Resistance: -3 damage from physical attacks, except from those that are both slashing and good.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gnoll

Giant Demon Gnoll
   No description for this creature yet.

Rank: Novice
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d4, Intimidation d10, Notice d6, Throwing d4, Innate Powers d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 12 (3)
Gear: Splint mail (+3), javelin (Throwing; range 3/6/12; Str+d6; Range Increment)
Edges: Arcane Background (Super Powers), Frenzy
Powers: Smite (Good)
Special Abilities
Claws: Str+d6.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Energy Resistances: -1 damage from cold and fire.
Size +2: Increases Toughness by +2.

Goblin

Arctic Goblin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Riding d10, Swimming d6, Stealth d10, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Hand axe (Str+d6), medium shield (+1 Parry), short bow (Shooting; range 12/24/48; 2d6)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Energy Resistance: -1 damage from cold.
Size -1: Reduces Toughness by -1.

Deep Goblin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d6, Riding d10, Swimming d6, Stealth d10, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), short sword (Str+d6), medium shield (+1 Parry), short bow (Shooting; range 12/24/48; 2d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 24").
Humanoid: Affected by spells that only work on humanoids.
Size -1: Reduces Toughness by -1.

Gibberling Goblin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Riding d10, Swimming d6, Stealth d10, Shooting d4, Innate Powers d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), short sword (Str+d6), medium shield (+1 Parry), short bow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Super Powers), Level Headed
Powers: Confusion (gibbering)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Golem

Adamantine Golem
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+4, Notice d4
Charisma: -; Pace: 6; Parry: 10; Toughness: 23 (6)
Edges: Frenzy
Special Abilities
Armour +6: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Physical Resistance: -4 damage from physical attacks, except those caused by legendary weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Behemoth Golem
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+7, Vigor d12+5
Skills: Fighting d12+2, Notice d4
Charisma: -; Pace: 6; Parry: 9; Toughness: 34 (7)
Special Abilities
Armour +7: Natural armour.
Tusks: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage if move 6" or more in straight line before attacking.
Immunity: Magic.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +17: Forty feet tall; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Brass Golem
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d4, Spellcasting d4
Charisma: -; Pace: 8; Parry: 8; Toughness: 22 (5)
Gear: Brass falchion (Str+d8; +2 fire damage)
Edges: Arcane Background (Magic)
Powers: Detect Arcana (see invisibility)
Special Abilities
Armour +5: Natural armour.
Slam: Str+d8; +2 fire damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire and magic.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Size +8: Twenty-four feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Carrion Golem (Stand-In)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4, Innate Powers d6
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Super Powers), Frenzy
Powers: Disguise (impersonate master)
Special Abilities
Armour +2: Flesh.
Slams: Str+d6; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Disease: Make a Vigor roll or become afflicted.

Clockwork Golem
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Notice d4
Charisma: -; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Coral Golem
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +3: Nine feet tall; Toughness +3.

Quantium Golem
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+6, Vigor d12+4
Skills: Fighting d12+4, Notice d4
Charisma: -; Pace: 4; Parry: 10; Toughness: 27 (7)
Gear: Bastard sword (Str+d8)
Special Abilities
Armour +7: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Physical Resistance: -5 damage from physical attacks, except from those that are both adamantine and bludgeoning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Griffon

Half-Fiend Griffon
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d12+1, Stealth d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Magic), Strong Willed, Trademark Weapon (bite)
Powers: Smite (Good), Obscure (darkness)
Special Abilities
Armour +2: Black fur.
Bite: Str+d6.
Talons: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Flight: Flying Pace of 12" and Climb 2.
Immunity: Poison.
Energy Resistances: -2 damage from acid, cold, electricity and fire.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +2: Increases Toughness by +2.

Gro’Kosh

Gro’Kosh
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Knowledge (Geography) d12, Knowledge (Nature) d12, Notice d12, Spellcasting d8
Charisma: +4; Pace: 8; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Strong Willed, Trademark Weapon (vine)
Powers: Slow
Special Abilities
Armour +3: Natural armour.
Vines: Str+d8; Reach 1".
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Physical Resistance: -3 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.

Grootslang

Grootslang
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12, Smarts d8, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12, Tracking d12+4, Swimming d12+9, Notice d12+4, Stealth d10
Charisma: -; Pace: 8; Parry: 9; Toughness: 24 (5)
Gear: Stomps (Str+d8)
Edges: Ambidextrous, Dodge, Improved Dodge, Sweep
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +10: Twenty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Guardian Doll

Guardian Doll
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d4
Skills: Fighting d8, Notice d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 2
Gear: Doll (Str+d4; +2 cold damage; Paralysis)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (ray of frost), Flight (levitate), Puppet (living humanoids only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Cold.
Weaknesses: Fire (double damage) and mind-affecting effects.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Gug Savant

Gug Savant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Climbing d12, Survival d12+2, Notice d12+4, Stealth d12, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes
Powers: Invisibility
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunities: Disease and poison.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Harridan

Harridan
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d12+1, Climbing d12+1, Knowledge (Arcana) d6, Persuasion d10, Notice d12+1, Stealth d10, Spellcasting d6
Charisma: +1; Pace: 12; Parry: 7; Toughness: 18 (3)
Gear: Breastplate (+3), masterwork greatsword (Str+d10; Parry -1)
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Improved Dodge, Strong Willed, Trademark Weapon (greatsword)
Powers: Barrier (whirling blades), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Healing (cure wounds)
Special Abilities
Claws: Str+d10.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Hellgrammite

Giant Hellgrammite
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Swimming d8, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Constrict.
Tail Slap: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Size +2: Ten feet long; Toughness +2.

Hell Moth

Hell Moth
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Tracking d10, Notice d10, Stealth d8
Charisma: -; Pace: 2; Parry: 5; Toughness: 11 (2)
Edges: Hard to Kill, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 0.
Energy Resistance: -4 damage from fire.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Herd animal

Antelope
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6
Charisma: -; Pace: 12; Parry: 4; Toughness: 5
Edges: Level Headed
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size -1: Four feet long; Toughness -1.

Dire Bison
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Tracking d12+1, Notice d12+1
Charisma: -; Pace: 10; Parry: 6; Toughness: 19 (2)
Edges: Alertness
Special Abilities
Armour +2: Black fur.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Deer
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Tracking d10, Swimming d6, Notice d10, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 5
Edges: Dodge, Improved Dodge
Special Abilities
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.

Elk
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 10; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.

Giant Elk
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 13 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Thick pelt.
Antlers: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

River Elk
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Swimming d10, Notice d8
Charisma: -; Pace: 10; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick pelt.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size +2: Six feet tall; Toughness +2.

Dire Goat
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Tracking d10, Notice d10
Charisma: -; Pace: 10; Parry: 5; Toughness: 9 (2)
Edges: Alertness
Special Abilities
Armour +2: Whitish-brown fur.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.

Moose
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Tracking d10, Swimming d8, Notice d10, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Thick pelt.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +2: Eight feet tall; Toughness +2.

Scythe Horn
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Tracking d10, Swimming d10, Notice d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Strong Willed, Trademark Weapon (antlers)
Special Abilities
Armour +2: Thick pelt.
Antlers: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +3: Thirteen feet long; Toughness +3.

Dire Ram
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 10; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Thick coat.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage if move 6" or more in straight line before attacking.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Hippopotamus

Behemoth Hippopotamus
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Swimming d10, Notice d10, Stealth d4
Charisma: -; Pace: 10; Parry: 7; Toughness: 20 (4)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +4: Thick skin.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Hobgoblin

Hobgoblin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Notice d4, Stealth d6, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (1)
Gear: Studded leather armour (+1), longsword (Str+d8), medium shield (+1 Parry), longbow (Shooting; range 15/30/60; 2d6)
Edges: Trademark Weapon (longsword)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Endurance: +2 to Soak rolls.

Homunculus

Dedicated Wright
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Repair d8, Notice d4
Charisma: -; Pace: 2; Parry: 4; Toughness: 3
Gear: Hammer (Str+d6; AP 2)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Packmate
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d6, Swimming d6, Notice d4, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Brawny
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Splash: Throwing; range 3/6/12; Str+d6; SBT.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Humbaba

Humbaba
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d6, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+9, Climbing d12+6, Survival d12+5, Notice d12+5, Throwing d12+1, Spellcasting d6
Charisma: +4; Pace: 12; Parry: 9; Toughness: 32 (5)
Gear: Longsword (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Blast (earthquake)
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Humanoid: Affected by spells that only work on humanoids.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sonic and death magic.
Size +17: Increases Toughness by +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Hyena

Giant Hyena
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Survival d6, Tracking d10, Notice d10, Stealth d4
Charisma: -; Pace: -; Parry: 6; Toughness: 14 (2)
Edges: Trademark Weapon (bite)
Special Abilities
Armour +2: Spotted pelt.
Bite: Str+d8; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Endurance: +2 to Soak rolls.
Size +4: Eight feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Inphidian

Dancer Inphidian
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Alertness, Frenzy
Special Abilities
Armour +1: Green scales.
Snake-hand Bites: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Poison: Snake-hand bites inflict poison if foe is Shaken or wounded.

Giant Isopod

Giant Isopod
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Swimming d6, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 6", and cannot drown.
Immunity: Mind-affecting effects.
Size -2: 2½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Jack-O-Lantern

Jack-O-Lantern
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Gear: Pitchfork (Str+d8)
Edges: Dodge, Improved Dodge, Frenzy
Special Abilities
Slams: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Jelly

Tar Jelly
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d4, Strength d10, Vigor d6
Skills: Fighting d6, Climbing d12, Stealth d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Special Abilities
Slam: Str+d4; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Jellyfish

Jellyfish, Giant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d12+2
Skills: Fighting d6, Swimming d10, Notice d4
Charisma: -; Pace: -; Parry: 5; Toughness: 11
Edges: Frenzy, Improved Frenzy
Special Abilities
Tentacles: Str+d6; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Mind-affecting effects.
Physical Resistance: -3 damage from physical attacks, except those caused by either piercing or slashing weapons.
Poison: Tentacles inflict poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Gargantuan Monstrous Sea Wasp
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d10, Swimming d10, Notice d6, Stealth d10
Charisma: -; Pace: -; Parry: 7; Toughness: 17 (3)
Special Abilities
Armour +3: Natural armour.
Tentacle: Str+d8; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Tentacle inflicts poison if foe is Shaken or wounded.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jupiter Bloodsucker

Jupiter Bloodsucker
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 1; Parry: 5; Toughness: 9 (2)
Gear: Vine leaves (Str+d6; Draining; Grab)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Draining: Make a Vigor roll or suffer a level of Fatigue.

Jyoti

Jyoti
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d10, Intimidation d12, Healing d12, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Notice d12+1, Stealth d12+1, Shooting d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Ghost touch spear (Str+d6; Reach 1"; Parry +1; +2 fire damage)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Strong Willed
Powers: Armor, Healing (cure wounds), Teleport (dimension door)
Special Abilities
Armour +2: Permanent armour spell.
Bite: Str+d6; +2 fire damage.
Ray: Shooting; range 12/24/48; 2d6; By Spell.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 18" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Disease and poison.
Energy Resistances: -2 damage from acid, cold, electricity, fire and sonic.

Kami

❄Jinushigami
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Healing d12+6, Knowledge (Geography) d12+5, Knowledge (Nature) d12+5, Persuasion d12+6, Repair d12+5, Survival d12+5, Notice d12+7, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 10; Parry: 11; Toughness: 24 (5)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick, Strong Willed, Two-Fisted
Powers: Beast Friend, Blast (earthquake), Elemental Manipulation (earth), Greater Healing, Mind Reading, Summon Ally (animals and elementals), Teleport
Special Abilities
Armour +5: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Outsider (Native): This ability is only important for certain spells.
Burrow: Can burrow and reappear within 8".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Energy Resistances: -2 damage from acid, electricity and fire.
Physical Resistance: -4 damage from physical attacks, except from those that are both cold iron and bludgeoning.
Size +10: Thirty-eight feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Kaminari Kami
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+5, Knowledge (Nature) d12+4, Knowledge (Planes) d12+4, Persuasion d12+5, Notice d12+4, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 9; Toughness: 20 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Blast (lightning storm), Dispel, Invisibility, Obscure (fog)
Special Abilities
Armour +4: Green skin.
Slams: Str+d8; Cacophonous Blow.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 12" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Electricity, sonic, shapechanging, petrification, mind-affecting effects and bleeding.
Energy Resistances: -2 damage from acid and fire.
Physical Resistance: -4 damage from physical attacks, except those caused by cold iron weapons.
Size +7: Twenty-five feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Toshigami
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d8, Vigor d12+1
Skills: Fighting d12+2, Healing d12+3, Knowledge (Nature) d12+3, Persuasion d12+4, Survival d12+3, Notice d12+3, Stealth d12+4, Spellcasting d8
Charisma: +4; Pace: 12; Parry: 11; Toughness: 11 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; Touch of Ages), quarterstaff (Str+d4; Reach 1"; Parry +1; Touch of Ages)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick, Strong Willed, Two-Fisted, Trademark Weapon (quarterstaff)
Powers: Healing (cure wounds), Quickness, Slow
Special Abilities
Armour +3: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Energy Resistances: -2 damage from acid, electricity and fire.
Physical Resistance: -3 damage from physical attacks, except from those that are both cold iron and evil.
Touch of Ages: Make a Vigor roll at -1 or suffer a level of Fatigue.
Touch of Ages: Make a Vigor roll at -1 or suffer a level of Fatigue.

Kobold

Blue Kobold
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Repair d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Blue Dragonbreath Kobold
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Repair d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 lightning damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Red Kobold
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Repair d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Edges: Brave
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Red Dragonbreath Kobold
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Repair d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Edges: Brave
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Krenshar

Krenshar
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Tracking d6, Notice d6, Stealth d10
Charisma: -; Pace: 8; Parry: 4; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.

Kyton

Termagant Kyton
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12, Smarts d10, Spirit d12+3, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+4, Notice d12+4, Stealth d12+1
Charisma: +4; Pace: 4; Parry: 8; Toughness: 18 (4)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Bleed.
Tentacles: Str+d8; Reach 1"; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
Physical Resistance: -3 damage from physical attacks, except from those that are both good and silver.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Lamia-kin

Hungerer Lamia-Kin
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+1
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Stealth d12+1, Spellcasting d6
Charisma: +4; Pace: 2; Parry: 9; Toughness: 21 (5)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Pummel (wind), Puppet, Slumber
Special Abilities
Armour +5: Flapping flesh.
Bite: Str+d8; +2 acid damage Damage; Wisdom Drain.
Claws: Str+d8; Wisdom Drain.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Acid and poison.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except from those that are both cold iron and piercing.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lantern goat

Lantern Goat
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Head butt (Str+d6)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Hooves: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.

Gruff Lantern Goat
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10, Notice d12+1, Stealth d12
Charisma: +2; Pace: 6; Parry: 7; Toughness: 13 (2)
Gear: Head butt (Str+d8)
Edges: Alertness, Dodge, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Hooves: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Lashunta

Lashunta
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Knowledge (Arcana) d8, Persuasion d6, Repair d8, Notice d4, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 3; Toughness: 4
Gear: Masterwork quarterstaff (Str+d4; Reach 1"; Parry +1), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Arcane Background (Magic)
Powers: Armor, Bolt (magic missile), Detect Arcana (sense magic), Mind Reading, Puppet (living humanoids only), Stun (daze)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.
Endurance: +2 to Soak rolls.

Leech

Giant Leech
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Tracking d4, Swimming d8, Notice d4, Stealth d4
Charisma: -; Pace: 1; Parry: 5; Toughness: 6
Special Abilities
Bite: Str+d6; Attach.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Attach: Attach yourself to opponent on a raise, automatically inflict Str+d6 damage each round after that, victim require a raise on an opposed Strength roll to pull you off.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.

Leech Swarm
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4 (M), Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Swimming d10, Notice d4, Stealth d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 7
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Poison: Swarm inflicts poison if foe is Shaken or wounded.

Leshy

Fungus Leshy
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4, Survival d4, Notice d4, Stealth d10, Throwing d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Gear: Puffball (Throwing; range 3/6/12; Str+d6; Spores)
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Spores: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Two feet tall; Toughness -1.

Gourd Leshy
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Stealth d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 5
Gear: Seed (Throwing; range 3/6/12; Str+d6; Ensnare)
Edges: Sneak Attack
Special Abilities
Slam: Str+d4; Ensnare.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Leaf Leshy
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Survival d4, Notice d4, Stealth d6, Throwing d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 4
Gear: Shortspear (Str+d6), seedpods (Throwing; range 3/6/12; Str+d6; Deafen)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 2" and Climb -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 2".
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Size -1: Reduces Toughness by -1.

Seaweed Leshy
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Survival d4, Swimming d8, Notice d8, Stealth d8, Shooting d4, Spellcasting d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Magic), Sneak Attack
Powers: Entangle
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Water Jet: Shooting; range 12/24/48; 2d4; Blind; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Linnorm

Tor Linnorm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+4, Smarts d4, Spirit d12+3, Strength d12+8, Vigor d12+5
Skills: Fighting d12+4, Climbing d12+3, Tracking d12+6, Swimming d12+10, Notice d12+6, Stealth d12+2
Charisma: +4; Pace: 8; Parry: 10; Toughness: 34 (6)
Edges: Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 20" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Fire, sleep, poison, paralysis, curses and mind-affecting effects.
Physical Resistance: -5 damage from physical attacks, except those caused by cold iron weapons.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +18: Fifty feet long; Toughness +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Lizard

Giant Chameleon
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d12+1
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Size +2: Eleven feet long; Toughness +2.

Giant Frilled Lizard
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Tracking d10, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Improved Level Headed
Special Abilities
Armour +2: Thick scales.
Bite: Str+d6.
Tail: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Giant Gecko
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d12+2, Notice d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".

Lizardfolk

Unseen Lizardfolk
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Swimming d8, Notice d4, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (2)
Gear: Morningstar (Str+d6), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Skin.
Bite: Str+d6.
Humanoid: Affected by spells that only work on humanoids.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Lurking ray

Lurker Above
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d8, Climbing d12+1, Tracking d10, Notice d10, Stealth d8
Charisma: -; Pace: 2; Parry: 6; Toughness: 19 (3)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +3: Natural armour.
Slam: Str+d8; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Weakness: Light sensitive.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by either piercing or slashing weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lusca

Lusca
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d12+1, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Swimming d12+8, Notice d12+4, Stealth d10, Spellcasting d6
Charisma: +4; Pace: 2; Parry: 8; Toughness: 25 (6)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Trademark Weapon (bite)
Powers: Summon Ally
Special Abilities
Armour +6: Natural armour.
Bites: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 20", and cannot drown.
Immunities: Electricity and poison.
Poison: Inflict poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lycanthrope (werebat)

Werebat (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d6, Climbing d4, Survival d8, Tracking d8, Swimming d4, Notice d4, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Gear: Chainmail (+2), masterwork bastard sword (Str+d8), medium shield (+1 Parry), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Combat Reflexes, Sweep, Trademark Weapon (bastard sword)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Werebat (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d6, Climbing d4, Survival d8, Tracking d8, Swimming d4, Notice d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Chainmail (+2)
Edges: Brave, Combat Reflexes, Sweep, Trademark Weapon (bastard sword)
Special Abilities
Bite: Str+d6; Infection.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 8" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (werebear)

Werebear (Human Form)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Climbing d8, Healing d8, Knowledge (Nature) d8, Survival d8, Tracking d8, Swimming d8, Notice d8, Stealth d8, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Gear: Chainmail (+2), masterwork battleaxe (Str+d8), masterwork throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Woodsman, Trademark Weapon (battleaxe)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Werebear (Hybrid Form)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d8, Healing d8, Knowledge (Nature) d8, Survival d8, Tracking d8, Swimming d10, Notice d8, Stealth d4, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Gear: Chainmail (+2), masterwork battleaxe (Str+d8), masterwork throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Woodsman, Trademark Weapon (battleaxe)
Special Abilities
Bite: Str+d6; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Size +2: Increases Toughness by +2.

Lycanthrope (wereboar)

Wereboar (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Intimidation d6, Knowledge (Nature) d6, Tracking d8, Notice d8, Throwing d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (1)
Gear: Studded leather armour (+1), dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Berserk
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Endurance: +2 to Soak rolls.

Wereboar (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Intimidation d6, Knowledge (Nature) d6, Tracking d8, Notice d8, Throwing d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Gear: Studded leather armour (+1), dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Berserk
Special Abilities
Bite: Str+d6; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Endurance: +2 to Soak rolls.

Lycanthrope (werecrocodile)

Werecrocodile (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Survival d6, Tracking d6, Swimming d6, Notice d4, Stealth d4, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Breastplate (+2), battleaxe (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Werecrocodile (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Survival d6, Tracking d6, Swimming d8, Notice d4, Stealth d4, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Gear: Breastplate (+2), battleaxe (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Level Headed
Special Abilities
Bite: Str+d6; Grab; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Sprint: Roll d10 when running instead of d6.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Humanoid: Affected by spells that only work on humanoids.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (wererat)

Wererat (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d4, Climbing d6, Knowledge (Local) d6, Lockpicking d6, Tracking d8, Swimming d6, Notice d8, Stealth d8, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Studded leather armour (+1), short sword (Str+d6), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Dodge, Sneak Attack, Thief
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Wererat (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d4, Climbing d8, Knowledge (Local) d6, Lockpicking d6, Tracking d8, Swimming d8, Notice d8, Stealth d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Studded leather armour (+1), short sword (Str+d6), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Dodge, Sneak Attack, Thief
Special Abilities
Bite: Str+d6; Disease; Curse of Dc.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Disease: Make a Vigor roll or become afflicted.

Lycanthrope (wereshark)

Wereshark (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Climbing d8, Survival d8, Tracking d8, Swimming d8, Notice d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Gear: Chainmail (+2), masterwork trident (Str+d6; Reach 1"; Parry +1)
Edges: Berserk, Trademark Weapon (trident)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Wereshark (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Climbing d8, Survival d8, Tracking d8, Swimming d8, Notice d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 10 (2)
Gear: Chainmail (+2), masterwork trident (Str+d6; Reach 1"; Parry +1)
Edges: Berserk, Trademark Weapon (trident)
Special Abilities
Bite: Str+d6; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (weretiger)

Weretiger (Human Form)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Climbing d8, Survival d8, Lockpicking d6, Tracking d10, Swimming d8, Notice d10, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Studded leather armour (+1), masterwork short sword (Str+d6), masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Dodge, Level Headed, Sneak Attack, Thief
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Weretiger (Hybrid Form)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d6, Climbing d10, Survival d8, Lockpicking d6, Tracking d10, Swimming d4, Notice d10, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Gear: Masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Dodge, Level Headed, Sneak Attack, Thief
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab; Infection.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Humanoid: Affected by spells that only work on humanoids.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Size +3: Increases Toughness by +3.

Lycanthrope (werewolf)

Werewolf (Human Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Climbing d4, Tracking d6, Notice d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Chainmail (+2), longsword (Str+d8), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Brave, Combat Reflexes, Level Headed, Sweep
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.

Werewolf (Hybrid Form)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Climbing d6, Tracking d6, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Chainmail (+2), longsword (Str+d8), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Brave, Combat Reflexes, Level Headed, Sweep
Special Abilities
Bite: Str+d6; Go for the Throat; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Humanoid: Affected by spells that only work on humanoids.
Change Form: Can assume an alternate form as a normal action.
Physical Resistance: -3 damage from physical attacks, except those caused by silver weapons.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Mandragora

Mandragora Swarm
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+4, Smarts d4, Spirit d10, Strength d10, Vigor d12+1
Skills: Fighting N/A (automatically hits, 2d12 damage within a MBT), Notice d12, Stealth d12+9
Charisma: -; Pace: 6; Parry: 4; Toughness: 8
Edges: Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Energy Resistances: -1 damage from acid, cold and electricity.
Poison: Swarm inflicts poison if foe is Shaken or wounded.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Endurance: +2 to Soak rolls.

Mantari

Mantari
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d4
Charisma: -; Pace: 1; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Tail Sting: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 12" and Climb 1.

Manticore

Manticore
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Survival d6, Tracking d8, Notice d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Size +2: Ten feet long; Toughness +2.

Advanced Manticore
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Survival d6, Tracking d12, Notice d12, Stealth d6, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Size +3: Increases Toughness by +3.

Boreal Manticore
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Survival d6, Tracking d8, Notice d8, Stealth d4, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; +2 cold damage.
Claws: Str+d6; +2 cold damage.
Spikes: Throwing; range 15/30/60; Str+d6; +2 cold damage; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Trackless: Leaves no tracks in its natural environment.
Flight: Flying Pace of 10" and Climb -2.
Immunity: Cold.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Poisonous Manticore
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Survival d6, Tracking d8, Notice d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Claws: Str+d6; Poison.
Spikes: Throwing; range 15/30/60; Str+d6; Poison; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Immunity: Poison.
Poison: Bite, claws and spikes inflict poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Mantidrake

Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Immunities: Sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Black Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 acid damage.
Immunities: Acid, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Blue Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Green Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 poisonous gas damage.
Immunities: Sleep, poison and paralysis.
Poison: Inflict poison if foe is Shaken or wounded.
Size +3: Twelve feet long; Toughness +3.

Red Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Fire, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

White Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d4, Survival d6, Tracking d12, Notice d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Trademark Weapon (spikes)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Cold, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Mantis

Giant Mantis
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 8" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Size +2: Seven feet tall; Toughness +2.

Deadly Giant Mantis
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d6
Charisma: -; Pace: 12; Parry: 7; Toughness: 27 (4)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Claws: Str+d8; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Size +15: Forty feet tall; Toughness +15.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Giant Drake-Eating Mantis
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+7, Vigor d12+3
Skills: Fighting d10, Climbing d12+3, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 30 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Claws: Str+d8; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 8" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Size +17: Sixty feet tall; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Medusa

Greater Medusa
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Dagger (Str+d4), composite shortbow (Shooting; range 12/24/48; 2d6)
Edges: Marksman, Trademark Weapon (composite shortbow)
Special Abilities
Armour +2: Green scales.
Snakes: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Poison: Snakes inflict poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Megafauna

Megalania
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Tracking d10, Swimming d12, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Edges: Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +3: Thick scales.
Bite: Str+d8; Grab; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Megaloceros
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Tracking d8, Notice d8
Charisma: -; Pace: 10; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Thick hide.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +2: Six feet tall; Toughness +2.

Minotaur

Bleeding Horror Minotaur
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Intimidation d8, Survival d10, Notice d10, Stealth d4
Charisma: +1; Pace: 6; Parry: 4; Toughness: 14 (3)
Gear: Greataxe (Str+d10; Parry -1)
Special Abilities
Armour +3: Natural armour.
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Humanoid: Affected by spells that only work on humanoids.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Endurance: +2 to Soak rolls.
Size +2: Seven feet tall; Toughness +2.

Mobogo

Mobogo
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Swimming d12+1, Notice d12+1, Spellcasting d4
Charisma: +1; Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Strong Willed
Powers: Beast Friend, Elemental Manipulation (water), Entangle (plant growth), Obscure (fog cloud), Pummel (wind), Puppet (animals only)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 6" and Climb -2.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +7: Eighteen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mockingfey

Mockingfey
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic), Frenzy
Powers: Stun (daze)
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 12" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Mosquito

Giant Mosquito
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+3, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Tracking d8, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Bleed; Disease; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 2.
Immunity: Mind-affecting effects.
Disease: Make a Vigor roll or become afflicted.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)

Mudbog

Mudbog
   No description for this creature yet.

Rank: Novice
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+1, Vigor d12+2
Skills: Fighting d4, Stealth d4
Charisma: -; Pace: 2; Parry: 4; Toughness: 11
Tactics: No melee attacks
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Energy Resistance: -2 damage from fire.
Size +2: Increases Toughness by +2.

Mummy

Mummy Of The Deep
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Swimming d12+1, Notice d10, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (3)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistance: -2 damage from fire.
Endurance: +2 to Soak rolls.

Nemhain

Nemhain
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+3, Smarts d12+1, Spirit d12+3, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d12+4, Knowledge (Arcana) d12+3, Knowledge (Religion) d12+3, Persuasion d12+3, Repair d12+3, Notice d8, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: -; Parry: 7; Toughness: 7
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Telekinesis
Special Abilities
Incorporeal Touch: Str+d6; Draining.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistances: -2 damage from acid and fire.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Endurance: +2 to Soak rolls.

Nephilim

Nephilim
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Climbing d10, Persuasion d12+1, Survival d10, Notice d12+1, Stealth d8, Throwing d8
Charisma: +2; Pace: 6; Parry: 7; Toughness: 14 (2)
Gear: Breastplate (+2), longsword (Str+d8), masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Quick, Quick Draw
Special Abilities
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +4: Eleven feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nightshade

Nightwalker
   No description for this creature yet.

Rank: Epic
Attributes: Agility d8, Smarts d12+1, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Intimidation d12+4, Knowledge (Arcana) d12+4, Knowledge (Religion) d12+4, Knowledge (Planes) d12+3, Repair d12+4, Swimming d12+5, Notice d12+4, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 24 (5)
Edges: Arcane Background (Magic), Frenzy
Powers: Banish (plane shift self), Confusion, Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8; +2 cold damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -4 damage from physical attacks, except from those that are both good and silver.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Norn

Immature Norn
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Intimidation d12+1, Healing d6, Repair d10, Notice d12+1, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 5; Toughness: 15 (2)
Gear: Hide armour (+2), shears (Str+d8; +2 energy damage Drain)
Edges: Arcane Background (Magic), Combat Reflexes, Hard to Kill, Level Headed, Quick, Strong Willed
Powers: Dispel, Fear (phantasmal killer), Flight (wind walk), Lower Trait (curse), Speak Language
Special Abilities
Touch: Str+d8; +2 energy damage Drain.
Low Light Vision: No penalties for dim or dark lighting.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Energy Resistances: -3 damage from acid, electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by cold iron weapons.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Octopus

Giant Octopus
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Swimming d10, Notice d8, Stealth d12+1
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (2)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Leathery hide.
Bite: Str+d6; Poison.
Tentacles: Str+d6; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Twenty feet long; Toughness +2.

Giant Lake Octopus
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Swimming d12+1, Notice d8, Stealth d12
Charisma: -; Pace: 4; Parry: 7; Toughness: 18 (3)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Leathery hide.
Bite: Str+d8; Poison.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ogre

Ogre
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d6, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 10 (2)
Gear: Hide armour (+2), greatclub (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Strong Willed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Endurance: +2 to Soak rolls.
Size +2: Ten feet tall; Toughness +2.

Ogrekin (Half-Ogre)

Ogrekin (Half-Ogre)
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Swimming d10, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Shortspear (Str+d6)
Edges: Brave, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.

Oma

Oma
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+9, Vigor d12+4
Skills: Fighting d12+1, Notice d12+3
Charisma: -; Pace: -; Parry: 8; Toughness: 36 (7)
Edges: Hard to Kill
Special Abilities
Armour +7: Natural armour.
Bite: Str+d8; +2 electricity damage; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 40" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, fire and cold.
Size +19: 150 feet long; Toughness +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Oni

Earth Yai Oni
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Knowledge (Arcana) d12+1, Notice d12+2, Stealth d12+2, Throwing d12+1, Spellcasting d6
Charisma: -; Pace: 10; Parry: 8; Toughness: 16 (3)
Gear: Greatclub (Str+d8), stony missile (Throwing; range 3/6/12; Str+d6; Awesome Blow)
Edges: Arcane Background (Magic), Combat Reflexes, Marksman, Strong Willed
Powers: Blast (earthquake), Elemental Manipulation (earth), Invisibility, Obscure (darkness)
Special Abilities
Armour +3: Rocky skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 10" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Fire Yai
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Knowledge (Arcana) d12, Persuasion d10, Repair d10, Notice d12+2, Throwing d12, Spellcasting d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 16 (3)
Gear: Banded mail (+3), katana (Str+d6+2; AP 2), fiery missile (Throwing; range 3/6/12; Str+d6; +2 fire damage; Burn)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Blast (fireball), Bolt (scorching ray), Deflection (forcefield), Invisibility, Obscure (darkness), Slumber
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ice Yai
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Intimidation d12+2, Knowledge (Arcana) d10, Repair d8, Notice d12+2, Stealth d12+1, Throwing d10, Spellcasting d6
Charisma: +4; Pace: 10; Parry: 8; Toughness: 16 (3)
Gear: Icy missile (Throwing; range 3/6/12; Str+d6; +2 cold damage)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Improved Frenzy, Sweep, Improved Sweep
Powers: Armor, Invisibility, Intangibility (gaseous form), Obscure (darkness), Slumber
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 10" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Cold.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ogre Mage
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Intimidation d12, Knowledge (Arcana) d10, Repair d10, Notice d10, Shooting d6, Spellcasting d8
Charisma: +2; Pace: 8; Parry: 5; Toughness: 14 (2)
Gear: Chainmail (+2), greatsword (Str+d10; Parry -1), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Invisibility, Intangibility (gaseous form), Obscure (darkness), Slumber
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 12" and Climb 2.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Size +3: Increases Toughness by +3.

❄Void Yai
   No description for this creature yet.

Rank: Epic
Attributes: Agility d8, Smarts d12, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+4, Knowledge (Arcana) d12+4, Knowledge (History) d12+3, Knowledge (Nobility) d12, Knowledge (Planes) d12+4, Repair d12+3, Notice d12+4, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 22 (4)
Gear: Masterwork greatclub (Str+d8), void missile (Throwing; range 3/6/12; Str+d6; +2 energy damage Drain)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Deflection (forcefield), Dispel, Invisibility, Intangibility (gaseous form), Obscure (darkness), Puppet (living humanoids only), Teleport
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 8" and Climb 1.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Cold.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wind Yai
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d8, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Stealth d12+1, Throwing d12, Spellcasting d8
Charisma: +4; Pace: 8; Parry: 8; Toughness: 21 (4)
Gear: Masterwork morningstar (Str+d8), shocking missile (Throwing; range 3/6/12; Str+d6; +2 electricity damage; Deafen)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Improved Sweep, War Cry, Trademark Weapon (morningstar)
Powers: Barrier (wind), Flight (levitate), Invisibility, Intangibility (gaseous form), Obscure (fog), Obscure (darkness)
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 wind blast damage.
Energy Resistance: -1 damage from sonic.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Onyx Deer

Onyx Deer
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Tracking d12, Notice d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Onyx Bite.
Antlers: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Immunity: Petrification.
Onyx Bite: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Five feet tall; Toughness +2.

Ooze

Carnivorous Crystal
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12
Charisma: -; Pace: 2; Parry: 7; Toughness: 11 (3)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d6; Entrap.
Blindsight: Ignore sight-based penalties and gaze attacks (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 2".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Sonic (double damage).
Energy Resistance: -4 damage from fire.

Entropic Ooze
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12+3
Skills: Fighting d8, Climbing d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 14 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; +2 energy damage Drain.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Dark Matter Entropic Ooze
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Climbing d12+1
Charisma: -; Pace: 4; Parry: 8; Toughness: 20 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8; +2 energy damage Drain.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Garden Ooze
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4 (M), Spirit d4, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Special Abilities
Slam: Str+d4; +2 acid damage.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Otyugh

Mutant Otyugh (3-Tentacled Mutant)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d6
Skills: Fighting d6, Tracking d10, Notice d10, Stealth d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Edges: Trademark Weapon (tentacle)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Disease.
Tentacles: Str+d6; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Owlbear

Deadlands Owlbear (Eyeless Variant)
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Tracking d10, Notice d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: White fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Spectral Owlbear
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Tracking d10, Notice d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Ethereal: Intangible and can only be hurt by magical attacks.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Owlephant

Owlephant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d10, Notice d12+1, Stealth d4
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8.
Talons: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Hardy: A second Shaken result doesn't become a wound.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Peluda

Peluda
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Climbing d10, Swimming d12+4, Notice d12, Stealth d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Edges: Berserk, Level Headed, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8.
Tail Slap: Str+d8; Poison Quills.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Peri

Peri
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+2, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Healing d12+2, Knowledge (Religion) d12+3, Knowledge (Planes) d12+4, Persuasion d12+4, Repair d12+4, Notice d12+3, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 11 (3)
Gear: Flaming burst scimitar (Str+d8; +2 fire damage)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Strong Willed
Powers: Barrier (fire), Blast (fireball), Bolt (scorching ray), Deflection (forcefield)
Special Abilities
Armour +3: Natural armour.
Wings: Str+d6; Burn.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Whirlwind: Can transform into a whirlwind as a normal action, lasts until the creature next draws clubs for initiative. The whirlwind fills a SBT and is immune to most weapons, it cannot make normal attacks but automatically inflicts 2d6 damage in the same way as a swarm.
Flight: Flying Pace of 18" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity and fire.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -3 damage from physical attacks, except from those that are both cold iron and evil.

Peryton

Peryton
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Level Headed, Trademark Weapon (gore)
Special Abilities
Armour +1: Natural armour.
Horns: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage if move 6" or more in straight line before attacking.
Flight: Flying Pace of 12" and Climb 2.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.

Phantom armor

Giant Phantom Armor
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 11
Gear: Heavy flail (Str+d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Guardian Phantom Armor
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8
Gear: Masterwork longsword (Str+d8), medium shield (+1 Parry)
Edges: Level Headed
Special Abilities
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Phantom Lancer
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Shooting d6
Charisma: +4; Pace: 8; Parry: 7; Toughness: 11
Gear: Masterwork lance (Str+d8), medium shield (+1 Parry), longbow (Shooting; range 15/30/60; 2d6)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +2: Increases Toughness by +2.

Phantom Stalker

Phantom Stalker
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Survival d8, Notice d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Red flesh.
Burning Claws: Str+d6; +2 fire damage; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Weakness: Cold (double damage).

Phoenix

❄Pyralisia
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+2, Smarts d12+2, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Knowledge (Arcana) d12+4, Knowledge (Nature) d12+4, Notice d12+7, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 4 (d6 running die); Parry: 9; Toughness: 24 (5)
Hindrances: Lame (M)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (curse)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; +2 fire damage; +2 electricity damage.
Talons: Str+d8; +2 fire damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Flight: Flying Pace of 18" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Weakness: Cold (double damage).
Physical Resistance: -4 damage from physical attacks, except those caused by good weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Plant-Imbued Ape

Plant-Imbued Ape
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d12, Tracking d10, Notice d10, Stealth d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Entangle
Special Abilities
Armour +2: Entirely flesh.
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.
Size +2: Increases Toughness by +2.

Primate

Dire Ape
   The dire ape is a larger, more aggressive, and extremely territorial variant of the gorilla.

Rank: Seasoned
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d6, Climbing d12, Tracking d8, Notice d8, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Thick hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Marmoset
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Climbing d10, Tracking d10, Notice d10, Stealth d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Gray fur.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Protean

Protean, Keketar
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+1, Smarts d12+1, Spirit d12+3, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+5, Persuasion d12+5, Swimming d12+7, Notice d12+5, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 17 (4)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Quick, Strong Willed
Powers: Burst (prismatic spray), Confusion, Dispel, Speak Language, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Scales.
Bite: Str+d8; Warpwave.
Claws: Str+d8; Warpwave.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 3.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid and shapechanging.
Energy Resistances: -2 damage from electricity and sonic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Psychopomp

Morrigna
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Intimidation d12, Climbing d8, Knowledge (Planes) d10, Persuasion d12+3, Survival d12+2, Swimming d8, Notice d12+3, Stealth d12+1, Spellcasting d6
Charisma: +1; Pace: 6; Parry: 8; Toughness: 11 (3)
Gear: Breastplate (+3), wrappings (Str+d8; Grab)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Beast Friend, Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Healing (cure wounds), Invisibility, Mind Reading, Mind Reading (speak with dead), Summon Ally
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunities: Disease, poison and death magic.
Energy Resistances: -2 damage from cold and electricity.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.

Vanth
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d10, Intimidation d10, Knowledge (History) d8, Knowledge (Religion) d8, Knowledge (Planes) d10, Notice d12, Stealth d10, Spellcasting d6
Charisma: +2; Pace: 6; Parry: 8; Toughness: 9 (2)
Gear: Adamantine scythe (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Sweep
Powers: Lower Trait (curse), Invisibility, Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 10" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Disease, poison and death magic.
Energy Resistances: -2 damage from cold and electricity.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.

Qlippoth

Thulgant
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+5, Smarts d12+2, Spirit d12+3, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Knowledge (Arcana) d12+4, Knowledge (History) d12+4, Knowledge (Planes) d12+4, Repair d12+4, Notice d12+5, Stealth d12+5, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 16 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Quick
Powers: Banish (plane shift self), Deflection (displacement), Dispel, Telekinesis, Teleport (dimension door)
Special Abilities
Armour +2: Natural armour.
Stings: Str+d8; Draining.
Tentacles: Str+d8; Reach 1"; +2 acid damage.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Displacement: You appear to one side of your actual position. Attacks made against you suffer a -2 penalty, unless they are area-effect attacks.
Flight: Flying Pace of 12" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, cold, poison and mind-affecting effects.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -4 damage from physical attacks, except from those that are both cold iron and lawful.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Quantum

Quantum
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+1
Skills: Fighting d12+3, Knowledge (Planes) d12+7, Notice d12+10
Charisma: +2; Pace: -; Parry: 9; Toughness: 20 (4)
Edges: Alertness, Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Tentacles: Str+d8; Reach 1".
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 8" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Quori

Dream Master
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d12+2, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Knowledge (Planes) d12+2, Persuasion d12+1, Repair d12+2, Notice d12+1, Stealth d12+1, Psionics d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Arcane Background (Psionics), Frenzy, Improved Frenzy
Powers: Bolt (mind thrust)
Special Abilities
Armour +2: Natural armour.
Pincers: Str+d6.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 8" and Climb 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Sleep and fear.
Energy Resistances: -2 damage from acid, cold and electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by good weapons.
Size +2: Twelve feet tall; Toughness +2.

Du’Ulora
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Knowledge (Planes) d12+1, Persuasion d12, Repair d12+1, Tracking d12+2, Notice d12+2, Stealth d10, Psionics d10
Charisma: -; Pace: -; Parry: 8; Toughness: 13 (2)
Edges: Arcane Background (Psionics), Berserk, Frenzy, Level Headed, Quick
Powers: Disguise (illusion)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; +2 fire damage; Constrict.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 14" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire, sleep, fear and Gang Up bonuses.
Energy Resistances: -2 damage from acid, cold and electricity.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Size +3: Increases Toughness by +3.

❄Kalaraq
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d6, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+6, Knowledge (Arcana) d12+2, Knowledge (History) d12+2, Knowledge (Local) d12+2, Knowledge (Nature) d12+2, Knowledge (Nobility) d12+2, Knowledge (Religion) d12+2, Knowledge (Planes) d12+6, Persuasion d12+2, Repair d12+6, Notice d12+6, Stealth d12+2, Psionics d12
Charisma: -; Pace: -; Parry: 9; Toughness: 9
Edges: Arcane Background (Psionics), Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Powers: Bolt (mind thrust)
Special Abilities
Incorporeal Touch: Str+d6; Wis Damage; Soul Binding.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Ethereal: Intangible and can only be hurt by magical attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 12" and Climb 3.
Arcane Resistance: +7 to resist opposed magic, and +7 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Sleep, fear and Gang Up bonuses.
Energy Resistances: -2 damage from acid, cold and electricity.
Physical Resistance: -4 damage from physical attacks, except from those that are both reidran crysteel and good.

Tsoreva
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d10, Knowledge (Planes) d8, Repair d8, Notice d8, Stealth d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 9 (1)
Gear: Mind blade (Str+d8)
Edges: Level Headed, Trademark Weapon (mindblade)
Special Abilities
Armour +1: Carapace.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Sleep and fear.
Energy Resistances: -2 damage from acid, cold and electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by good weapons.

Radiant Idol

❄Radiant Idol
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d12+2, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Persuasion d12+2, Survival d10, Notice d12+1, Stealth d10, Faith d10
Charisma: -; Pace: 6; Parry: 8; Toughness: 14 (3)
Gear: Masterwork longsword (Str+d8)
Edges: Arcane Background (Miracles), Combat Reflexes, Dodge, Improved Dodge, Holy Warrior, Trademark Weapon (longsword)
Powers: Barrier (fire), Blast (fireball), Burst (burning hands), Confusion, Deflection (forcefield), Disguise (shapechange), Dispel, Entangle, Puppet (living humanoids only), Slow, Teleport, Voice on the Wind (dream message)
Special Abilities
Armour +3: Flawless skin.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, cold and petrification.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by good weapons.
Size +3: Increases Toughness by +3.

Raiju

Raiju
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d10
Skills: Fighting d6, Notice d8, Spellcasting d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick
Powers: Blast (lightning storm), Obscure (fog)
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4; +2 electricity damage.
Tail Slap: Str+d4; +2 electricity damage.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 12" and Climb 2.
Change Form: Can assume an alternate form as a normal action.
Immunity: Electricity.
Size -1: 3½ feet long; Toughness -1.

Rajput Ambari

Rajput Ambari
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d4
Charisma: -; Pace: 8; Parry: 7; Toughness: 22 (3)
Special Abilities
Armour +3: Stench-ridden flesh.
Horns: Str+d8.
Slam: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage if move 6" or more in straight line before attacking.
Physical Resistance: -3 damage from physical attacks, except those caused by bludgeoning weapons.
Endurance: +2 to Soak rolls.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Retriever

Retriever
   Retriever are huge spider-like constructs the size of an elephant, constructed by demon lords from the protoplasmic flesh of the Abyss, and sent to recover those who flee their master's wrath.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d12
Charisma: -; Pace: 10; Parry: 8; Toughness: 17 (3)
Edges: Level Headed, Quick, Sweep
Special Abilities
Armour +3: Protoplasmic flesh.
Bite: Str+d8; Grab.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Endurance: +2 to Soak rolls.
Size +6: Thirty foot legspan; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Revenant

Revenant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d12, Notice d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Level Headed, Sweep, Trademark Weapon (claw)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except those caused by slashing weapons.

Rhinoceros

Giant Woolly Rhinoceros
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Tracking d12+3, Notice d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 16 (3)
Edges: Trademark Weapon (gore)
Special Abilities
Armour +3: Brown fur.
Horn: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Endurance: +2 to Soak rolls.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rodent

Giant Hamster
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Tan fur.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 2".
Immunity: Disease.
Size +2: Increases Toughness by +2.

Giant Porcupine
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick hide.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.

Rokurokubi

Rokurokubi
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+2, Smarts d8, Spirit d6, Strength d12, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Climbing d12+3, Notice d12+2, Stealth d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed, Trademark Weapon (bite)
Powers: Barrier (wind), Confusion, Detect Arcana (sense magic), Disguise (illusion), Dispel, Invisibility, Puppet (living humanoids only), Slumber, Smite (shocking grasp)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Curse.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Immunity: Sleep.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.

Rot grub

Giant Rot Grub
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d12
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Poison; Grab.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Rust monster

Rust Monster
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Climbing d8, Tracking d10, Notice d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Antennae Touch: Str+d6; Rust.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 2".

Rust Lord
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (3)
Edges: Ambidextrous, Frenzy, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Antennae Touch: Str+d8; Rust or Bloodrust.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Hardy: A second Shaken result doesn't become a wound.
Energy Resistance: -2 damage from fire.
Endurance: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ryven

Ryven
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Survival d4, Tracking d6, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Gear: Short sword (Str+d6), light crossbow (Shooting; range 12/24/48; 2d6; AP 1; Range)
Edges: Berserk
Special Abilities
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.

Sahuagin

Four-Armed Sahuagin Mutant
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Riding d6, Survival d6, Swimming d12, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous, Berserk
Special Abilities
Armour +2: Sharp scales.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Endurance: +2 to Soak rolls.

Prehistoric Sahuagin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Riding d6, Survival d6, Swimming d12, Notice d6, Stealth d6, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Seven feet tall; Toughness +2.

Shark-Blooded Sahuagin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Riding d6, Survival d6, Swimming d12, Notice d6, Stealth d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.

Spined Sahuagin
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Riding d6, Survival d6, Swimming d12, Notice d6, Stealth d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Thorns: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
Humanoid: Affected by spells that only work on humanoids.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.

Scorpion

Giant Scorpion
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6
Charisma: -; Pace: 10; Parry: 5; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Eight feet long; Toughness +2.

Advanced Giant Scorpion
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d4
Charisma: -; Pace: 10; Parry: 5; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +3: Eight feet long; Toughness +3.

Giant Emperor Scorpion
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Climbing d12, Notice d6, Stealth d6
Charisma: -; Pace: 10; Parry: 7; Toughness: 22 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Constrict.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Scorrow

Scorrow
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10, Knowledge (Nature) d12, Survival d12, Notice d12, Stealth d10, Throwing d8
Charisma: -; Pace: 10; Parry: 7; Toughness: 11 (2)
Gear: Masterwork drow long knife (Str+d4; Poison), masterwork chakram (Throwing; range 3/6/12; Str+d4; Poison)
Edges: Level Headed
Special Abilities
Armour +2: Black carapace.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Sleep.
Poison: Masterwork drow long knife, sting and masterwork chakram inflict poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Sea serpent

Gilded Sea Serpent
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d8, Survival d10, Tracking d10, Swimming d12+1, Notice d10, Stealth d10
Charisma: +2; Pace: 2; Parry: 6; Toughness: 11 (4)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep and paralysis.
Physical Resistance: -2 damage from physical attacks, except those caused by gold weapons.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Endurance: +2 to Soak rolls.

Seal

Elephant Seal
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Tracking d8, Swimming d8, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Increases Toughness by +3.

Shae

Shae
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12+2, Smarts d12+1, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Intimidation d8, Knowledge (Arcana) d8, Knowledge (Planes) d10, Persuasion d10, Notice d8, Stealth d10, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 5; Toughness: 8
Gear: Masterwork falchion (Str+d8; +2 cold damage)
Edges: Arcane Background (Magic), Strong Willed
Powers: Deflection (blur)
Special Abilities
Touch: Str+d6; +2 cold damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Cold.

Shantak

Shantak
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d4
Charisma: -; Pace: 4; Parry: 7; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Slippery: +4 to resist and escape from grapple, constrict, Entangle, and other forms of confinement.
Flight: Flying Pace of 16" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Immunities: Cold and disease.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ship Sentinel

Ship Sentinel
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12+1, Smarts d4 (M), Spirit d12+2, Strength d12, Vigor d10
Skills: Fighting d8, Swimming d6, Notice d4, Throwing d6
Charisma: +1; Pace: 6; Parry: 7; Toughness: 11 (2)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1; Salted), masterwork spear (Throwing; range 3/6/12; Str+d6; Salted Wound)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Salted Wound.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Weakness: Fire (double damage).
Physical Resistance: -2 damage from physical attacks, except those caused by either slashing or piercing weapons.
Salted Wound: Make a Vigor roll or suffer a level of Fatigue.
Salted Wound: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Six feet tall; Toughness +2.

Shobhad

Shobhad
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Intimidation d8, Survival d8, Notice d8, Stealth d4, Throwing d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Gear: Hide armour (+2), longsword (Str+d8), longsword (Str+d8), shobhad longrifle (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Level Headed, Two-Fisted, Trademark Weapon (shobhad longrifle)
Tactics: Two Weapons
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Energy Resistance: -1 damage from cold.
Size +2: Twelve feet tall; Toughness +2.

Skeleton

Acid Skeleton
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 10 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d6; +2 acid damage.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Acid, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except those caused by bludgeoning weapons.

Giant Skeleton
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Notice d4
Charisma: -; Pace: 10; Parry: 7; Toughness: 10 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Physical Resistance: -2 damage from physical attacks, except those caused by bludgeoning weapons.

Troll Skeleton
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Level Headed
Special Abilities
Armour +1: Flesh.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except those caused by bludgeoning weapons.
Size +2: Increases Toughness by +2.

Skull Ripper

Skull Ripper
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Climbing d12+1, Notice d4, Stealth d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 14 (3)
Edges: Combat Reflexes, Frenzy, Quick
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Energy Resistance: -2 damage from cold.
Physical Resistance: -2 damage from physical attacks, except those caused by adamantine weapons.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Skunk

Giant Skunk
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Climbing d8, Survival d4, Tracking d8, Notice d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6.
Claws: Str+d6.
Spray: Shooting; range 4/8/16; 2d6; Musk (can cause Shaken but not wounds).
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size +2: Increases Toughness by +2.

Slug

Giant Slug
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d4, Throwing d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 19 (4)
Gear: Spit acid (Throwing; range 3/6/12; Str+d6; +2 acid damage)
Special Abilities
Armour +4: Natural armour.
Tongue: Str; Reach 1"; +2 acid damage.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Acid and mind-affecting effects.
Physical Resistance: -3 damage from physical attacks, except those caused by either slashing or piercing immune acid weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Sea Slug
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Swimming d12+5, Notice d6
Charisma: -; Pace: -; Parry: 7; Toughness: 22 (3)
Edges: Hard to Kill, Sweep, Trademark Weapon (bite)
Special Abilities
Armour +3: Swollen flesh.
Bite: Str+d8; Grab; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 17", and cannot drown.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Snake

Giant Anaconda
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Climbing d12+2, Tracking d12+2, Swimming d12+2, Notice d12+2
Charisma: -; Pace: 4; Parry: 6; Toughness: 23 (4)
Edges: Dodge, Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +4: Scales.
Bite: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

King Cobra
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d6, Climbing d10, Tracking d10, Swimming d10, Notice d10, Stealth d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Sea Snake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Swimming d12+1, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 19 (3)
Edges: Improved Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +3: Tough scales.
Bite: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Solifugid

Giant Solifugid
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d10
Charisma: -; Pace: 10; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Somalcygot

Somalcygot
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Climbing d12+4, Notice d12+3, Stealth d12
Charisma: -; Pace: 8; Parry: 7; Toughness: 16 (3)
Edges: Ambidextrous, Dodge, Level Headed, Quick, Sweep
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; +2 acid damage.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 4".
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 acid damage.
Immunities: Acid and cold.
Weakness: Sonic (double damage).
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.
Size +4: Sixteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Soucouyant

Soucouyant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Stealth d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Trademark Weapon (claw)
Powers: Bolt (scorching ray), Detect Arcana (sense magic), Slumber, Wall Walker
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Humanoid: Affected by spells that only work on humanoids.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Fire, sleep, disease and fear.
Physical Resistance: -2 damage from physical attacks, except from those that are both cold iron and magical.

Spawn of destruction

❄The Firebleeder
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+6, Vigor d12+4
Skills: Fighting d12+5, Climbing d12+5, Survival d12+2, Notice d12+3, Throwing d12+4
Charisma: -; Pace: 12; Parry: 10; Toughness: 33 (7)
Gear: Lava bombs (Throwing; range 3/6/12; Str+d6; Bludgeoning; Burn Splash)
Edges: Combat Reflexes, Frenzy, Hard to Kill, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +7: Natural armour.
Claws: Str+d8; Burn.
Bite: Str+d8; Burn; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks (range 24").
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Burrow: Can burrow and reappear within 12".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 12".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep, disease, poison, shapechanging, paralysis, petrification and bleeding.
Weakness: Cold (double damage).
Energy Resistances: -4 damage from electricity and sonic.
Physical Resistance: -4 damage from physical attacks, except those caused by legendary weapons.
Burn: Make a Vigor roll at -3 or suffer a level of Fatigue.
Burn: Make a Vigor roll at -3 or suffer a level of Fatigue.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Spider

Giant Spider
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Giant Black Widow Spider
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d12+1, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Crab Spider
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d12+3, Notice d6, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Giant Skate Spider
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 10; Parry: 5; Toughness: 17 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Grab; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Tarantula Spider
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Climbing d12+4, Notice d6, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 22 (3)
Gear: Barbed hairs (Throwing; range 3/6/12; Str+d6; Nausea)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ogre Spider
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d12+4, Notice d6, Stealth d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 14 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Immunity: Mind-affecting effects.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Spindler

Spindler
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: +4; Pace: 6; Parry: 5; Toughness: 6
Gear: Needle (Str+d6; Poison)
Edges: Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Physical Resistance: -2 damage from physical attacks, except those caused by cold iron weapons.
Poison: Needle inflicts poison if foe is Shaken or wounded.

Squid

Giant Squid
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Swimming d12, Notice d12+2
Charisma: -; Pace: -; Parry: 6; Toughness: 17 (2)
Gear: Arms (Str+d8)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Star Monarch

Star Monarch
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12+2, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 7; Toughness: 15 (2)
Edges: Alertness, Arcane Background (Magic), Dodge, Frenzy, Level Headed, Strong Willed
Powers: Deflection (entropic shield), Deflection (forcefield), Light (dancing lights), Slumber, Voice on the Wind (dream message)
Special Abilities
Armour +2: Peacock feathers.
Claws: Str+d8; Grab.
Tail: Str+d8; Nonlethal.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 16" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Cold.
Physical Resistance: -2 damage from physical attacks, except those caused by silver weapons.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stegocentipede

Stegocentipede
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Bite and sting inflict poison if foe is Shaken or wounded.
Size +5: Eighteen feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stirge

Giant Stirge
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d8, Notice d4, Stealth d10
Charisma: -; Pace: 2; Parry: 6; Toughness: 4
Edges: Level Headed
Special Abilities
Bite: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 0.
Size -1: Reduces Toughness by -1.

Stygian Leviathan

Stygian Leviathan
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+7, Vigor d12+3
Skills: Fighting d12+6, Swimming d12+9, Notice d12+4
Charisma: -; Pace: -; Parry: 11; Toughness: 32 (6)
Edges: Hard to Kill, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +6: Gray flesh.
Bite: Str+d8; Grab.
Blindsight: Ignore sight-based penalties and gaze attacks (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 21", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Poison: Inflict poison if foe is Shaken or wounded.
Size +17: Increases Toughness by +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Symbiont

Tentacle Whip
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Climbing d4, Stealth d12
Charisma: -; Pace: 2; Parry: 4; Toughness: 4 (1)
Tactics: No melee attacks
Special Abilities
Armour +1: Tainted flesh.
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Tongueworm
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4-2, Stealth d12
Charisma: -; Pace: 3; Parry: 2; Toughness: 3
Tactics: No melee attacks
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Immunity: Poison.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Winter Cyst
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12+2, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4-2, Stealth d12+1
Charisma: -; Pace: 2; Parry: 2; Toughness: 3
Gear: Eye ray (Str+d4; +2 cold damage)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Endurance: +2 to Soak rolls.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Tendriculos

Tendriculos
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 17 (3)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Acid.
Size +6: Twenty feet tall; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tendrul

Tendrul
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Tracking d10, Swimming d12, Notice d10
Charisma: -; Pace: 2; Parry: 6; Toughness: 11 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Constrict.
Tail Slap: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Endurance: +2 to Soak rolls.
Size +2: Twelve feet long; Toughness +2.

Tetrolimulus

Tetrolimulus
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Climbing d10, Survival d12, Swimming d6, Notice d8
Charisma: -; Pace: 10; Parry: 8; Toughness: 14 (3)
Edges: Ambidextrous, Frenzy, Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Energy Resistance: -2 damage from cold.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Thermite

❄Queen Thermite
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; +2 fire damage; Burn.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Fire and mind-affecting effects.
Weakness: Cold (double damage).
Size +2: Six feet long; Toughness +2.

Soldier Thermite
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; +2 fire damage; Burn.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Fire and mind-affecting effects.
Weakness: Cold (double damage).

Worker Thermite
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; +2 fire damage; Burn.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Fire and mind-affecting effects.
Weakness: Cold (double damage).

Thriae

❄Thriae Queen
   Thriae are a mysterious race of female beelike humanoids, with an insectile lower body, wings and antennae. They generally have little interest in the business of other races, although they can be negotiated with, and the queen requires voluntary humanoid males for breeding. These male consorts live a life of comfort and luxury, intoxicated by the queens potent honey, but are never permitted to leave.

Rank: Epic
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+3, Vigor d12+3
Skills: Fighting d12+3, Knowledge (Arcana) d12+4, Knowledge (Religion) d12+4, Persuasion d12+6, Repair d12+4, Notice d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 22 (6)
Gear: Axiomatic light mace (Str+d6; AP 2)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed, Trademark Weapon (light mace)
Powers: Greater Healing, Healing (cure wounds), Mind Reading, Mind Reading (speak with dead), Slow
Special Abilities
Armour +6: Natural armour.
Sting: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 10" and Climb 1.
Immunities: Sonic and poison.
Energy Resistance: -4 damage from acid.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Thriae Seer
   Thriae are a mysterious race of female beelike humanoids, with an insectile lower body, wings and antennae. They generally have little interest in the business of other races, although they can be negotiated with, and the queen requires voluntary humanoid males for breeding. These male consorts live a life of comfort and luxury, intoxicated by the queens potent honey, but are never permitted to leave.

Rank: Heroic
Attributes: Agility d12+1, Smarts d12, Spirit d12+2, Strength d8, Vigor d12
Skills: Fighting d12, Knowledge (Arcana) d12+1, Persuasion d12+2, Repair d12+1, Notice d12+4, Faith d12
Charisma: +4; Pace: 6; Parry: 10; Toughness: 11 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Adept, Alertness, Ambidextrous, Arcane Background (Miracles), Combat Reflexes, Quick, Two-Fisted
Powers: Dispel (invisibility only), Mind Reading, Slumber, Summon Ally
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 2.
Immunities: Sonic and poison.
Energy Resistance: -2 damage from acid.

Thriae Soldier
   Thriae are a mysterious race of female beelike humanoids, with an insectile lower body, wings and antennae. They generally have little interest in the business of other races, although they can be negotiated with, and the queen requires voluntary humanoid males for breeding. These male consorts live a life of comfort and luxury, intoxicated by the queens potent honey, but are never permitted to leave.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Survival d8, Notice d8, Stealth d8, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Gear: Chainmail (+2), composite longbow (Shooting; range 15/30/60; 2d6; Poison)
Edges: Marksman
Special Abilities
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 2.
Immunities: Sonic and poison.
Poison: Sting and composite longbow inflict poison if foe is Shaken or wounded.

Tick

Giant Tick
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Tracking d4, Notice d4, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Grab; Attach; Disease.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Mind-affecting effects.
Disease: Make a Vigor roll or become afflicted.
Size -1: Three feet long; Toughness -1.

Time Flayer

Time Flayer
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d12+1, Spirit d12+1, Strength d12, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Climbing d10, Knowledge (History) d12+2, Knowledge (Planes) d12+2, Persuasion d12+1, Survival d12+2, Notice d12+2, Stealth d12+3
Charisma: +4; Pace: 8; Parry: 6; Toughness: 10 (3)
Gear: Greatsword (Str+d10; Parry -1)
Edges: Dodge, Improved Dodge, Level Headed, Quick, Trademark Weapon (greatsword)
Special Abilities
Armour +3: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Hardy: A second Shaken result doesn't become a wound.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.

Tome Of Horrors

❄Tome Of Horrors
   This thick book is bound in human skin and imbued with sinister intelligence.

Rank: Epic
Attributes: Agility d12, Smarts d10, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d12+5, Knowledge (Arcana) d12+1, Knowledge (Local) d12+1, Knowledge (Nature) d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Notice d12+4, Stealth d12+6, Spellcasting d10
Charisma: +4; Pace: -; Parry: 10; Toughness: 10 (4)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Powers: Summon Ally
Special Abilities
Armour +4: Scaly flesh.
Bites: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Energy Resistance: -4 damage from fire.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Tortoise

Giant Tortoise
   No description for this creature yet.

Rank: Novice
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 2; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Leathery skin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.

Immense Tortoise
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 31 (6)
Special Abilities
Armour +6: Thick shell.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Treant

Treant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Intimidation d8, Knowledge (Nature) d8, Persuasion d8, Notice d10, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 19 (3)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Frenzy, Strong Willed, Trademark Weapon (slam)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lightning Treant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Knowledge (Nature) d6, Survival d8, Notice d4, Stealth d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 20 (4)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +4: Natural armour.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Energy Resistance: -2 damage from fire.
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced Lightning Treant
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d8, Spirit d12+1, Strength d12+4, Vigor d12+3
Skills: Fighting d8, Knowledge (Nature) d12, Survival d12+1, Notice d12+1, Stealth d8, Spellcasting d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 21 (4)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Sweep
Powers: Blast (lightning storm), Bolt (lightning bolt), Greater Healing
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunities: Electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Trench Newt

Trench Newt
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Survival d10, Swimming d12+2, Notice d10, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Divination, Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tentacles: Str+d6; Reach 1"; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 14", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 acid damage.
Energy Resistances: -1 damage from acid and cold.
Size +2: Increases Toughness by +2.

Tri-Flower Frond

Tri-Flower Frond
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4
Charisma: -; Pace: -; Parry: 5; Toughness: 7 (1)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
Tendrils: Str+d6; Reach 1"; Sleep Pollen.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks (range 6").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Sleep Pollen: Make a Vigor roll or suffer a level of Fatigue.

Troll

Freshwater Merrow
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Swimming d10, Notice d6, Stealth d4, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (1)
Gear: Javelin (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +1: Scaled skin.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Humanoid: Affected by spells that only work on humanoids.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Twelve feet tall; Toughness +2.

Tsathar

Tsathar
   The tsathar are bulky froglike humanoids who live in swamps or dark caves. They worship Tsathogga, and reproduce by implanting eggs into living hosts.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d6, Tracking d8, Swimming d12, Notice d8, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Gear: Leather armour (+1), shortspear (Str+d6), kukri (Str+d6), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.

Tsathar Scourge
   The tsathar are bulky froglike humanoids who live in swamps or dark caves. They worship Tsathogga, and reproduce by implanting eggs into living hosts. The scourges are slightly bigger than other tsathar, and have a special status as breeders of the monstrous killer frogs the tsathar use as pets and protectors.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Tracking d10, Swimming d12, Notice d10, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), shortspear (Str+d6), kukri (Str+d8), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Humanoid: Affected by spells that only work on humanoids.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Endurance: +2 to Soak rolls.

Giant Tuatara

Giant Tuatara
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d8, Tracking d8, Swimming d8, Notice d8, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Hard scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 2".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Ten feet long; Toughness +2.

Tumblespark

Tumblespark
   Tumblesparks are elementals from the plane of lightning. They build up electricity as they roll around like large spheres of tumbleweed, and discharge it on anyone that gets in their way.

Rank: Seasoned
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Dodge, Improved Dodge
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Electricity.
Weakness: Water.

Tunnel Worm

Tunnel Worm
   Tunnel worms look like gigantic centipedes. They live in underground burrows, and are extremely aggressive.

Rank: Veteran
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 17 (2)
Edges: Quick, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 4".
Endurance: +2 to Soak rolls.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Turtle

Giant Bog Turtle
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d12, Tracking d12, Swimming d12+5, Notice d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 20 (4)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +4: Brownish-green carapace.
Bite: Str+d10; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 17", and cannot drown.
Endurance: +2 to Soak rolls.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giant Snapping Turtle
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Tracking d12+2, Swimming d12+1, Notice d12+2
Charisma: -; Pace: 4; Parry: 6; Toughness: 22 (4)
Edges: Level Headed, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +4: Thick shell.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Turtle-shark

Turtle-Shark
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Swimming d12, Notice d8
Charisma: -; Pace: 2; Parry: 6; Toughness: 18 (3)
Edges: Sweep, Trademark Weapon (bite)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stygian Turtle-Shark
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Swimming d12+1, Notice d12+1, Innate Powers d6
Charisma: -; Pace: 2; Parry: 8; Toughness: 23 (4)
Edges: Arcane Background (Super Powers), Sweep, Improved Sweep, Strong Willed, Trademark Weapon (bite)
Powers: Smite (Good)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Energy Resistances: -2 damage from cold and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Tzitzimitl

Tzitzimitl
   Tzitzimitls are gaunt giants surrounded by swirling shadows. They thrive of death and destruction.

Rank: Epic
Attributes: Agility d12+1, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+4
Skills: Fighting d12+1, Knowledge (Arcana) d12+4, Knowledge (Nature) d12+4, Knowledge (Religion) d12+4, Knowledge (Planes) d12+3, Repair d12+2, Survival d12+2, Notice d12+5, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 10; Parry: 8; Toughness: 27 (5)
Gear: Eye beam (Throwing; range 3/6/12; Str+d6; +2 electricity damage; Force)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Marksman, Quick, Trademark Weapon (claw)
Powers: Lower Trait (curse), Obscure (darkness), Quickness, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; +2 electricity damage; +2 energy damage Drain.
Claws: Str+d8; +2 electricity damage.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 2.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Resistance: -3 damage from fire.
Physical Resistance: -4 damage from physical attacks, except from those that are both bludgeoning and good.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +10: Fifty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ubue

Ubue
   The ubue are an extremely rare race of intelligent giants with three heads, three arms and three legs.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Climbing d8, Notice d8, Throwing d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (2)
Gear: Hide armour (+2), clubs (Str+d8), clubs (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Trademark Weapon (club)
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Gang Up bonuses.
Size +2: Increases Toughness by +2.

Umbral Hulk

Umbral Hulk
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+1, Notice d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 13 (2)
Edges: Ambidextrous, Frenzy
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Burrow: Can burrow and reappear within 4".
Hardy: A second Shaken result doesn't become a wound.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Endurance: +2 to Soak rolls.
Size +3: Increases Toughness by +3.

Umbral Spy

Umbral Spy
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: -; Parry: 5; Toughness: 4
Special Abilities
Incorporeal Touch: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 10" and Climb 3.
Physical Resistance: -2 damage from physical attacks, except from those that are both magical and adamantine.
Size -1: Reduces Toughness by -1.

Undead Warlord

Undead Warlord
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10, Climbing d12+1, Repair d12, Notice d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 9
Gear: Keen greatsword (Str+d10; Parry -1)
Edges: Level Headed, Trademark Weapon (greatsword)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Sleep, disease, poison, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.

Undying

Undying Councilor
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Knowledge (Arcana) d12+1, Knowledge (History) d12+1, Knowledge (Nobility) d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Repair d12+1, Notice d12+1, Spellcasting d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic)
Powers: Barrier (whirling blades), Dispel, Greater Healing
Special Abilities
Armour +3: Leathery skin.
Slam: Str+d6; Cleansing.
Darkvision: No vision penalties for darkness (range 12").
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Physical Resistance: -3 damage from physical attacks, except those caused by targeth weapons.
Endurance: +2 to Soak rolls.

❄Ascendant Councilor
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d12+2, Spirit d12+3, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Knowledge (Arcana) d12+6, Knowledge (History) d12+6, Knowledge (Nobility) d12+6, Knowledge (Religion) d12+6, Knowledge (Planes) d12+6, Persuasion d12+5, Repair d12+6, Notice d12+6, Spellcasting d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 12 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Blast (lightning storm), Dispel, Greater Healing
Special Abilities
Armour +3: Natural armour.
Slam: Str+d6; Purification.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Mind-affecting effects.
Energy Resistance: -1 damage from fire.
Physical Resistance: -3 damage from physical attacks, except those caused by targeth weapons.

Undying Soldier
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d8, Stealth d6, Throwing d4
Charisma: -; Pace: 4; Parry: 7; Toughness: 8 (2)
Gear: Breastplate (+2), masterwork short spear (Str+d6; Reach 1"; Parry +1), medium shield (+1 Parry), masterwork short spear (Throwing; range 3/6/12; Str+d6; Ranged)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Physical Resistance: -2 damage from physical attacks, except those caused by targeth weapons.
Endurance: +2 to Soak rolls.

Urdark

Urdark
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d12, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d10, Notice d8, Stealth d12
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Special Abilities
Incorporeal Touch: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -1: Reduces Toughness by -1.

Vargouille

Giant Vargouille
   No description for this creature yet.

Rank: Novice
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d4
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Flight: Flying Pace of 6" and Climb 1.
Evil: Affected by powers and abilities that work on evil creatures.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Ved

Ved
   The ved appear as brutish giants with deformed heads.

Rank: Seasoned
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Intimidation d6, Climbing d6, Survival d6, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Gear: Club (Str+d8)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 wind blast damage.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vegepygmy

Vegepygmy Commoner
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 3; Toughness: 5 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Size -1: Reduces Toughness by -1.

Vegepygmy Bodyguard
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d12+1, Throwing d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 6 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Trademark Weapon (spear)
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Vegepygmy Chief
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d8, Persuasion d6, Survival d6, Notice d12+1, Stealth d12+1, Throwing d4
Charisma: +1; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1), masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep, Trademark Weapon (spear)
Special Abilities
Armour +2: Vegetable-like skin.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Endurance: +2 to Soak rolls.

Vegepygmy Guard
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d10, Stealth d12+1, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Vegepygmy Subchief
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d12, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Trademark Weapon (spear)
Special Abilities
Armour +2: Vegetable-like skin.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Endurance: +2 to Soak rolls.

Vegepygmy Worker
   Vegepygmies are carnivorous plants that look like short humanoids with mottled green skin. They cannot speak, but communicate by thumping or tapping on solid surfaces.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Physical Resistance: -2 damage from physical attacks, except those caused by either bludgeoning or slashing weapons.
Endurance: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Viper Vine

Viper Vine
   No description for this creature yet.

Rank: Epic
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d12, Notice d10, Stealth d10
Charisma: -; Pace: 2; Parry: 8; Toughness: 15 (3)
Edges: Ambidextrous, Combat Reflexes, Dodge, Level Headed, Quick, Trademark Weapon (bite)
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; +2 acid damage.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Acid.
Endurance: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vorin

Vorin
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d10, Stealth d10, Shooting d10
Charisma: -; Pace: 8; Parry: 8; Toughness: 18 (2)
Edges: Alertness, Level Headed, Sweep, Trademark Weapon (spit)
Special Abilities
Armour +2: Pulpy flesh.
Sting: Str+d10; Poison.
Bite: Str+d10.
Spit: Shooting; range 3/6/12; 2d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Pace equal to Swimming skill, and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Acid.
Energy Resistance: -2 damage from fire.
Physical Resistance: -4 damage from physical attacks, except those caused by either slashing or piercing weapons.
Poison: Sting and spit inflict poison if foe is Shaken or wounded.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vour

Vour
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d10, Tracking d12, Notice d12, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Frenzy, Improved Frenzy, Trademark Weapon (tentacle)
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d6; Reach 1".
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Endurance: +2 to Soak rolls.

Warforged

Warforged Goliath
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Climbing d12+2, Notice d4
Charisma: -; Pace: 10; Parry: 7; Toughness: 24 (5)
Gear: Axe (Str+d6), maul (Str+d8; Parry -1; AP 2)
Edges: Sweep
Special Abilities
Armour +5: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Energy Resistances: -2 damage from acid, cold, fire and sonic.
Physical Resistance: -4 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Warforged Raptor
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d8, Throwing d8
Charisma: -; Pace: 3; Parry: 7; Toughness: 15 (3)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Dodge, Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Slam: Str+d8.
Wing Buffets: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Flight: Flying Pace of 18" and Climb 0.
Energy Resistances: -2 damage from acid, cold, electricity, fire and sonic.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Warforged Scorpion
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d8, Notice d6, Stealth d4
Charisma: -; Pace: 8; Parry: 7; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Sting: Str+d6; +2 acid damage.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Energy Resistances: -2 damage from acid, cold, fire and sonic.
Physical Resistance: -2 damage from physical attacks, except those caused by adamantine weapons.
Size +3: Increases Toughness by +3.

Warforged Titan
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d4
Charisma: -; Pace: 10; Parry: 6; Toughness: 19 (4)
Gear: Axe (Str+d6), maul (Str+d8; Parry -1; AP 2)
Edges: Sweep
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Energy Resistances: -2 damage from acid, cold, fire and sonic.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine weapons.
Endurance: +2 to Soak rolls.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wasp

Giant Wasp
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Ten feet tall; Toughness +2.

Giant Hornet
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Survival d4, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant Yellowjacket
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Survival d6, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +2: Eight feet long; Toughness +2.

Weasel

Giant Weasel
   No description for this creature yet.

Rank: Novice
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d6, Tracking d8, Swimming d8, Notice d8, Stealth d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Weaverworm

Weaverworm
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Repair d10, Notice d10, Stealth d6
Charisma: +2; Pace: 6; Parry: 7; Toughness: 16 (2)
Edges: Level Headed, Marksman
Special Abilities
Armour +2: Humanoid skin.
Bite: Str+d8.
Claw: Str+d8; Paralytic Nails.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Burrow: Can burrow and reappear within 2".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Paralytic Nails: Make a Vigor roll or suffer a level of Fatigue.
Endurance: +2 to Soak rolls.
Size +6: Eighteen feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Weird

Fungus Weird
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Alertness, Level Headed, Trademark Weapon (bite)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Physical Resistance: -2 damage from physical attacks, except those caused by bludgeoning weapons.
Size +2: Ten feet long; Toughness +2.

Wendigo

Wendigo
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+4, Smarts d12+3, Spirit d12+1, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+5, Knowledge (Arcana) d12+3, Knowledge (Geography) d12+3, Knowledge (Nature) d12+3, Knowledge (Religion) d12+3, Knowledge (Planes) d12+4, Persuasion d8, Repair d12+4, Survival d12+3, Notice d12+3, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 17 (3)
Edges: Arcane Background (Magic), Level Headed, Quick, War Cry
Powers: Flight (wind walk), Obscure (fog)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; +2 cold damage; Grab.
Claws: Str+d8; +2 cold damage.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks (range 12").
Outsider (Native): This ability is only important for certain spells.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 24" and Climb 3.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Cold and fear.
Weakness: Fire (double damage).
Physical Resistance: -4 damage from physical attacks, except from those that are both cold iron and magical.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Whale

Crimson Whale
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d8, Swimming d12+4, Notice d12+2
Charisma: -; Pace: -; Parry: 6; Toughness: 22 (4)
Edges: Level Headed, Strong Willed, Trademark Weapon (bite)
Special Abilities
Armour +4: Blood-red skin.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Endurance: +2 to Soak rolls.
Size +10: Two feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wingwyrd

Wingwyrd
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Persuasion d6, Notice d8, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 0.
Physical Resistance: -2 damage from physical attacks, except those caused by magical weapons.

Witch Tree

Witch Tree
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Knowledge (Arcana) d10, Persuasion d10, Repair d10, Notice d12+1, Spellcasting d8
Charisma: +4; Pace: 4; Parry: 6; Toughness: 19 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed, Trademark Weapon (tendril)
Powers: Puppet (living humanoids only)
Special Abilities
Armour +3: Thick skin.
Tendrils: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Energy Resistances: -2 damage from electricity and fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Witchfire

Witchfire
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+1, Notice d12, Stealth d12+1, Shooting d6, Spellcasting d10
Charisma: +4; Pace: -; Parry: 6; Toughness: 7
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Powers: Disguise (illusion), Light (dancing lights), Lower Trait (Strength), Invisibility, Summon Ally
Special Abilities
Incorporeal Touch: Str+d6; +2 fire damage; Witchflame.
Witchflame Bolt: Shooting; range 12/24/48; 2d6; +2 fire damage; Witchflame.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 10" and Climb 3.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Witchflame: Make a Spirit roll or suffer a level of Fatigue.
Witchflame: Make a Spirit roll or suffer a level of Fatigue.

Wolf

Wolf, Quorbound
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Repair d4, Survival d4, Tracking d8, Notice d8, Stealth d8, Psionics d6
Charisma: -; Pace: 10; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Psionics)
Powers: Bolt (mind thrust), Detect Arcana (sense psionics)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6; Go for the Throat.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.

Wolpertinger

Wolpertinger
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 4
Special Abilities
Bite: Str; Bleed.
Antlers: Str.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 8" and Climb 0.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Worm

Aquatic Worm
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Swimming d12+1, Notice d12+1
Charisma: -; Pace: 4; Parry: 8; Toughness: 24 (5)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Crimson Worm
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Swimming d12+2, Notice d12+1
Charisma: -; Pace: 4; Parry: 8; Toughness: 30 (6)
Special Abilities
Armour +6: Natural armour.
Bite: Str+d8; Grab.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +15: Increases Toughness by +15.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Purple Worm
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Swimming d12+1, Notice d12+1
Charisma: -; Pace: 4; Parry: 8; Toughness: 24 (5)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Yellow musk creeper

Yellow Musk Creeper
   No description for this creature yet.

Rank: Novice
Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Tendril: Str+d6; Reach 1".
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Yrthak

Yrthak
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12+1, Throwing d8
Charisma: -; Pace: 4; Parry: 7; Toughness: 17 (3)
Gear: Sonic lance (Throwing; range 3/6/12; Str+d6; +2 sonic damage)
Edges: Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks (range 24").
Flight: Flying Pace of 12" and Climb 0.
Immunities: Sonic, gaze attacks and visual effects.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Zombie

Storm Giant Zombie
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+7, Vigor d12+5
Skills: Fighting d12+1, Swimming d12+1, Notice d4
Charisma: -; Pace: 7; Parry: 7; Toughness: 23 (3)
Gear: Breastplate (+3), masterwork broken greatsword (Str+d10; Parry -1)
Special Abilities
Slam: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except those caused by slashing weapons.
Endurance: +2 to Soak rolls.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Zomok

Zomok
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d12+5, Vigor d12+5
Skills: Fighting d10, Knowledge (Nature) d12+2, Survival d12+3, Notice d12+4, Stealth d8, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 7; Toughness: 26 (6)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Sweep, Strong Willed
Powers: Barrier (thorns), Entangle (plant growth), Puppet (plants only)
Special Abilities
Armour +6: Natural armour.
Claws: Str+d8.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 20" and Climb -1.
Immunity: Sonic.
Weakness: Fire (double damage).
Size +10: Thirty-five feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Biomantic Digester, Advanced

Biomantic Digester, Advanced
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Tracking d8, Notice d8, Stealth d6
Charisma: -; Pace: 12; Parry: 6; Toughness: 10
Edges: Alertness, Dodge, Level Headed, Quick
Special Abilities
Claw: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Immunity: Acid.
Size +2: Increases Toughness by +2.

Clark The Clerk, Antimagic Assassin

❄Clark The Clerk, Antimagic Assassin
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+1, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d12, Climbing d6, Lockpicking d6, Notice d12, Stealth d12+1, Throwing d10
Charisma: -; Pace: 6; Parry: 9; Toughness: 8 (2)
Gear: Chainmail shirt (+2), daggers (Str+d6), medium shield (+1 Parry), daggers (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous, Florentine, Frenzy, Sneak Attack, Thief, Two-Fisted, Trademark Weapon (dagger)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.

Dark pyre

Dark Pyre Sergeant
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d10, Climbing d6, Healing d4, Notice d4, Throwing d10, Spellcasting d4
Charisma: -; Pace: 8; Parry: 9; Toughness: 13 (3)
Gear: Full plate (+3), helmet (+3), dwarven waraxe (Str+d8; +2 fire damage; +2 necromantic damage And), medium shield (+1 Parry), shield spine (Throwing; range 3/6/12; Str+d6; Range)
Edges: Arcane Background (Magic), Level Headed, Quick Draw, Trademark Weapon (dwarven waraxe)
Powers: Barrier (fire)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Fear: Anyone who sees this creature must make a Fear check.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Humanoid: Affected by spells that only work on humanoids.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -3 damage from physical attacks, except from those that are both bludgeoning and magical.

Dark Pyre Soldier
   No description for this creature yet.

Rank: Novice
Attributes: Agility d10, Smarts d4 (A), Spirit d4, Strength d12, Vigor d10
Skills: Fighting d10, Healing d4, Shooting d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 12 (3)
Gear: Breastplate (+3), masterwork longsword (Str+d8; +2 fire damage; +2 necromantic damage And), medium shield (+1 Parry), masterwork light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Level Headed, Trademark Weapon (longsword)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Fear: Anyone who sees this creature must make a Fear check.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Humanoid: Affected by spells that only work on humanoids.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -2 damage from physical attacks, except from those that are both bludgeoning and magical.

Dream Elemental, Medium

Dream Elemental, Medium
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Knowledge (Arcana) d6, Notice d4, Spellcasting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Edges: Arcane Background (Magic), Combat Reflexes
Powers: Bolt (freezing ray), Detect Arcana (sense magic), Slumber, Stun (daze), Teleport (dimension door)
Special Abilities
Slam: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 3.

East Wind Monk

East Wind Monk
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Knowledge (Arcana) d8, Repair d6, Notice d4, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Gear: Shuriken (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed, Martial Artist, Trademark Weapon (unarmed)
Special Abilities
Unarmed Strike: Str+d4.
Unarmed Flurry: Str+d6; Parry -1.
Humanoid: Affected by spells that only work on humanoids.

Gar-Alanak, Windborne Cloud Giant

❄Gar-Alanak, Windborne Cloud Giant
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Climbing d12+1, Persuasion d4, Repair d10, Tracking d12, Notice d12, Throwing d8, Spellcasting d6
Charisma: -; Pace: -; Parry: 7; Toughness: 19 (2)
Gear: Chainmail shirt (+2), gargantuan crushing morning star (Str+d8), ranged iron bands of binding (Throwing; range 3/6/12; Str+d6; Immobilize)
Edges: Arcane Background (Magic), Sweep, Strong Willed
Powers: Flight (levitate), Obscure (fog cloud)
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 10" and Climb 1.
Immunities: Sleep, poison and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giorgio

❄Giorgio
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d10, Knowledge (Bardic Lore) d6, Persuasion d4, Throwing d6
Charisma: +4; Pace: 6; Parry: 7; Toughness: 7 (2)
Gear: Chainmail shirt (+2), quarterstaff (Str+d4; Reach 1"; Parry +1), masterwork shortsword (Str+d6), grenade (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Bardic Magic), Bard, Charismatic, Dodge, Improved Dodge, Trademark Weapon (quarterstaff)
Powers: Teleport (dimension door)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.
Energy Resistances: -4 damage from electricity and fire.

Haddin Ja-Laffa

❄Haddin Ja-Laffa
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d4, Vigor d4
Skills: Fighting d6, Knowledge (Arcana) d12+1, Knowledge (History) d12+1, Knowledge (Local) d12+1, Repair d12+1, Notice d4, Wizardry d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Gear: Dagger (Str+d4)
Hindrances: Elderly (M)
Edges: Arcane Background (Wizardry)
Powers: Elemental Manipulation (earth), Mind Reading, Puppet (living humanoids only)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

H’Andrea The Wizard

❄H’Andrea The Wizard
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Knowledge (Arcana) d8, Notice d4, Wizardry d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Edges: Arcane Background (Wizardry)
Powers: Bolt (magic missile), Burst (burning hands), Deflection (forcefield), Detect Arcana (sense magic), Slow, Slumber
Special Abilities
Torchstaff Touch: Str+d6; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Outsider (Native): This ability is only important for certain spells.
Energy Resistances: -1 damage from cold, electricity and fire.

Indomitability

Indomitability
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Intimidation d12, Notice d4
Charisma: -; Pace: 10; Parry: 5; Toughness: 13
Edges: Strong Willed
Special Abilities
Antlers: Str+d10; +2 fire damage.
Hooves: Str+d4; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Bear Hug: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gore: +4 damage if move 6" or more in straight line before attacking.
Physical Resistance: -2 damage from physical attacks, except those caused by dead weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Katrina

❄Katrina
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d8
Skills: Fighting d6, Knowledge (Arcana) d4, Repair d10, Sorcery d4
Charisma: +4; Pace: 6; Parry: 5; Toughness: 6
Gear: Dagger (Str+d4)
Edges: Arcane Background (Sorcery), Level Headed
Powers: Armor, Blast (fireball), Bolt (scorching ray), Burst (burning hands), Deflection (forcefield), Detect Arcana (sense magic), Disguise (illusion), Invisibility
Special Abilities
Humanoid: Affected by spells that only work on humanoids.
Energy Resistance: -2 damage from fire.

❄Katrina
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d10
Skills: Fighting d6, Healing d4, Knowledge (Arcana) d12, Repair d12, Sorcery d4
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Dagger (Str+d4), medium shield (+1 Parry)
Edges: Arcane Background (Sorcery), Dodge, Level Headed
Special Abilities
Armour +2: Permanent armour spell.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Fire.
Energy Resistance: -2 damage from fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical for missile weapons stops damage weapons.

❄Katrina
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d10
Skills: Fighting d6, Healing d4, Knowledge (Arcana) d12+2, Repair d12+1, Sorcery d4
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Medium shield (+1 Parry)
Edges: Arcane Background (Sorcery), Level Headed
Tactics: No melee attacks
Special Abilities
Armour +2: Permanent armour spell.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 1.
Immunity: Fire.
Energy Resistance: -2 damage from fire.
Physical Resistance: -3 damage from physical attacks, except those caused by magical for missile weapons stops damage weapons.

Kelkin Thravanvost

❄Kelkin Thravanvost
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d12+1, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Knowledge (Arcana) d12+1, Knowledge (Planes) d12+1, Repair d12+1, Notice d4, Spellcasting d12
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Edges: Alertness, Arcane Background (Magic)
Powers: Barrier (wind), Barrier (fire), Blast (fireball), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Puppet (living humanoids only), Stun (daze)
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.

Laurabec Adelsburg

❄Laurabec Adelsburg
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d10, Healing d6, Knowledge (Religion) d6, Riding d12, Notice d4, Shooting d8, Spellcasting d6
Charisma: +4; Pace: 4; Parry: 7; Toughness: 5
Gear: Masterwork ranseur (Str+d8), masterwork heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic), Trained Rider
Powers: Smite (Evil), Boost Trait (bless), Deflection (forcefield), Greater Healing
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Sleep.

Lieutenant Kormus

❄Lieutenant Kormus
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d6, Riding d8, Shooting d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (3)
Gear: Full plate (+3), helmet (+3), battleaxe (Str+d8), masterwork composite shortbow (Shooting; range 12/24/48; 2d6)
Edges: Level Headed, Marksman, Trademark Weapon (battleaxe)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Hardy: A second Shaken result doesn't become a wound.

Mantidrake

❄Mantidrake
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Intimidation d10, Survival d12, Tracking d12+1, Notice d12+1, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 17
Edges: Frenzy, Sweep
Special Abilities
Claws: Str+d8.
Bite: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 12" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 sonic damage.
Immunities: Sonic, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nightmare Trillith

Nightmare Trillith
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Notice d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 17 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Stitched flesh.
Bites: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Fear: Anyone who sees this creature must make a Fear check.
Flight: Flying Pace of 6" and Climb 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Physical Resistance: -3 damage from physical attacks, except those caused by courage weapons.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nightmare Trillith, Advanced

Nightmare Trillith, Advanced
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
Skills: Fighting d12, Intimidation d12+4, Notice d4
Charisma: +1; Pace: 6; Parry: 8; Toughness: 19 (4)
Gear: Natural attacks (Str+d8)
Edges: Frenzy, Sweep
Special Abilities
Armour +4: Stitched flesh.
Darkvision: No vision penalties for darkness (range 12").
Fear: Anyone who sees this creature must make a Fear check.
Flight: Flying Pace of 12" and Climb 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Physical Resistance: -3 damage from physical attacks, except those caused by courage weapons.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ragesian Assistant

Ragesian Assistant
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Knowledge (Arcana) d10, Knowledge (History) d8, Persuasion d10, Riding d4, Notice d4, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Gear: Club (Str+d6), light crossbow (Shooting; range 12/24/48; 2d6; AP 1)
Edges: Dodge, Strong Willed
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

Ragesian Infantry Squad

Ragesian Infantry Squad
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12, Vigor d8
Skills: Fighting d10, Throwing d8
Charisma: -; Pace: 3; Parry: 7; Toughness: 11
Gear: Pike hedge (Str+d8), concentrated archery (Throwing; range 3/6/12; Str+d6; Range)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Humanoid: Affected by spells that only work on humanoids.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rantle

❄Rantle
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor d6
Skills: Fighting d8, Intimidation d6, Climbing d6, Persuasion d8, Riding d6, Lockpicking d6, Stealth d8, Throwing d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (2)
Gear: Chainmail shirt (+2), masterwork greatsword (Str+d10; Parry -1), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Command, Marksman, Sneak Attack, Sweep, Thief
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

❄Rantle
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d12, Intimidation d6, Climbing d6, Persuasion d12, Repair d6, Riding d6, Survival d8, Lockpicking d6, Tracking d8, Stealth d12, Throwing d12, Faith d4
Charisma: +1; Pace: 6; Parry: 9; Toughness: 5
Gear: Orc-bane bastard sword (Str+d8), medium shield (+1 Parry), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Arcane Background (Miracles), Berserk, Champion, Command, Dodge, Marksman, Sneak Attack, Sweep, Strong Willed, Thief, Woodsman, Trademark Weapon (bastard sword)
Powers: Smite (Evil), Healing (cure wounds)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

❄Rantle
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d12, Vigor d6
Skills: Fighting d12, Intimidation d6, Climbing d6, Persuasion d12, Repair d6, Riding d6, Survival d8, Lockpicking d6, Tracking d8, Stealth d12, Throwing d12, Innate Powers d4
Charisma: +1; Pace: 6; Parry: 9; Toughness: 5
Gear: Orc-bane bastard sword (Str+d8), medium shield (+1 Parry), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Arcane Background (Super Powers), Berserk, Command, Dodge, Marksman, Sneak Attack, Sweep, Strong Willed, Thief, Woodsman, Trademark Weapon (bastard sword)
Powers: Smite (Evil)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

Roav, Consultant To The Damned

❄Roav, Consultant To The Damned
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Persuasion d12+5, Repair d12+5, Notice d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 18 (5)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed, Sweep, Strong Willed
Powers: Dispel, Invisibility, Teleport (dimension door)
Tactics: Two Weapons
Special Abilities
Armour +5: Demonic crimson skin.
Claws: Str+d8; Poison.
Wings: Str+d8; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Outsider: Doesn't eat, drink or sleep, cannot be resurrected.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 12" and Climb 0.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Energy Resistances: -2 damage from acid and cold.
Physical Resistance: -4 damage from physical attacks, except from those that are both good and silver.
Poison: Claws inflict poison if foe is Shaken or wounded.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sergeant Smash

❄Sergeant Smash
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d10, Climbing d6, Healing d4, Notice d4, Throwing d10, Spellcasting d4
Charisma: -; Pace: 8; Parry: 9; Toughness: 13 (3)
Gear: Full plate (+3), helmet (+3), dwarven waraxe (Str+d8; +2 fire damage; Draining), medium shield (+1 Parry), shield spine (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Level Headed, Quick Draw, Trademark Weapon (dwarven waraxe)
Powers: Barrier (fire)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Fear: Anyone who sees this creature must make a Fear check.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Humanoid: Affected by spells that only work on humanoids.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Physical Resistance: -3 damage from physical attacks, except from those that are both bludgeoning and magical.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Shalosha

❄Shalosha
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d8, Knowledge (Arcana) d12+1, Knowledge (Nobility) d8, Knowledge (Planes) d10, Persuasion d10, Repair d12+1, Riding d6, Swimming d4, Notice d6, Stealth d4, Shooting d6, Wizardry d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Gear: Chainmail hauberk (+2), merciful longsword (Str+d8; Nonlethal And), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Wizardry), Dodge, Improved Dodge, Trademark Weapon (longsword)
Powers: Bolt (lightning bolt), Bolt (magic missile), Boost Trait (Strength), Deflection (forcefield), Detect Arcana (sense magic), Invisibility, Teleport (dimension door)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Sleep.

❄Shalosha
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d10, Vigor d6
Skills: Fighting d10, Knowledge (Arcana) d12+1, Knowledge (Nobility) d10, Knowledge (Planes) d10, Persuasion d12, Repair d12+2, Riding d6, Swimming d4, Notice d6, Stealth d4, Shooting d8, Wizardry d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 7 (2)
Gear: Chainmail hauberk (+2), merciful longsword (Str+d8; Nonlethal And), medium shield (+1 Parry), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Wizardry), Dodge, Improved Dodge, Trademark Weapon (longsword)
Powers: Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Invisibility, Quickness, Teleport (dimension door)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Immunity: Sleep.

❄Shalosha
   No description for this creature yet.

Rank: Heroic
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d10, Vigor d8
Skills: Fighting d10, Healing d4, Knowledge (Arcana) d12+3, Knowledge (Nobility) d12, Knowledge (Planes) d12, Persuasion d12+1, Repair d12+3, Riding d8, Swimming d10, Notice d8, Stealth d4, Shooting d8, Wizardry d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 8 (2)
Gear: Chainmail hauberk (+2), merciful longsword (Str+d8; Nonlethal And), medium shield (+1 Parry), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Wizardry), Dodge, Improved Dodge, Trademark Weapon (longsword)
Powers: Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Invisibility, Quickness, Teleport (dimension door)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 1.
Immunities: Sleep and fear.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine points of damage weapons.

❄Shalosha
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d12, Spirit d4, Strength d12, Vigor d8
Skills: Fighting d10, Healing d4, Knowledge (Arcana) d12+4, Knowledge (Nobility) d12+1, Knowledge (Planes) d12+1, Persuasion d12+2, Repair d12+4, Riding d8, Swimming d10, Notice d8, Stealth d4, Shooting d8, Wizardry d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 8 (2)
Gear: Chainmail hauberk (+2), merciful longsword (Str+d8; Nonlethal And), medium shield (+1 Parry), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Wizardry), Dodge, Improved Dodge, Trademark Weapon (longsword)
Powers: Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Invisibility, Quickness, Telekinesis, Teleport (dimension door)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Humanoid: Affected by spells that only work on humanoids.
Flight: Flying Pace of 12" and Climb 1.
Immunities: Sleep and fear.
Physical Resistance: -3 damage from physical attacks, except those caused by adamantine points of damage weapons.

Silvia Cossala

❄Silvia Cossala
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d10, Knowledge (History) d6, Riding d12, Notice d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (3)
Gear: Banded mail (+3), masterwork lance (Str+d8), masterwork battleaxe (Str+d8)
Edges: Trained Rider, Trademark Weapon (lance)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.

Sindairese Infantry Squad

Sindairese Infantry Squad
   No description for this creature yet.

Rank: Epic
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Throwing d8
Charisma: -; Pace: 3; Parry: 7; Toughness: 11
Gear: Pike hedge (Str+d8), concentrated archery (Throwing; range 3/6/12; Str+d6)
Special Abilities
Humanoid: Affected by spells that only work on humanoids.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Three Weeping Ravens

❄Three Weeping Ravens
   No description for this creature yet.

Rank: Veteran
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Throwing d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 6
Gear: Shuriken (Throwing; range 3/6/12; Str+d6; Range)
Edges: Combat Reflexes, Dodge, Improved Dodge, Martial Artist, Trained Rider, Trademark Weapon (unarmed)
Special Abilities
Unarmed Strike: Str+d4.
Unarmed Flurry: Str+d6; Parry -1.
Humanoid: Affected by spells that only work on humanoids.

Treant Grove

Treant Grove
   No description for this creature yet.

Rank: Epic
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d12+5
Charisma: -; Pace: 10; Parry: 10; Toughness: 22
Edges: Frenzy
Special Abilities
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Physical Resistance: -3 damage from physical attacks, except those caused by slashing weapons.
Size +14: Increases Toughness by +14.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Vargenga

❄Vargenga
   No description for this creature yet.

Rank: Epic
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+8, Vigor d12+6
Skills: Fighting d12, Intimidation d12+1, Climbing d12+4, Healing d12+10, Notice d12+5, Stealth d12+1, Throwing d10
Charisma: -; Pace: 6; Parry: 8; Toughness: 21 (4)
Gear: Warhammer (Str+d6; AP 2), rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Combat Reflexes, Dodge, Level Headed, Quick, Sweep, Trademark Weapon (warhammer)
Special Abilities
Armour +4: Tough flesh.
Slams: Str+d8; +2 energy damage Drain.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 4" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Change Form: Can assume an alternate form as a normal action.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Energy Resistances: -2 damage from cold, electricity and sonic.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Endurance: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vigilance

Vigilance
   No description for this creature yet.

Rank: Legendary
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d10, Intimidation d12, Notice d4
Charisma: -; Pace: 10; Parry: 7; Toughness: 15 (2)
Edges: Strong Willed, Trademark Weapon (gore)
Special Abilities
Armour +2: Flaming flesh.
Antlers: Str+d10; +2 fire damage.
Hooves: Str+d4; +2 fire damage.
Darkvision: No vision penalties for darkness (range 12").
Bear Hug: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gore: +4 damage if move 6" or more in straight line before attacking.
Flight: Flying Pace of 12" and Climb 3.
Physical Resistance: -3 damage from physical attacks, except those caused by dead weapons.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

West Wind Monk

West Wind Monk
   No description for this creature yet.

Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Knowledge (Religion) d8, Repair d6, Notice d4, Throwing d4, Faith d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Gear: Masterwork bladed whip (Str+d4; Reach 1"), shuriken (Throwing; range 3/6/12; Str+d6; Range)
Edges: Adept, Arcane Background (Miracles), Holy Warrior, Martial Artist
Powers: Boost Trait (bless), Boost Trait (Strength), Detect Arcana (sense magic), Banish (undead)
Special Abilities
Unarmed Strike: Str+d4.
Humanoid: Affected by spells that only work on humanoids.