Monster List (2747)


Aasimar

Aasimar
   The Aasimar looks like an attractive human who radiates a sense of calm and serenity.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d4-2, Healing d8, Knowledge (Religion) d6, Persuasion d8, Faith d12
Charisma: -; Pace: 6; Parry: 2; Toughness: 8 (2)
Gear: Scale mail (+2), heavy mace (Str+d6; AP 2), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Miracles), Champion
Powers: Boost Trait (bless), Detect Arcana (sense magic), Banish (undead)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Resistances: -1 damage from acid, cold and electricity.

Aballonian

Aballonian
   Aballonians are intelligent, self-modifying insect-like constructs. They are able to communicate with each other telepathically, and draw their energy from sunlight.

Attributes: Agility d8, Smarts d12, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10, Climbing d12+2, Notice d10, Knowledge (Engineering) d10, Stealth d10, Shooting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 9 (2)
Edges: Frenzy, Quick, Strong Willed
Special Abilities
Armour +2: Tough chassis.
Claws: Str+d4; Grab.
Spark: Shooting; range 4/8/16; 2d6; Electricity.
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.
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 5".
Weakness: Sunlight dependency.

Aboleth

Aboleth
   Aboleths are an ancient race of large, hideous fish-like creatures. They have three eyes and four tentacles, and their skin glistens with toxic slime.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Intimidation d12, Notice d12, Repair d10, Swimming d12+3, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 6; Toughness: 17 (3)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Powers: Confusion (hypnotic pattern), Disguise (illusion), Obscure (illusion), Puppet
Special Abilities
Armour +3: Slimy skin.
Tentacles: Str+d8; Reach 1"; Slime.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 15", and cannot drown.
Slime: Make a Vigor roll, on a failure reduce Vigor by 1 die step.
Size +5: Twenty-five feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Abyss gigas

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

Attributes: Agility d8, Smarts d12+1, Spirit d12, Strength d12+6, Vigor d12+3
Skills: Fighting d12, Intimidation d12+3, Climbing d12+5, Notice d12+4, Knowledge (Planes) d12+3, Stealth d6, Survival d12+4, Throwing d10, Spellcasting d12
Charisma: -; Pace: 9; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Electricity.
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.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+7, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Notice d12+5, Knowledge (Planes) d12+2, Survival d12+4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 25 (5)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Quick, Sweep
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.
Resistances: -2 damage from acid, cold and fire.
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.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6, Shooting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Pale flesh.
Bite: Str+d4; Acid.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Mind-affecting effects.
Resistances: -1 damage from acid, cold and fire.
Very Tough: +1 Toughness.

Abyssal wolf

Abyssal wolf
   Abyssal wolves are bigger than regular lupines, with fiery eyes and dark blood-stained fur.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d6, Tracking d8
Charisma: +2; Pace: 8; Parry: 7; Toughness: 13 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Blackish-blue fur.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Paralyzing Gaze: All creatures within 12" must make a Spirit roll to resist.
Very Tough: +1 Toughness.
Size +2: Five feet tall; Toughness +2.

Achaierai

Achaierai
   The achaierai is a massive flightless bird, with four legs and tiny atrophied wings covered with thick, oily plumage.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d8, Swimming d12
Charisma: +1; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge
Special Abilities
Armour +2: Oily feathers.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Size +2: Fifteen feet tall; Toughness +2.

Adamantine wasp swarm

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

Attributes: Agility d12+2, Smarts d4 (M), Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Innate Powers d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 5
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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 7" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Adaro

Adaro
   The adaro are fierce carnivorous sharkmen, who hunt the tropical seas with their sharp teeth and poisoned spears.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d10, Tracking d8, Swimming d12+1, Throwing d6
Charisma: -; Pace: 4; Parry: 7; Toughness: 7 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1; Poison), spear (Throwing; range 3/6/12; Str+d6)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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 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.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Poison: Spear inflicts lethal poison if foe is Shaken or wounded.

Addanc

Addanc
   The addanc is a solitary predator that combines both the appearance and behaviour of a crocodile and a beaver.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d12, Stealth d6, Tracking d12, Swimming d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Fur.
Bite: Str+d8; Grab.
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.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Seven feet long; Toughness +3.

Addu

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

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Notice d12+2, Swimming d12+3
Charisma: -; Pace: 4; 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.
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.

Adherer

Adherer
   At first glance, an adherer looks like a mummified corpse wrapped in dirty linen. However they are actually beings from the ethereal plane, and their bodies are coated in strands of highly adhesive material.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Repair d4, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Combat Reflexes, Frenzy
Special Abilities
Armour +1: Adhesive flesh.
Slams: Str+d4; Grab.
Darkvision: No vision penalties for darkness (range 12").
Adhesive Flesh: Attackers who successfully hit must make a Strength roll or lose their weapon (or become pinned if using a natural weapon).
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 4".

Adlet

Adlet
   The adlet are cunning wolfman hunters, with white fur and and icy blue eyes.

Attributes: Agility d12+3, Smarts d8, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d12, Climbing d10, Healing d6, Notice d10, Stealth d10, Survival d12+1, Tracking d12+1, Swimming d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 9; Toughness: 10 (2)
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Hard to Kill, Level Headed
Powers: Blast (ice storm), Bolt (ray of frost), Entangle (sleet storm), Flight (wind walk), Obscure (fog cloud)
Special Abilities
Armour +2: Snowy fur.
Bite: Str+d4; Cold.
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.
Fast Runner: Roll d8 when running instead of d6.
Arctic Stride: Snow and ice is not treated as difficult ground.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).

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.

Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Notice d12+1, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Repair 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
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Grab.
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.
Flight: Flying Pace of 7" and Climb -1.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and poison.
Resistances: -2 damage from electricity and fire.

Bythos
   Bythos are the faction of Aeon who guard time and planar travel. Their shimmering form appears vaguely humanoid, except with four arms, and it has an eye-shaped pattern on its torso. The bythos appears vaporous, but feels like dry stone if touched.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+3, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+4, Notice d12+4, Repair d12+4, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Improved Frenzy, Level Headed, Quick
Powers: Banish (plane shift self), Quickness, Teleport
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Cold; Aging Strike.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
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.
Flight: Flying Pace of 7" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Confusion Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold and poison.
Resistances: -2 damage from electricity and fire.
Very Tough: +1 Toughness.
Size +3: Thirteen feet tall; Toughness +3.

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.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d8, Notice d8, Knowledge (Planes) d8, Stealth d10, Spellcasting d6
Charisma: -; Pace: -; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), Strong Willed
Powers: Divination
Special Abilities
Slam: Str+d4; Electricity.
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 7" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and poison.
Resistances: -2 damage from electricity and fire.
Size -1: Reduces Toughness by -1.

Pleroma
   The pleroma represent the forces of creation and destruction. They appear as swirling lights within a shadowy humanoid figure, and their touch causes considerable pain.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+4, Strength d12+2, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+4, Healing d12+4, Notice d12+8, Knowledge (Religion) d12+10, Knowledge (Engineering) d12+9, Knowledge (Planes) d12+10, Knowledge (Nature) d12+10, Repair d12+4, Stealth d12+4, Faith d12
Charisma: +4; Pace: -; Parry: 9; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Miracles), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Banish, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (illusion), Dispel, Elemental Manipulation (earth), Elemental Manipulation (water), Entangle (plant growth), Invisibility, Mind Reading, Obscure (darkness), Puppet, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Touch: Str+d6; Energy.
Darkvision: No vision penalties for darkness (range 24").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Blindsight: Ignore sight-based penalties and gaze attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 3.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and poison.
Resistances: -2 damage from electricity and fire.
Size +3: Increases Toughness by +3.

Theletos
   Theletos are the guardians of freedom and fate. They consist of a crystalline body with four limbs, each splitting into two forearms.

Attributes: Agility d8, Smarts d6, Spirit d12+1, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d12, Repair d10, Stealth d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed, Strong Willed
Powers: Dispel, Lower Trait (curse), Puppet
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Tentacles: Str+d4; Reach 1"; Fate Drain.
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 6" and Climb -1.
Immunities: Cold and poison.
Resistances: -2 damage from electricity and fire.

Aerial servant

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

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Notice d12+2, Stealth d12+3
Charisma: -; Pace: 9; Parry: 8; Toughness: 9 (1)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; 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.
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 9" and Climb 3.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 wind blast damage.

Afanc

Afanc
   Afancs are massive magical fish, with hard blue scales and whale-like heads.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d10, Swimming d10
Charisma: -; Pace: -; Parry: 8; Toughness: 18 (2)
Edges: Alertness, Strong Willed
Special Abilities
Armour +2: Blue scales.
Bite: Str+d8.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 10", and cannot drown.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Agathion

Avoral
   Avorals are birdmen with hands on the ends of their wings. Their facial features are also birdlike, with large hooked noses and deep piercing eyes.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d8, Repair d10, Riding d8, Stealth d12+1, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Beast Friend, Bolt (lightning bolt), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Pummel (wind), Teleport
Special Abilities
Armour +2: Feathers.
Claws: Str+d4.
Wings: Str+d4.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 12" and Climb 2.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and sonic.

Bishop
   Bishops are fishmen with translucent shimmering fins, and tentacles curling under their chins. They have claws on their hands and feet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8, Vigor d6
Skills: Fighting d10, Intimidation d6, Healing d6, Notice d10, Knowledge (Planes) d10, Knowledge (Nature) d8, Stealth d10, Survival d10, Swimming d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 6 (1)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Beast Friend, Boost Trait (bless), Divination, Elemental Manipulation (water), Light (dancing lights)
Special Abilities
Armour +1: Natural armour.
Claws: 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.
Fear: Anyone who sees this creature must make a Fear check.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
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: Electricity and petrification.
Resistances: -2 damage from cold and sonic.

Cetaceal
   Cetaceals look like mermaids, except that their lower body is that of a killer whale.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+2, Notice d12+4, Knowledge (Planes) d12+2, Knowledge (Nature) d12+1, Persuasion d10, Stealth d12+3, Swimming d12+1, Spellcasting d8
Charisma: +2; Pace: 4; Parry: 8; Toughness: 13 (4)
Gear: Shocking burst shortspear (Str+d6; Electricity)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Quick
Powers: Beast Friend, Bolt (lightning bolt), Dispel, Entangle, Greater Healing, Healing, Mind Reading, Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Tail Slap: Str+d4; Push; Stun.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
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, cold and petrification.
Resistance: -2 damage from sonic.

❄Draconal
   Draconals looks like humanoid dragons, with sharp horns and powerful wings. Their colour determines what sort of breath weapon they have.

Attributes: Agility d10, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+4, Healing d12+4, Notice d12+10, Knowledge (Religion) d12+5, Knowledge (Planes) d12+6, Knowledge (Nature) d12+4, Persuasion d12+3, Repair d12+4, Stealth d12+2, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 17 (4)
Edges: Alertness, Arcane Background (Miracles), Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Banish (plane shift self), Beast Friend, Blast (earthquake), Bolt (lightning bolt), Boost Trait (bless), Deflection (forcefield), Dispel, Entangle, Fear, Greater Healing, Healing, Lower Trait (curse), Invisibility, Mind Reading, Obscure (fog), Pummel (wind), Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Energy.
Claws: Str+d8; Energy.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 15" and Climb 0.
Good: Affected by powers and abilities that work on good 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 2d10 damage.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and sonic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Leonal
   Leonal are humanoids with golden fur and the head of a lion. They have retractable claws on their hands and feet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Repair d12, Stealth d12+3, Tracking d12+1, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 11 (3)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, War Cry
Powers: Beast Friend, Entangle, Greater Healing, Healing, Mind Reading
Special Abilities
Armour +3: Golden fur.
Bite: Str+d4; Grab.
Claws: Str+d4.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
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 when first moving adjacent to foe.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and sonic.

Silvanshee
   Silvanshee are black cats with gray and white markings, and are able to blend in among normal animals.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Knowledge (Planes) d6, Stealth d12+1, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Edges: Arcane Background (Magic), Level Headed
Powers: Beast Friend, Divination, Light (dancing lights), Teleport
Special Abilities
Bite: Str.
Claws: Str.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 12" and Climb 2.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and sonic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Vulpinal
   Vulpinals look like small humanoid foxes, with tiny claws. They tend to be solitary, but are also outspoken and friendly.

Attributes: Agility d10, Smarts d12+1, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d10, Notice d10, Knowledge (Planes) d12+2, Repair d12, Stealth d12+1, Spellcasting d12
Charisma: +1; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Armor, Beast Friend, Invisibility, Teleport
Special Abilities
Armour +2: Permanent armour spell.
Bite: Str+d4.
Claws: 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and sonic.
Size -1: Three feet tall; Toughness -1.

Agogwe

Agogwe
   The agogwe is an agile ape with a well-earned reputation for stealing things.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Special Abilities
Armour +1: Mottled fur.
Bite: Str+d4.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Size -1: Reduces Toughness by -1.

Ahlinni

Ahlinni
   The ahlinni is a flightless bird that dwells in treetops and canopies, where its green and yellow feathers make it very difficult to spot. Its sharp beak is half the length of its body, and tapers off to a point.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Special Abilities
Armour +2: Feathers.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Impale: +4 damage when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 gas damage.
Resistance: -2 damage from sonic.

Ahuizotl

Ahuizotl
   The ahuizotl is ferocious predator with the body of a large ape, the head of a dog, and a long tail which ends in a clawed hand. It has the ability to mimic sounds and even voices, which it uses to lure potential victims into an ambush.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Stealth d8, Swimming d12+1
Charisma: +1; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claw: 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.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Nine feet long; Toughness +2.

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.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+5
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 7" and Climb 3.
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Akata

Akata
   The akata looks like a hairless lion with blue skin. It has quivering tentacles for a mane, and two long tentacles instead of a tail.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d8, Stealth d10, Tracking d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Bite: Str+d4; Void Bite.
Tentacles: Str+d4; Reach 1".
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Cold, disease and poison.
Weaknesses: Deaf and salt water.
Resistance: -6 damage from fire.
Void Bite: Make a Vigor roll or become afflicted with Void Death. This is treated as if the character had the Terminally Ill Hindrance, except that 2d4 hours after death they will rise again as a void zombie.

Akhlut

Akhlut
   The akhlut looks like a huge wolf-like beast, with a dorsal fin rising from its back. The akhlut transforms into an orca when fully immersed in water, and reverts to its original form when it emerges again.

Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Notice d12, Stealth d12, Tracking d12, Swimming d12+1, Spellcasting d4
Charisma: -; Pace: 7; Parry: 8; Toughness: 20 (4)
Edges: Arcane Background (Magic), Dodge, Level Headed, Strong Willed
Powers: Obscure (fog)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Cold; 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.
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 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Change Form: Can assume an alternate form as a normal action.
Immunity: Cold.
Weakness: Fire (double damage).
Size +8: Twenty-two feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ala

Ala
   The ala appears as a wild hag dressed in black rags, but in combat she can transform into a powerful whirlwind which flashes with dark lightning.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d10, Climbing d10, Notice d12, Stealth d12+1, Survival d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Alertness, Arcane Background (Magic), Hard to Kill
Powers: Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Poison.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fear -1: Anyone who sees this creature must make a Fear check at -1.
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 6" and Climb 3.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Electricity.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Algoid

Algoid
   The algoid is a green humanoid creature composed of algae. Its skin is rough and leafy, providing it with excellent camouflage when in its natural habitat.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d10, Psionics d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Psionics), Frenzy, Strong Willed
Powers: Bolt (energy push), Detect Arcana (sense psionics)
Special Abilities
Armour +2: Rough skin.
Slams: 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.
Immunities: Electricity and fire.
Weakness: Water.

Allip

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

Attributes: Agility d8, 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.

Al-miíraj

Al-miíraj
   The al-miíraj looks like a large rabbit with long brightly-coloured fur and a gold or black unicorn horn projecting from its head.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Survival d4, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Special Abilities
Horn: Str+d4.
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.
Teleport: Can teleport up to 12" as a normal action.
Blink: As a free action you can rapidly blink back and forth between the material and ethereal plane until your next turn. Attacks made against you suffer a -2 penalty (or inflict -2 damage for area-effect attacks) unless they are able to harm creatures on both planes.
Gore: +4 damage when first moving adjacent to foe.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Poison.
Size -1: Reduces Toughness by -1.

Psionic al-miíraj
   The al-miíraj looks like a large rabbit with long brightly-coloured fur and a gold or black unicorn horn projecting from its head.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d10, Survival d4, Tracking d8, Psionics d4
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Edges: Arcane Background (Psionics)
Powers: Elemental Manipulation (air), Flight (levitate), Light/Obscure (control light), Telekinesis
Special Abilities
Horns: Str+d4.
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.
Teleport: Can teleport up to 12" as a normal action.
Blink: As a free action you can rapidly blink back and forth between the material and ethereal plane until your next turn. Attacks made against you suffer a -2 penalty (or inflict -2 damage for area-effect attacks) unless they are able to harm creatures on both planes.
Gore: +4 damage when first moving adjacent to foe.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Poison.
Size -1: Reduces Toughness by -1.

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.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Notice d12+1, Knowledge (Nature) d8, Spellcasting d6
Charisma: +4; Pace: 7; 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: On a raise, the victim starts 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.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Healing d8, Notice d8, Knowledge (Nature) d4, Stealth d8, Survival d8, Tracking d8, Shooting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (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.

Aluum

Aluum
   The aluum are humanoid constructs made from stone and metal. Arcane symbols are carved into their body, and a glowing azure gem is set in the centre of their chest.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Paralysis.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Wail: Opposed Spirit roll vs all living targets within 6", inflicts 2d10 sonic damage, +d6 on a raise.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Amoeba

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

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d8, Vigor d10
Skills: Fighting d4, Climbing d8, Swimming d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Special Abilities
Slam: Str+d4; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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 4".
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.

Amoeba swarm
   The swarm consists of thousands of tiny blobs of translucent jelly.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d4, Swimming d6, Innate Powers d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amphibious: Swimming Pace of 6", 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.

Amphisbaena

Amphisbaena
   The amphisbaena is a long snake with a head at each end, said to have been formed from the blood of medusas.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Immunities: Sleep, poison, shapechanging, paralysis, petrification and Gang Up bonuses.
Resistance: -2 damage from cold.
Poison: Bites inflict lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +2: Fourteen feet long; Toughness +2.

Amphisbaena basilisk
   The amphisbaena basilisk is an eight-legged reptile with a head at each end, said to have been formed from the blood of medusas.

Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 10 (2)
Edges: Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
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.
Immunity: Gang Up bonuses.
Resistance: -2 damage from cold.

Amphisbaena encepalon gorger
   The amphisbaena encepalon gorger consists of two humanoid upper bodies joined together at the waist. It sucks the brain fluid from any victims it successfully incapacitates.

Attributes: Agility d8, Smarts d12+2, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12+3, Knowledge (Planes) d12+2, Persuasion d10, Stealth d10, Survival d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Hairless skin.
Claws: Str+d4; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Immunity: Gang Up bonuses.
Resistance: -2 damage from cold.

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.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Intimidation d12+6, Climbing d12+7, Notice d12+2, Knowledge (Nature) d12+1, Tracking d12+2, Swimming d12+7, Spellcasting d6
Charisma: +4; Pace: 9; 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.
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 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.
Resistances: -4 damage from acid, cold, electricity and fire.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Android

Android
   Androids look like pale humans, with a metallic sheen and circuitry-like tattoos that glow faintly with a blue light.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d6, Knowledge (Engineering) d4, Stealth d8, Lockpicking d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Leather armour (+1), rapier (Str+d4; Parry +1)
Edges: Assassin, Thief
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Immunities: Sleep, disease, fear, fatigue and emotion-based effects.

Angel

Astral deva
   Astral deva angels look like tall human with feathered wings. They are messengers of the gods.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Knowledge (Religion) d12+1, Knowledge (Planes) d12+2, Persuasion d12+3, Repair d12+2, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 14 (4)
Gear: Disrupting warhammer (Str+d6; AP 2; Stun)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Barrier (whirling blades), Detect Arcana (see invisibility), Dispel, Fear, Greater Healing, Healing, Invisibility
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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 13" 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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, cold and petrification.
Resistances: -2 damage from electricity and fire.
Stun: Make a Vigor roll at -1 or suffer a level of Fatigue.
Very Tough: +1 Toughness.

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

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Knowledge (Religion) d12, Knowledge (Planes) d12, Persuasion d12+1, Spellcasting d8
Charisma: +4; Pace: 7; 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, 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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 9" and Climb 2.
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.
Resistances: -2 damage from electricity and fire.

Cassisian
   Cassisian angels appear as golden helmets with the feathered wings of a bird.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4, Notice d6, Knowledge (Religion) d4, Knowledge (Planes) d4, Persuasion d4, Stealth d8, Spellcasting d4
Charisma: -; Pace: -; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Magic), Strong Willed
Powers: Divination
Special Abilities
Armour +1: Natural armour.
Slam: 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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 9" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
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 fire damage.
Immunities: Acid, cold and petrification.
Resistances: -2 damage from electricity and fire.
Size -1: Reduces Toughness by -1.

Chalkydri
   Chalkydri angels appear as muscular coppery-skinned humans, with four feathered wings and a flaming sword.

Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Healing d12+1, Notice d12+2, Knowledge (Religion) d12, Knowledge (Planes) d12+1, Persuasion d12+1, Stealth d12+1, Survival d12+1, Throwing d8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 11 (3)
Gear: Flaming longsword (Str+d8; Fire), flaming javelin (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Boost Trait (bless), Detect Arcana (see invisibility), Dispel, Fear, Greater Healing, Healing, Invisibility, Obscure (fog cloud), Summon Ally
Special Abilities
Armour +3: Coppery skin.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 12" 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.
Immunities: Acid, cold, petrification and death magic.
Resistances: -2 damage from electricity and fire.

Choral angel
   Choral angels look like small female humans, with white robes and platinum wings.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d8, Notice d12, Knowledge (Religion) d12, Knowledge (Planes) d12, Persuasion d12, Shooting d6, Spellcasting d10
Charisma: +2; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Banish (plane shift self), Dispel, Fear, Healing, Invisibility
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Piercing Hymn: Shooting; opposed by Agility; 2d10; Sonic; Deafen; Cone Template.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 9" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 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: Acid, cold and petrification.
Resistances: -2 damage from electricity and fire.
Very Tough: +1 Toughness.
Size -1: 3½ feet tall; Toughness -1.

Empyreal
   Empyreal angels appear as humanoid figures in shining armour standing within pillars of white fire.

Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Healing d12+1, Notice d12+4, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Persuasion d12+2, Stealth d12, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 14 (3)
Gear: Flaming longsword (Str+d8; Fire)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep
Powers: Banish (plane shift self), Barrier (whirling blades), Dispel, Fear, Greater Healing, Healing, 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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 10" 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: Acid, cold, petrification and death magic.
Resistances: -2 damage from electricity and fire.
Size +3: Increases Toughness by +3.

Monadic deva
   Monadic deva angels look like tall, muscular humans with golden wings.

Attributes: Agility d12+1, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+4, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Persuasion d12+2, Stealth d12+2, Survival d12+2, Swimming d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (3)
Gear: Morningstar (Str+d8; Solid Blow)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Dispel, Entangle, Fear, Greater Healing, Healing, Invisibility
Special Abilities
Armour +3: Smooth skin.
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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 12" and Climb 2.
Amphibious: Swimming Pace of 16", and cannot drown, but can also breathe air and survive indefinitely on land.
Good: Affected by powers and abilities that work on good creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, acid, fire, cold, petrification and death magic.
Very Tough: +1 Toughness.

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.

Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12+1, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Stealth d12+1, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 12 (3)
Gear: Flaming greatsword (Str+d10; Parry -1; Fire)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Dispel, Fear, Healing, 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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 9" and Climb 2.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity, acid, fire, cold, petrification and death magic.
Very Tough: +1 Toughness.

Planetar
   Planetar angels are the generals of the celestial armies, and appear as tall, bald, muscular humanoids with green skin and white feathered wings.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+3, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Healing d12+3, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Knowledge (History) d12+2, Persuasion d12+4, Repair d12+3, Stealth d12+1, Faith d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 18 (4)
Gear: Holy greatsword (Str+d10; Parry -1)
Edges: Arcane Background (Miracles), Level Headed, Quick, Sweep, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (whirling blades), Barrier (wind), Blast (fire storm), Blast (earthquake), Boost Trait (bless), Boost Trait (Vigor), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Fear, Greater Healing, Healing, Invisibility, Mind Reading (speak with dead), Summon Ally
Special Abilities
Armour +4: Emerald skin.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
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.
Immunities: Acid, cold and petrification.
Resistances: -2 damage from electricity and fire.
Very Tough: +1 Toughness.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Solar
   Solars are the greatest of the angels, and appear as towering humanoids with metallic skin and three pairs of white feathered wings.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+3, Strength d12+3, Vigor d12+4
Skills: Fighting d12+2, Notice d12+5, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Knowledge (History) d12+5, Knowledge (Nature) d12+5, Persuasion d12+5, Repair d12+5, Stealth d12+2, Survival d12+5, Shooting d12+1, Faith d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 19 (4)
Gear: Dancing greatsword (Str+d10; Parry -1), composite longbow (Shooting; range 15/30/60; 2d6; Add Strength On Raise)
Edges: Arcane Background (Miracles), Dodge, Improved Dodge, Level Headed, Quick, Sweep, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (whirling blades), Barrier (wind), Blast (fire storm), Blast (earthquake), Blast (lightning storm), Boost Trait (bless), Boost Trait (Vigor), Boost Trait (Strength), Burst (prismatic spray), Deflection (entropic shield), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Divination, Fear, Greater Healing, Healing, Invisibility, Intangibility, Mind Reading (speak with dead), Slumber, Summon Ally
Special Abilities
Armour +4: Metallic skin.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 18" and Climb 2.
Arcane Resistance: +6 to resist opposed magic, and +6 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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, cold and petrification.
Resistances: -2 damage from electricity and fire.
Very Tough: +1 Toughness.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Angelic guardian

Angelic guardian
   An angellic guardian looks like a metal statue of an angel with a burning crown, and its wings are razor-sharp.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Wings: Str+d4.
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.
Flight: Flying Pace of 9" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunity: Fire.

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.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12+2, Climbing d12+7, Healing d12+2, Notice d12+4, Knowledge (Nature) d12+2, Stealth d12+7, Survival d12+2, Swimming d8, Shooting d12+1, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 11 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick, Strong Willed, War Cry
Powers: Beast Friend, Deflection (blur), Invisibility, Intangibility, Quickness, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; Grab.
Bite: Str+d4.
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").
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 when first moving adjacent to 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.

❄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.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Climbing d12+7, Healing d12+2, Notice d12+4, Knowledge (Nature) d12+2, Stealth d12+7, Survival d12+2, Swimming d8, Spellcasting d12
Charisma: +4; Pace: 9; 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
Powers: Deflection (blur), Invisibility, Intangibility, Quickness, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 40").
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.
Bleed: On a raise, the victim starts 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)

Animal lord (mouse)

❄Mouse lord (human form)
   The Mouse Lord is the lord of all rodents. Her natural form is that of a huge mouse, but she can also assume human form.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d12+1, Climbing d12+4, Notice d12+3, Knowledge (Nature) d12+1, Persuasion d12+1, Stealth d12+4, Survival d12+1, Swimming d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 8 (1)
Gear: Leather armour (+1), speed dagger (Str+d4)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Confusion, Deflection (displacement), Intangibility, Summon Ally, Teleport
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Immortality: Reforms after a period of time if killed.
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: Mind-affecting effects and psionics.

❄Mouse lord (mouse form)
   The Mouse Lord is the lord of all rodents. Her natural form is that of a huge mouse, but she can also assume human form.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d12+1, Climbing d12+5, Notice d12+3, Knowledge (Nature) d12+1, Persuasion d12+1, Stealth d12+4, Survival d12+1, Swimming d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 10 (2)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Confusion, Deflection (displacement), Intangibility, Summon Ally, Teleport
Special Abilities
Armour +2: Black fur.
Bite: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Immortality: Reforms after a period of time if killed.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunities: Mind-affecting effects and psionics.
Disease: Make a Vigor roll or become afflicted.

Animate dream

Animate dream
   The animate dream has an indistinct shape that shifts and changes.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Stealth d12+1, Spellcasting d6
Charisma: +4; Pace: -; Parry: 7; Toughness: 7
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Strong Willed
Powers: Confusion, Fear (phantasmal killer), Slumber, Teleport
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Nightmare Curse.
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.
Flight: Flying Pace of 7" and Climb 3.

Advanced animate dream
   The animate dream has an indistinct shape that shifts and changes.

Attributes: Agility d12+2, Smarts d8, Spirit d12+1, Strength d6, Vigor d12+1
Skills: Fighting d10, Intimidation d12+2, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+2, Spellcasting d8
Charisma: +4; Pace: -; Parry: 7; Toughness: 8
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Strong Willed
Powers: Confusion, Fear (phantasmal killer), Slumber, Teleport
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Nightmare Curse.
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.
Flight: Flying Pace of 7" and Climb 3.

Animated object

Arcane ballista
   Arcane ballista are magically animated siege weapons capable of firing and reloading themselves.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (2)
Gear: Bolt (Throwing; range 3/6/12; Str+d6; Fire; Range)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8.
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 +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brass juggernaut
   The brass juggernaut looks like a sculpted lion with a cone-shaped head.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+4, Vigor d12+2
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 20 (3)
Special Abilities
Armour +3: Natural armour.
Slam: 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.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Machine soldier
   This mechanical construct is built for combat.

Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d4, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Masterwork longsword (Str+d8), masterwork short sword (Str+d6), masterwork light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Two-Fisted
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
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.
Weakness: Electricity (double damage).

Shrine stone, animated
   Built to defend holy sites, animated shrine stones are unable to move more than 10" from their guard post, but will attack anyone who comes within that range. Only those showing the appropriate holy symbol are allowed to pass.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+4, Vigor d12+2
Skills: Fighting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 20 (3)
Edges: Frenzy
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").
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 +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ankheg

Ankheg
   The ankheg is a carnivorous bug the size of a horse. Some of the more savage races have even been known to train them as mounts.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Acid; 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 5".
Very Tough: +1 Toughness.
Size +2: 10 feet long; Toughness +2.

Ankou

Ankou
   The ankou appears as a large skeletal figure with black wings and sharp talons. A fiery glow radiates from its chest, and its yellow eyes gleam with malice.

Attributes: Agility d12+3, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Intimidation d12+2, Notice d12+2, Knowledge (Planes) d12+1, Knowledge (Nature) d12+1, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: -; Parry: 6; Toughness: 16 (3)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Burst (prismatic spray), Obscure (darkness), Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8.
Tail: Str+d8; Bleed.
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Shadow Doubles: Once per day as a free action, this creature can conjure up to four shadowy duplicates of itself. These duplicates are identical to the original creature except that they are always Extras, their Toughness is reduced by 2, and they cannot use any spell-like powers or summon duplicates of their own.
Flight: Flying Pace of 12" and Climb 3.
Bleed: On a raise, the victim starts 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: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ant

Giant ant drone
   Giant ants are tough and adaptable, growing to around six feet in length.

Attributes: Agility d8, Smarts d4 (M), Spirit d12, Strength d12, Vigor d12+2
Skills: Fighting d6, Climbing d10, Notice d8, Survival d6, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Grab.
Sting: Str+d4; 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.
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 5".
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.

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

Attributes: Agility d8, Smarts d4 (M), Spirit d12, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Climbing d12, Notice d8, Survival d6, Tracking d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 16 (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.
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 lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Nine feet long; Toughness +3.

Giant ant soldier
   Giant ants are tough and adaptable, growing to around six feet in length.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d8, Vigor d12
Skills: Fighting d4, Climbing d10, Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Grab.
Sting: Str+d4; 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.
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 5".
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.

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

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Climbing d10, Notice d6, Tracking d6, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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.
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.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d8, Vigor d12
Skills: Fighting d4, Climbing d10, Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.
Very Tough: +1 Toughness.

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

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (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 4".
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.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8
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 9" 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.

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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 5".
Immunity: Mind-affecting effects.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Apparition

Apparition
   An apparition appears as a ghostly humanoid figure with glowing red eyes.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d10, Notice d12, Knowledge (Religion) d10, Stealth d10
Charisma: +1; Pace: -; Parry: 4; Toughness: 7
Edges: Level Headed, Strong Willed
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Ethereal: Intangible and can only be hurt by magical attacks.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weaknesses: Resurrection vulnerability and powerless in sunlight.

Arach

Arach
   Arachs are a race of sentient humanoid-spider hybrids, with six arms, a narrow face, and plates of thick carapace protecting their limbs and torso.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Climbing d12+1, Notice d12+1, Repair d8, Stealth d12+1, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Arcane Background (Magic), Level Headed, Strong Willed, Two-Fisted
Powers: Summon Ally
Tactics: Two Weapons
Special Abilities
Armour +2: Thick carapace.
Bite: Str+d4.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".

Aranea

Aranea
   The aranea normally appears as a human-sized humpbacked spider, but it also has the ability to shapechange into a specific humanoid form, or a hybrid of the two forms.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d8
Charisma: +1; Pace: 8; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Permanent armour spell.
Bite: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
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 6".
Change Form: Can assume an alternate form as a normal action.
Poison: Bite inflicts lethal 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.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d12+2
Skills: Fighting d6, Climbing d12+1, Notice d10, Repair d12+1, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Acid; 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 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging and paralysis.
Size +2: Increases Toughness by +2.

Archer bush

Archer bush
   The archer bush has a gnarled trunk sporting several stumpy branches, each covered in rows of long thorns. The archer bush is actually mobile, and has a mouth underneath its trunk.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4, Stealth d10, Throwing d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7 (1)
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
Thorns: Throwing; range 3/6/12; Str+d6.
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.
Size -1: Reduces Toughness by -1.

Archon

Harbinger archon
   The harbinger looks like a tiny mechanical model of a planetary system, the pieces whirling and glowing as it flies through the air.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d8, Knowledge (Religion) d6, Knowledge (Planes) d6, Persuasion d8, Spellcasting d6
Charisma: -; Pace: -; Parry: 4; Toughness: 3
Gear: Blades (Str+d4)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Divination, Healing, Light (dancing lights)
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.
Flight: Flying Pace of 8" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Hound archon
   Hound archons look like muscular humans with the head of a dog or wolf.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d10, Stealth d10, Survival d12, Tracking d12, Spellcasting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (2)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Slam: Str+d4.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Good: Affected by powers and abilities that work on good creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and petrification.

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

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Knowledge (Planes) d4, Persuasion d6, Spellcasting d4
Charisma: -; Pace: -; Parry: 2; Toughness: 6 (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.
Flight: Flying Pace of 9" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Size -1: Reduces Toughness by -1.

Legion archon
   Legion archons are celestial humanoid knights with flaming weapons and metallic wings.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Notice d10, Knowledge (Religion) d10, Persuasion d12, Survival d8, Throwing d6, Spellcasting d6
Charisma: +2; Pace: 7; Parry: 5; Toughness: 11 (3)
Gear: Full plate (+3), flaming burst greatsword (Str+d10; Parry -1; Fire), flaming javelin (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Magic)
Powers: 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.
Flight: Flying Pace of 12" and Climb 0.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.

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

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+3
Skills: Fighting d8, Intimidation d12, Notice d12, Knowledge (Religion) d12, Persuasion d12, Stealth d12, Survival d12, Spellcasting d8
Charisma: -; Pace: 7; 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.
Flight: Flying Pace of 12" and Climb 1.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Size +2: Nine feet tall; Toughness +2.

Spyglass archon
   Spyglass archons are lean humanoids with with dark wings. They serve the celestial forces as stealthy spies and agile warriors.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Planes) d8, Stealth d10, Shooting d4, Spellcasting d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), masterwork longsword (Str+d8), masterwork short sword (Str+d6), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic), Assassin, Two-Fisted
Powers: Deflection (entropic shield), Deflection (forcefield), Obscure (darkness), Teleport
Tactics: Two Weapons
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.
Flight: Flying Pace of 7" and Climb 2.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.

Star archon
   Star archons are the tacticians and strategists of the celestial armies.

Attributes: Agility d12+1, Smarts d12+1, Spirit d12+2, Strength d12+2, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Healing d12, Notice d12+4, Knowledge (Religion) d12+3, Persuasion d12+4, Repair d12+3, Stealth d12, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 16 (3)
Gear: Full plate (+3), holy starknife (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Sweep, Strong Willed
Powers: Smite (Evil), Blast (fire storm), Burst (prismatic spray), Dispel, Greater Healing, Healing, Invisibility, Teleport
Special Abilities
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 15" and Climb 2.
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, fire, fear and petrification.
Size +3: Increases Toughness by +3.

Trumpet archon
   Trumpet archons are the messengers of the celestial forces. They appear lithe and beautiful, with white wings.

Attributes: Agility d12, Smarts d10, Spirit d12+1, Strength d12+1, Vigor d12+3
Skills: Fighting d12, Notice d12+2, Knowledge (Religion) d12+1, Persuasion d12+3, Stealth d12+1, Faith d12
Charisma: +2; Pace: 7; Parry: 7; Toughness: 12 (3)
Gear: Greatsword (Str+d10; Parry -1)
Edges: Arcane Background (Miracles), Combat Reflexes, Level Headed, Quick, Sweep
Powers: Banish, Banish (plane shift self), Boost Trait (bless), Boost Trait (Strength), Boost Trait (Spirit), Deflection (forcefield), Detect Arcana (sense magic), Dispel (invisibility only), Greater Healing, Healing, Invisibility, Teleport
Special Abilities
Armour +3: Marble-coloured skin.
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.
Flight: Flying Pace of 12" 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.
Immunities: Electricity and petrification.

Argorth

Argorth
   The argorth is a massive thrashing worm covered in tentacles and bone hooks. Its gaping maw is ringed with three vast mandibles, and contains a spiral of churning teeth.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12+6, Notice d12+1, Swimming d12+6
Charisma: +4; Pace: 7; Parry: 7; Toughness: 22 (4)
Edges: Combat Reflexes, Sweep
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Tail Slam: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Wail: Opposed Spirit roll vs all living targets within 6", inflicts 2d10 sonic damage, +d6 on a raise.
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 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunities: Mind-affecting effects, gaze attacks and visual effects.
Resistances: -2 damage from acid and cold.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Argorth, cinder scourge
   The cinder scourge argorth is a massive thrashing worm covered in tentacles and bone hooks. Its gaping maw is ringed with three vast mandibles, and contains a spiral of churning teeth. Plumes of smoke rise from its mouth, and its breath is as hot as a furnace.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12+6, Notice d12+1, Swimming d12+6
Charisma: +4; Pace: 7; Parry: 7; Toughness: 22 (4)
Edges: Combat Reflexes, Sweep
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Tail Slam: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Wail: Opposed Spirit roll vs all living targets within 6", inflicts 2d10 sonic damage, +d6 on a raise.
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 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 9", 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.
Immunities: Cold, mind-affecting effects, gaze attacks and visual effects.
Resistances: -2 damage from acid and fire.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Armadillo

Armadillo
   Armadillos are small mammals with short legs, and leathery shells formed from overlapping scales.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Tracking d8, Swimming d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Overlapping scales.
Claw: Str.
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.
Burrow: Can burrow and reappear within 1".
Size -2: 2½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Arrowhawk

Arrowhawk
   The arrowhawk has a ten-foot long serpentlike body, with two pairs of wings. Two sets of eyes surround its serrated beak. Its eggs naturally levitate, floating in midair until they hatch.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Notice d10, Knowledge (Planes) d10, Stealth d12, Survival d10, Shooting d8
Charisma: -; Pace: -; Parry: 7; Toughness: 8 (2)
Edges: Dodge
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Electricity Ray: Shooting; range 12/24/48; 2d6.
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 9" and Climb 3.
Immunities: Electricity, acid and poison.
Resistances: -2 damage from cold and fire.

Asakku

Asakku
   The asakku are harpy-like creatures surrounded by swirling winds who take great pleasure in tormenting their victims.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12, Knowledge (Religion) d10, Knowledge (Nature) d12, Survival d10
Charisma: +4; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Ambidextrous, Frenzy, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Tail: Str+d6; Poisonous Lash.
Darkvision: No vision penalties for darkness (range 12").
Deflection: Ranged attacks against this creature suffer a -2 penalty.
Flight: Flying Pace of 10" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Resistances: -2 damage from cold and fire.
Poison: Inflict lethal poison if foe is Shaken or wounded.

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.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (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.
Resistances: -2 damage from electricity and fire.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Asrai

Asrai
   The asrai look like beautiful one-foot tall female elves. They are closely related to pixies, although they lack wings.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Nature) d6, Repair d6, Stealth d12, Swimming d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 5 (1)
Edges: Arcane Background (Magic)
Powers: Bolt (ray of frost), Detect Arcana (sense magic), Light (dancing lights), Obscure (fog cloud), Puppet (living humanoids only), Shrink, Slumber, Stun (daze), Summon Ally
Special Abilities
Armour +1: Blue skin.
Touch: Str; Cold.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 12", and cannot drown.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Cold.
Weakness: Water dependency.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant assassin bug

Giant assassin bug
   This massive predatory insect actively hunts and feeds on living creatures.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Dull carapace.
Claws: Str+d4.
Bite: Str+d4; 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 8" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6
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.
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.
Resistances: -2 damage from cold and fire.
Size +2: Twenty feet long; Toughness +2.

Astral shark

Astral shark
   The astral shark is a sleek and deadly predator of the astral plane.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12, Knowledge (Planes) d8, Stealth d10, Survival d10, Tracking d12
Charisma: -; Pace: 9; Parry: 7; Toughness: 12 (2)
Edges: Strong Willed
Special Abilities
Armour +2: White skin.
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.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Twelve feet long; Toughness +2.

Asura

Adhukait
   The adhukaits are warrior asuras that appear as two interwoven humanoid fiends.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12+1, Knowledge (Planes) d8, Stealth d12, Spellcasting d8
Charisma: +1; Pace: 7; Parry: 6; Toughness: 10 (2)
Gear: Masterwork kukris (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Quick
Powers: Deflection (blink between dimensions), Flight (feather fall), Summon Ally, Teleport, Wall Walker
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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, disease, poison, shapechanging, paralysis, Gang Up bonuses and curses.
Resistances: -2 damage from acid and electricity.

Aghasura
   The aghasuras are guardian asuras that appear as huge rattlesnakes with muscular arms.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d10, Stealth d8, Tracking d12+1, Swimming d12+1, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (2)
Gear: Breastplate (+2), masterwork scimitars (Str+d8; Poison)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Quick, Sweep, Improved Sweep, Two-Fisted
Powers: Obscure (darkness), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Bite: Str+d8; Grab; 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.
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.
Immunities: Disease, poison and curses.
Resistances: -2 damage from acid and electricity.
Poison: Masterwork scimitars and bite inflict lethal 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.

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

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, Notice d12+6, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (History) d10, Persuasion d12+4, Repair d12+4, Stealth d12+2, Tracking d12+6, Swimming d12+2, Spellcasting d12
Charisma: +4; Pace: 8; 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.
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.
Flight: Flying Pace of 8" and Climb 3.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
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: Sleep, disease, poison, shapechanging, paralysis, Gang Up bonuses and curses.
Resistances: -2 damage from acid and electricity.
Poison: Bite inflicts lethal 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.

Tripurasura
   The tripurasuras are the weakest of the asuras, and appear as muscular men with horns and glowing eyes. Each tripurasura is also able to assume one alternate form, which is typically either a gnome or a human child.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d10, Knowledge (Planes) d8, Repair d6, Stealth d12, Spellcasting d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Edges: Arcane Background (Magic), Dodge
Powers: Detect Arcana (sense magic), Divination, Flight (levitate), Wall Walker
Special Abilities
Sting: Str; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Disease, poison and curses.
Resistances: -2 damage from acid and electricity.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Upasunda
   The upasundas are monk-like asuras, and appear as robed humanoids with six arms and three faces.

Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12, Notice d12+2, Knowledge (Planes) d12, Persuasion d10, Stealth d12+1, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 9; Toughness: 9 (1)
Gear: Masterwork longsword (Str+d8), masterwork spear (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Sweep, Improved Sweep, Two-Fisted
Powers: Detect Arcana (see invisibility), Disguise (illusion), Entangle, Flight (levitate), Invisibility, Obscure (darkness), Quickness, Summon Ally, Teleport, Wall Walker
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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, disease, poison, shapechanging, paralysis, Gang Up bonuses and curses.
Resistances: -2 damage from acid and electricity.

Athach

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

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d10, Climbing d12+1, Notice d10, Throwing d8
Charisma: -; Pace: 8; 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").
Resistance: -2 damage from cold.
Poison: Bite inflicts lethal 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.

Atomie

Atomie
   Atomies are one-foot tall fae with green skin and dragonfly wings. They sometimes serve as scouts or guards for other fae creatures.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d12+1, Spellcasting d6
Charisma: +4; Pace: 5; Parry: 6; Toughness: 3
Gear: Rapier (Str+d4; Parry +1)
Hindrances: Small (M)
Edges: Arcane Background (Magic), Assassin, Level Headed
Powers: Beast Friend, Light (dancing lights), Invisibility, Shrink
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 8" and Climb 2.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Attic whisperer

Attic whisperer
   The attic whisperer appears to be an amalgam of old toys and dusty clothing, fused together into the shape of a child, with the skull of a small animal in place of its head.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Climbing d8, Notice d10, Knowledge (History) d8, Stealth d12+1
Charisma: +2; Pace: 5; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Steal Breath.
Touch: Str+d4; Steal Voice.
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.
Steal Voice: Make a Spirit roll or lose the ability to speak for an hour.
Steal Breath: Make a Spirit roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Aurumvorax

Aurumvorax
   Aurumvoraxes are aggressive dog-sized predators with golden fur and eight legs. As well as meat, aurumvoraxes also eat precious metals, and can be trained as guard beasts.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d12+1, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Golden fur.
Bite: Str+d4; Grab.
Claws: Str+d4; 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.
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".
Hardy: A second Shaken result doesn't become a wound.
Immunity: Poison.
Resistance: -2 damage from fire.
Size -1: Three feet long; Toughness -1.

Autumn death

Autumn death
   Autumn death appears as a flying skeleton surrounded by a storm of swirling leaves.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d12, Stealth d12, Shooting d6, Spellcasting d6
Charisma: +4; Pace: -; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Armor, Burst (burst of leaves), Lower Trait (Strength)
Special Abilities
Armour +2: Permanent armour spell.
Claws: Str+d4.
Ray: Shooting; range 12/24/48; 2d6; See Spell.
Darkvision: No vision penalties for darkness (range 12").
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunities: Acid, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).

Avernal ghoul

Avernal ghoul
   Avernal ghouls are gaunt, gray-skinned humanoids with sharp claws and short tails.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Climbing d12, Notice d8, Knowledge (Planes) d8, Stealth d10, Tracking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Disease; Paralysis.
Claws: Str+d4; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Evil: Affected by powers and abilities that work on evil creatures.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Disease: Make a Vigor roll or become afflicted.

Awakened leopard

❄Khatzi, tribal protector
   Khatzi is a specific example of an awakened leopard, who has taken on the role of tribal protector.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d6, Persuasion d6, Stealth d10, Survival d6, Tracking d6, Swimming d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Edges: Combat Reflexes
Special Abilities
Bite: Str+d4; Grab.
Claws: Str+d4.
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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Axe beak

Axe beak
   The axe beak is a predatory flightless bird, large enough to serve as a mount if appropriately trained.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size +2: Nine feet tall; Toughness +2.

Diatryma
   The dark-feathered diatrymas is smaller than most axe beaks, but still stands taller than most humans.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.

Terror bird
   The terror bird is larger than most axe beaks, and is able to use its powerful talons in combat in addition to its sharp beak.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Talons: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size +2: Increases Toughness by +2.

Axiomite

Axiomite
   Axiomites are clouds of glowing, crystalline dust that are able to assume the form of a specific humanoid-shaped creature. Note that they cannot fly while in humanoid form.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+1, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Repair d12+1, Stealth d12+1, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 9 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Bolt (lightning bolt), Entangle, Quickness, Summon Ally, Telekinesis
Special Abilities
Armour +2: Into flesh.
Darkvision: No vision penalties for darkness (range 12").
Dust Form: Can change form as a free action, as a cloud of dust the creature gains the Ethereal and Flight monstrous abilities.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 6" and Climb 2.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Electricity, disease and mind-affecting effects.
Resistances: -2 damage from cold and fire.

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.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Notice d12, Riding d12, Stealth d12, Shooting d6, Spellcasting d8
Charisma: -; Pace: 7; 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, Pummel (wind), Puppet (living humanoids only)
Special Abilities
Armour +2: Natural armour.
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.
Flight: Flying Pace of 13" 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.
Resistances: -2 damage from cold and fire.

Brijidine
   Brijidines are powerful azatas attuned to the elemental forces of earth and fire. They look like humanoids with flesh of lava, and leave a trail of fire behind them.

Attributes: Agility d12+2, Smarts d10, Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d12+2, Healing d12+3, Notice d12+3, Knowledge (Planes) d12+3, Knowledge (Nature) d12+3, Repair d12+3, Throwing d12+1, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 13 (3)
Gear: Flaming burst keen longsword (Str+d8; Fire; Burn), lava blast (Throwing; range 3/6/12; Str+d6; Fire; Burn; Entrap)
Edges: Arcane Background (Miracles), Combat Reflexes, Sweep, Strong Willed
Powers: Barrier (stone), Barrier (fire), Blast (fire storm), Blast (earthquake), Elemental Manipulation (earth), Greater Healing, Healing, Summon Ally (animals and elementals)
Special Abilities
Armour +3: Flesh.
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.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Flight: Flying Pace of 9" 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.
Immunities: Electricity, fire and petrification.
Weakness: Cold (double damage).
Resistance: -2 damage from cold.
Very Tough: +1 Toughness.

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.

Attributes: Agility d8, Smarts d10, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d12+1, Knowledge (Nature) d12, Persuasion d12+1, Stealth d12+1, Shooting d8, Faith d12
Charisma: +2; Pace: 8; Parry: 6; Toughness: 11 (3)
Gear: Holy greatsword (Str+d10; Parry -1)
Edges: Arcane Background (Miracles), Dodge, 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, 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.
Flight: Flying Pace of 18" 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.
Resistances: -2 damage from cold and fire.

Lillend
   Lillends are the bards and storytellers of the azatas. They appear as attractive winged elves with the lower body of a serpent.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Notice d10, Knowledge (Nature) d8, Persuasion d12, Survival d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 13 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Quick, Strong Willed
Powers: Beast Friend, Detect Arcana (sense magic), Healing, Light (dancing lights), Invisibility, Obscure (illusionary terrain), Obscure (darkness), Puppet, Puppet (living humanoids only), Slumber, Stun (daze)
Special Abilities
Armour +2: Natural armour.
Tail Slap: Str+d6; Constrict.
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.
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 10" and Climb 0.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity, poison and petrification.
Resistances: -2 damage from cold and fire.
Size +2: Twenty feet long; Toughness +2.

Lyrakien
   Lyrakiens are the messengers of the azatas, and appear as tiny humanoids with the wings of a butterfly.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d4, Vigor d8
Skills: Fighting d4, Notice d8, Persuasion d10, Repair d6, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), Level Headed
Powers: Confusion, Detect Arcana (sense magic), Divination, Healing, Light (dancing lights), Stun (daze), Summon Ally
Special Abilities
Slam: Str.
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.
Flight: Flying Pace of 11" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and fire.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

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.

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, Notice d12+7, Knowledge (Planes) d12+5, Knowledge (Nature) d12+5, Stealth d12+5, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 18 (4)
Gear: Icy burst sickle (Str+d8; Cold)
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
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.
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.
Resistances: -2 damage from cold and fire.
Very Tough: +1 Toughness.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Yamah
   Yumahs appears as blue-skinned humanoids covered with white tattoo-like markings and butterfly-like wings.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Planes) d10, Persuasion d12, Stealth d10, Throwing d8, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Returning starknife (Str+d8), returning starknife (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Marksman
Powers: Detect Arcana (sense magic), Healing, Invisibility, Puppet (living humanoids only)
Special Abilities
Armour +1: 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.
Flight: Flying Pace of 13" and Climb 3.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Electricity and petrification.
Resistances: -2 damage from cold and fire.

Azer

Azer
   Azers appear as squat dwarf-like humanoids with brass-coloured skin and hair of writhing flames. They radiate heat, and also project heat through their weapons.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6, Knowledge (Nobility) d6, Repair d6, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Scale mail (+2), masterwork warhammer (Str+d6; AP 2; Fire), light hammer (Throwing; range 3/6/12; Str+d6; Fire)
Special Abilities
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Fire.
Weakness: Cold (double damage).

Azruverda

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

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12+3, Notice d12+2, Knowledge (Nature) d10, Repair d12, Survival d12, Shooting d10, Spellcasting d8
Charisma: +4; Pace: 8; Parry: 7; Toughness: 21 (4)
Edges: Arcane Background (Magic), Beast Master, Combat Reflexes, Marksman, Strong Willed
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; Acid.
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.
Resistance: -2 damage from cold.
Size +8: Sixteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Babbler

Babbler
   The babbler looks like a cross between a lizardman and a small Tyrannosaurus. It has yellow scales with brown patterns, and a gray underbelly.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Stealth d4, Tracking d10, Swimming d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Assassin, Frenzy, Level Headed
Special Abilities
Armour +1: Yellow scales.
Claws: Str+d6.
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.
Size +2: Eight feet tall; Toughness +2.

Baccae

Baccae
   The baccae are fae that look like beautiful women, with long red hair, green eyes, and flowing white robes. When intoxicated or enraged, they grow claws and fangs, and assume a bestial visage.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Knowledge (Religion) d4, Knowledge (Planes) d4, Persuasion d10, Stealth d10
Charisma: +1; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Greatclub (Str+d8)
Edges: Berserk
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Charming Gaze: All creatures within 12" must make a Spirit roll to resist.
Very Tough: +1 Toughness.

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.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4-2, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 7
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.
Burrow: Can burrow and reappear within 4".
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Dire badger
   A dire badger is around the size of a donkey, and far more aggressive and territorial than a normal badger.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Berserk, Level Headed
Special Abilities
Armour +1: Shaggy fur.
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.
Burrow: Can burrow and reappear within 4".

Bagiennik

Bagiennik
   The bagiennik is a capricious and highly unpredictable aquatic creature capable of emitting an oily substance from its nostrils, which are located between its eyes. The oil can be used to burn or heal, depending on the current whim of the bagiennik.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d8, Healing d10, Notice d10, Stealth d12, Survival d6, Swimming d10, Shooting d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Alertness, Arcane Background (Magic), Frenzy
Powers: Healing
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Oily Spray: Shooting; range 4/8/16; 2d6.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Disease and poison.
Resistances: -1 damage from cold and fire.

Bakekujira

Bakekujira
   The bakekujira looks like a decomposing whale, and its eyes flicker with ghostly fire. It is frequently accompanied by other undead, scavangers who fed upon its flesh and as a result became undead themselves.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+7, Vigor d12+5
Skills: Fighting d12+1, Intimidation d12, Notice d12+1, Swimming d12+4
Charisma: +4; Pace: 4; Parry: 8; Toughness: 36 (7)
Edges: Combat Reflexes, Level Headed, Quick
Special Abilities
Armour +7: Flesh.
Bite: Str+d8.
Tail Slap: Str+d8.
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.
Aquatic: Swimming Pace of 16", and cannot drown.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +17: Sixty feet long; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Baku

Baku
   The baku looks like a floating animal with brown fur, tusks, and a trunk. It feeds on dreams and nightmares.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d12, Repair d8, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 8
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Strong Willed
Powers: Invisibility, Intangibility, Slumber, Voice on the Wind (dream message)
Special Abilities
Dream Claws: Str+d4.
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 3.
Immunities: Sleep and mind-affecting effects.

Banderlog

Banderlog
   Banderlogs look like a larger version of the baboon, with grayish-brown fur.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d8, Survival d8, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (1)
Gear: Coconut (Throwing; range 3/6/12; Str+d6)
Edges: Alertness
Special Abilities
Armour +1: Grayish-brown fur.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Bandersnatch

Bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+3, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Climbing d12+2, Notice d12+3, Stealth d12+1, Survival d4, Tracking d12+3, Throwing d12+1
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (5)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Quills: 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").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, fear and paralysis.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Confounding bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+3, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Climbing d12+2, Notice d12+3, Stealth d12+1, Survival d4, Tracking d12+3, Throwing d12+1
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (5)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8; Poison.
Quills: 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 24").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, fear and paralysis.
Poison: Claws and quills inflict lethal poison if foe is Shaken or wounded.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Frumious bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+3, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Climbing d12+2, Notice d12+3, Stealth d12+1, Survival d4, Tracking d12+3, Throwing d12+1
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (5)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Quills: 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").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, fear and paralysis.
Resistance: -6 damage from fire.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lesser bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d12+1, Climbing d12, Notice d12+3, Stealth d12, Survival d4, Tracking d12+3, Throwing d12
Charisma: +1; Pace: 9; Parry: 8; Toughness: 18 (4)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Quills: 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").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, fear and paralysis.
Size +6: Forty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magicbane bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+3, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Climbing d12+2, Notice d12+3, Stealth d12+1, Survival d4, Tracking d12+3, Throwing d12+1
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (5)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Quills: 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").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
Antimagic Aura: All magic within 2" is automatically suppressed (but not dispelled).
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Sleep, poison, fear and paralysis.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Primal bandersnatch
   The bandersnatch looks like a great cat with six legs and big luminous eyes, and its body and tail are covered with barbed quills.

Attributes: Agility d12+4, Smarts d6 (A), Spirit d12+1, Strength d12+6, Vigor d12+4
Skills: Fighting d12+2, Climbing d12+2, Notice d12+4, Stealth d12+1, Survival d6, Tracking d12+4, Throwing d12+1
Charisma: +4; Pace: 9; Parry: 9; Toughness: 25 (5)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Quills: 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").
Blindsense: Can sense and approximately pinpoint things within 24", 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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, fear and paralysis.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Banshee

Banshee
   The banshee looks like a ghostly elven woman, driven by grief, rage and anger against the living.

Attributes: Agility d12+4, Smarts d4, Spirit d12+1, Strength d6, Vigor d6
Skills: Fighting d12, Notice d12+5
Charisma: +4; Pace: -; Parry: 8; Toughness: 7
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Terror.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Ethereal: Intangible and can only be hurt by magical attacks.
Wail: Opposed Spirit roll vs all living targets within 6", inflicts 2d10 sonic damage, +d6 on a raise.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Powerless in sunlight.
Terror: Make a Spirit roll or suffer a level of Fatigue.

Baobhan sith

Baobhan sith
   The baobhan sith are fey who live in remote locations and feed on the blood of the living. They appear as beautiful elven women, and use their magic to lure victims back to their lair.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d12+1, Knowledge (Nature) d12, Repair d12, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy
Powers: Entangle, Mind Reading, Puppet
Special Abilities
Armour +2: White skin.
Claws: Str+d4.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.

Ice gnome (barbegazi)

Ice gnome (barbegazi)
   Barbegazis are a subrace of gnome with white hair, pale skin, and icy blue eyes.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Repair d8, Stealth d10, Survival d8, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Gear: Short sword (Str+d6), dagger (Throwing; range 3/6/12; Str+d4)
Special Abilities
Armour +1: White skin.
Low Light Vision: No penalties for dim or dark lighting.
Burrow: Can burrow and reappear within 5".
Immunity: Cold.
Weakness: Fire (double damage).
Size -1: Three feet tall; Toughness -1.

Baregara

Baregara
   Baregaras are large ape-like beasts with red fur and twisted horns. They have a huge gaping maw in the centre of their chest.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+4, Notice d12+2, Knowledge (Planes) d10, Knowledge (Nature) d10, Persuasion d10, Stealth d12+1, Survival d12+1, Swimming d12, Spellcasting d10
Charisma: +2; Pace: 6; Parry: 8; Toughness: 15 (3)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Detect Arcana (see invisibility), Dispel, Invisibility, Summon Ally, Teleport
Special Abilities
Armour +3: Blood-red fur.
Bite: Str+d8.
Claws: Str+d8; Grab.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Barghest

Barghest
   Barghests are intelligent lupine fiends who are able to shapechange into the form of a goblin.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d10, Persuasion d10, Stealth d10, Survival d10, Tracking d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Deflection (blink between dimensions), Flight (levitate), Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.

Greater barghest
   After several months of devouring sentient humanoids, barghests grow in both size and power.

Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Climbing d12, Notice d12, Persuasion d12, Stealth d10, Survival d12, Tracking d12, Swimming d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Boost Trait (Strength), Deflection (blink between dimensions), Flight (levitate), Invisibility, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Baric

Baric
   Barics are six-legged rodents the size of a dog, with a duck-like bill filled with wickedly sharp teeth.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6, Tracking d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
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").
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.
Very Tough: +1 Toughness.
Size -1: Three feet long; Toughness -1.

Barracuda

Dire barracuda
   Dire barracudas are massive predatory fish, over 20 feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 13
Edges: Dodge, Level Headed
Special Abilities
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 10", and cannot drown.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

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

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 13", and cannot drown.
Very Tough: +1 Toughness.
Size +2: Ten feet long; Toughness +2.

Medium barracuda
   Medium barracudas are predatory fish, about six feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 6
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 12", and cannot drown.

Small barracuda
   Small barracudas are predatory fish, about two feet in length.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Swimming d10
Charisma: -; Pace: -; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 10", and cannot drown.
Size -1: Two feet long; Toughness -1.

Swamp barracuda
   Swamp barracudas are predatory tropical fish, about six feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Tail Slap: 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.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

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).

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; 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

Common basilisk
   The common basilisk is a squat reptilian beast with eight legs, a long tail, and pale green glowing eyes.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
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.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.

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

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Climbing d12, Notice d10, Stealth d6, Spellcasting d4
Charisma: -; Pace: 5; Parry: 8; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Strong Willed
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.
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.
Resistances: -2 damage from cold and fire.
Size +3: Ten feet long; Toughness +3.

Crimson basilisk
   The crimson basilisk is a squat red-scaled reptilian beast with eight legs, a long tail, and ghostly blue glowing eyes.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Berserk, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Acid.
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.
Wounding Gaze: All creatures with blood within 12" must make a Vigor roll or suffer an automatic wound.

Greater basilisk
   The greater basilisk is a large reptilian beast with eight legs, a long tail, and pale green glowing eyes.

Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6; Poison.
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.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunity: Poison.
Poison: Claws inflict lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Twelve feet long; Toughness +3.

Slime-infected basilisk
   The slime-infected basilisk is a squat reptilian beast with transparent flesh, eight legs, a long tail, and pale green glowing eyes.

Attributes: Agility d8, Smarts d6 (A), Spirit d12, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (3)
Edges: Strong Willed
Special Abilities
Armour +3: Transparent flesh.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 10", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.

Bat

Common bat
   Bats are small mammals with webbed wings capable of sustained flight.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 4", attacks using blindsense are made at -2.
Flight: Flying Pace of 7" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

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

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Edges: Alertness
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 8", attacks using blindsense are made at -2.
Flight: Flying Pace of 7" and Climb 2.
Size +2: Increases Toughness by +2.

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

Attributes: Agility d12+2, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10, Innate Powers d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (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 8" and Climb 2.
Size +2: 10 foot wingspan; Toughness +2.

Bat swarm
   The swarm consists of hundreds of carnivorous bats.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d12, Innate Powers d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers), Quick
Powers: Stun (distraction)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 4", attacks using blindsense are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb 2.

Battle imp

Battle imp
   Battle imps are tiny fae who love fighting and telling stories. They use their telekinetic power to gather stones and branches around themselves, forming a floating human-sized suit of battlearmour.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12, Strength d4, Vigor d12+1
Skills: Fighting d10, Climbing d12+4, Notice d12+3, Knowledge (Nature) d12+4, Persuasion d12+3, Stealth d12+4, Throwing d8, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Frenzy
Powers: Barrier (thorns), Blast (lightning storm), Summon Ally, Telekinesis
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Immunity: Fire.

Baykok

Baykok
   Baykoks are flying undead horrors that hate and feed upon the living. They look like a vaguely humanoid corpse with elongated legs and bone longbows.

Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Stealth d12+3, Shooting d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 11 (2)
Gear: Composite longbow (Shooting; range 15/30/60; 2d6; Negative Energy; Paralysis)
Edges: Dodge, Frenzy, Level Headed, Marksman, War Cry
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
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.

Bear

Black bear
   Black bears are omnivores and generally not very aggressive.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Survival d6, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Grab.
Bite: 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.
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.

Dire (or cave) bear
   Dire bears are huge and extremely aggressive.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 15 (2)
Edges: Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Matted fur.
Claws: Str+d8; Grab.
Bite: 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.
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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brown (or grizzly) bear
   Brown or grizzly bears are territorial and aggressive.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d6, Survival d6, Tracking d6, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
Armour +2: Brown fur.
Claws: Str+d6; Grab.
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.
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.
Size +3: Increases Toughness by +3.

Polar bear
   Polar bears are taller and leaner than brown bears, but can be just as dangerous.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d8, Survival d8, Tracking d8, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 15 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8; Grab.
Bite: 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.
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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bebilith

Bebilith
   Bebiliths are intelligent giant spiders from another dimension.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Climbing d12+5, Notice d12, Stealth d12, Survival d12, Tracking d12, Spellcasting d6
Charisma: -; Pace: 7; 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.
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 5".
Evil: Affected by powers and abilities that work on evil creatures.
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.

Attributes: Agility d12+3, Smarts d10, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Notice d12+3, Stealth d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 11 (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 8" 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.
Size +2: Increases Toughness by +2.

Giant bee

Giant bee
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 6
Special Abilities
Sting: Str+d4; 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 9" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Giant queen bee
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 5; 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 9" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Twelve feet long; Toughness +2.

Giant bumblebee, worker
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6, Survival d4
Charisma: -; Pace: 5; 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 9" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant bumblebee, queen
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d6, Survival d4
Charisma: -; Pace: 5; 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 9" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Beetle

Beetle, azlanti chariot
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d4
Charisma: -; Pace: 7; Parry: 6; Toughness: 18 (3)
Edges: Level Headed
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 5" and Climb -2.
Burrow: Can burrow and reappear within 5".
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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: 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.
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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; 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.

Carrion beetle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
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.
Burrow: Can burrow and reappear within 5".
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 2d8 acid damage.
Immunity: Paralysis.
Size +2: Increases Toughness by +2.

Giant death watch beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Green carapace.
Bite: Str+d4.
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.

Beetle, fire
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2
Charisma: -; Pace: 6; Parry: 2; Toughness: 4
Special Abilities
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.
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Beetle, flash
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
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.
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Goliath stag beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 20 (3)
Special Abilities
Armour +3: 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 6" and Climb -1.
Immunity: Mind-affecting effects.
Size +8: Twenty-five feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giant mining beetle
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (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 5".
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Requiem beetle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Notice d8
Charisma: -; Pace: 8; Parry: 9; Toughness: 24 (5)
Edges: Frenzy, Sweep
Special Abilities
Armour +5: Red carapace.
Claws: Str+d8; Constrict.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 20" 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.
Immunities: Acid and mind-affecting effects.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Giant rhinoceros beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8
Charisma: -; Pace: 5; 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 when first moving adjacent to foe.
Size +3: Twelve feet long; Toughness +3.

Giant saw-toothed beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Carapace.
Bite: Str+d4; 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.
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.

Scarab beetle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Climbing d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Gnaw.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 5" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Disease, paralysis, mind-affecting effects and death magic.
Size +3: Increases Toughness by +3.

Slicer beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (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 5" and Climb -1.
Immunity: Mind-affecting effects.
Size +3: Ten feet long; Toughness +3.

Beetle, giant stag
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (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 5" and Climb -1.
Immunity: Mind-affecting effects.
Size +2: Ten feet long; Toughness +2.

Stalk beetle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: 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.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.

Giant water beetle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Stealth d4, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Carapace.
Bite: Str+d4.
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

Belching severed head
   The belching head has been animated through dark magic.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2
Charisma: -; Pace: -; Parry: 2; Toughness: 5
Gear: Ranged touch (Throwing; range 3/6/12; Str+d6; Ranged Touch)
Special Abilities
Slam: Str.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Flaming skull
   The flaming skull has been animated through dark magic.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2
Charisma: -; Pace: -; Parry: 2; Toughness: 5
Special Abilities
Slam: Str; Fire.
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 7" and Climb 3.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

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

Attributes: Agility d8, 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.

Medusa head
   The medusa head has been animated through dark magic.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Flesh.
Bite: Str+d4; Petrifying Bite.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Petrifying Bite: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Burning medusa head
   The burning medusa head has been animated through dark magic.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Flesh.
Bite: Str+d4; Burn; Petrifying Bite.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Burn: Make a Vigor roll or suffer a level of Fatigue.
Petrifying Bite: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Grabbing medusa head
   The medusa head has been animated through dark magic.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Flesh.
Bite: Str+d4; Grab; Petrifying Bite.
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Petrifying Bite: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Screaming medusa head
   The screaming medusa head has been animated through dark magic.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Flesh.
Bite: Str+d4; Petrifying Bite.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Petrifying Bite: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Shrieking medusa head
   The shrieking medusa head has been animated through dark magic.

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: +4; Pace: -; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Petrifying Bite.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Petrifying Bite: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Severed head
   The severed head has been animated through dark magic.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2
Charisma: -; Pace: -; Parry: 2; Toughness: 5
Special Abilities
Slam: Str.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Skull swarm
   The swarm of skulls have been animated through dark magic.

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Innate Powers d10
Charisma: -; Pace: -; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Behemoth

❄Tempest behemoth
   The tempest behemoth is a divine living weapon, sent forth to destroy castles and raze cities. It appears as a monstrous birdlike beast with three sets of wings.

Attributes: Agility d12+2, Smarts d4, Spirit d10, Strength d12+7, Vigor d12+3
Skills: Fighting d12+5, Notice d12+5, Stealth d12, Survival d12, Throwing d12+4, Spellcasting d4
Charisma: -; Pace: 7; Parry: 10; Toughness: 33 (7)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Blast (lightning storm)
Special Abilities
Armour +7: Natural armour.
Bite: Str+d8; Bleed.
Talons: Str+d8; Bleed.
Scales: Throwing; range 15/30/60; Str+d6; Bleed; SBT.
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 23" and Climb 2.
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 wind blast damage.
Immunities: Electricity, fire, disease, poison, shapechanging, paralysis, petrification, mind-affecting effects, aging and bleeding.
Weaknesses: Can only be harmed by relics and legendary magic.
Bleed: On a raise, the victim starts 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 +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.

❄Thalassic behemoth
   The thalassic behemoth is a divine living weapon, sent forth to destroy fleets and raze settlements beside the ocean. It appears as a monstrous whalelike beast with clawed forelimbs.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+8, Vigor d12+3
Skills: Fighting d12+4, Notice d12+6, Stealth d12+1, Survival d12+1, Swimming d12+4, Shooting d12+3, Spellcasting d4
Charisma: -; Pace: 5; Parry: 10; Toughness: 35 (8)
Edges: Arcane Background (Magic), Quick, Sweep, Improved Sweep, Strong Willed
Powers: Blast (tsunami)
Special Abilities
Armour +8: Natural armour.
Bite: Str+d8; Grab.
Claws: Str+d8.
Water Jet: Shooting; range 12/24/48; 2d4; Stun; Push; SBT.
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.
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 16", and cannot drown, but can also breathe air and survive indefinitely on land.
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.
Immunities: Fire, cold, disease, poison, shapechanging, paralysis, petrification, mind-affecting effects, aging and bleeding.
Weaknesses: Can only be harmed by relics and legendary magic.
Size +18: Increases Toughness by +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

❄Thunder behemoth
   The thunder behemoth is a divine living weapon, sent forth to destroy and devour entire cities. It appears as a monstrous beast with rock-like skin and curved horns.

Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+7, Vigor d12+3
Skills: Fighting d12+3, Notice d12+4, Survival d12, Swimming d12+4, Throwing d12+2, Spellcasting d4
Charisma: -; Pace: 6; Parry: 9; Toughness: 34 (8)
Gear: Rocks (Throwing; range 3/6/12; Str+d6; Stun)
Edges: Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed, War Cry
Powers: Blast (earthquake)
Special Abilities
Armour +8: Rock-like skin.
Bite: Str+d8; Grab.
Horns: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
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.
Gore: +4 damage when first moving adjacent to foe.
Burrow: Can burrow and reappear within 6".
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: Acid, fire, disease, poison, shapechanging, paralysis, petrification, mind-affecting effects, aging and bleeding.
Weaknesses: Can only be harmed by relics and legendary 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.

Behir

Behir
   The behir are six-legged reptiles with blue scales and horned heads. They usually slither around like snakes, only using their clawed feet when running, climbing or grappling.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Climbing d12, Notice d8, Stealth d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 18 (3)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Armour +3: Blue scales.
Bite: Str+d8; 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.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 lightning damage.
Immunity: Electricity.
Size +6: Forty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

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.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d8
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (1)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Tentacles: Str+d4; 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 5" and Climb -1.
Very Tough: +1 Toughness.

Belker

Belker
   Belkers are a type of air elemental made of smoke, with glowing red eyes, shadowy claws and leathery wings.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Ambidextrous, Combat Reflexes
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Smoke Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Size +2: Increases Toughness by +2.

Belostomatid

Belostomatid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d4, Swimming d12
Charisma: -; Pace: 5; Parry: 4; Toughness: 11 (2)
Tactics: No melee attacks
Special Abilities
Armour +2: Natural armour.
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 5" and Climb -1.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Immunity: Mind-affecting effects.
Size +2: Twelve feet long; Toughness +2.

Berbalang

Berbalang
   Berbalangs appear as hunched humanoids with glowing eyes, leathery wings and a long tongue.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6, Notice d12, Knowledge (Religion) d6, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 5; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Intangibility (astral projection), Disguise (shapechange), Puppet (living humanoids only)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Paralysis.
Claws: Str+d4; Paralysis.
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 9" and Climb 2.
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.

Bhole

Bhole
   Bholes are massive worms with viciously hooked jaws. Their breath weapon is thick slime, which can cause victims to become Shaken but doesn't cause wounds, and also works the same as the Entangle power.

Attributes: Agility d6, Smarts d4, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12+1, Notice d12+4
Charisma: +4; Pace: 8; Parry: 8; Toughness: 33 (7)
Edges: Level Headed, Quick
Special Abilities
Armour +7: 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").
Tremorsense: Can sense and accurately pinpoint anything within 24" 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.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Burrow: Can burrow and reappear within 8".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Acid, fire, sleep, disease, poison, paralysis and magical control.
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.

Bhuta

Bhuta
   The bhuta is an incorporeal humanoid with feet that point backwards, although it can disguise its nature by appearing solid and wearing long robes. Note that its feet also point backwards if disguised as an animal, and if possessing an animal it casts no shadow.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d10, Notice d10, Knowledge (Nature) d8, Riding d8, Stealth d12+3, Tracking d10, Spellcasting d6
Charisma: +4; Pace: -; Parry: 7; Toughness: 7
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Strong Willed
Powers: Beast Friend, Disguise (only as animals), Puppet (animals only), Puppet (animal possession)
Special Abilities
Incorporeal Claws: Str+d4; Bleed.
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.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Bleed: On a raise, the victim starts 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)

Biclops

Biclops
   The biclops looks like a particularly big ettin, except each head only has a single eye. They are usually fairly peaceful, but are easily roused to anger, and some of them have a taste for humanoid flesh.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12, Notice d12+1, Repair d8, Throwing d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 20 (3)
Gear: Longswords (Str+d8), spears (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Humanoid flesh.
Low Light Vision: No penalties for dim or dark lighting.
Size +8: Sixteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Biloko

Biloko
   Biloko are a gnome-like race of vicious jungle-dwelling man-eaters, with blood-red skin, and large mouths filled with sharp teeth.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d4, Notice d6, Knowledge (Nature) d6, Persuasion d8, Repair d6, Stealth d10, Survival d4, Tracking d6, Throwing d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 4
Gear: Shortspear (Str+d6), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Level Headed
Powers: Puppet (living humanoids only)
Special Abilities
Bite: 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.
Size -1: Four feet tall; Toughness -1.

Black jinni

Black jinni
   The black jinn are a forgotten tribe of accursed genies, so rare that most consider them only a dark myth. They appear as tall and powerful humanoids, with a fiendish cast to their features.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+2, Knowledge (Religion) d12+1, Stealth d12+2, Innate Powers d10
Charisma: +2; Pace: 7; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Super Powers), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Obscure (obscuring cloud), Damage Field (dust vortex)
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Electricity.
Horns: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Create Spawn: Anything slain by this creature is doomed to rise as some form of ghoul-like undead.
Gore: +4 damage when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity and fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Black magga

❄Black magga
   Black Magga is an ancient and immense creature with a dinosaur-like head on the end of a long serpentine neck, and a body consisting of a writhing mass of tentacles.

Attributes: Agility d6, Smarts d12+3, Spirit d12, Strength d12+6, Vigor d12+4
Skills: Fighting d12, Intimidation d12+2, Notice d12+2, Knowledge (Religion) d12+2, Knowledge (Planes) d12+3, Knowledge (History) d12+2, Knowledge (Nature) d12+2, Repair d12+3, Stealth d6, Survival d12+1, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 8; Toughness: 25 (5)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Dispel (invisibility only), Divination, Invisibility, Puppet (living humanoids only), Voice on the Wind (dream message)
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Energy Drain.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Dimension Warp: Anyone attempting to teleport to or from any point within 50" of this creature must make a Spirit roll, failure blocks the teleport and causes them to become Shaken.
Transdimensional: Can sense and attack across dimensional boundries.
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 18", and cannot drown.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 poisonous smoke damage.
Immunities: Sleep, poison, shapechanging, paralysis, petrification, Gang Up bonuses, mind-affecting effects and death magic.
Resistances: -4 damage from acid and cold.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

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.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Notice d12, Stealth d12+1, Innate Powers d8
Charisma: +1; Pace: 7; Parry: 7; Toughness: 11 (1)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed
Powers: Damage Field (cloud of smoke and fire)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Fire.
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).
Very Tough: +1 Toughness.

Blightspawn

Blightspawn
   Blightspawn are massive mosquito-like creatures the size of a fully grown man. They gestate in the body of a willing cultist, bursting from the host body when it dies or undergoes a special dark ritual. The newly emerged blightspawn is fully grown, but cannot fly until it spends a full round clearing the gore from its wings.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Tracking d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Deflection (blur), Dispel (plant trappings only), Entangle, Lower Trait (curse), Pummel (wind)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d4; Attach; 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.
Stagnation Aura: All living creatures within 6" must make a Spirit roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Spirit roll renders a creature immune for a full day.
Flight: Flying Pace of 8" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Stagnation Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, cold and poison.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Blindheim

Blindheim
   The blindheim looks like a short frog-like humanoid, with glowing eyes and webbed fingers and toes.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Dodge
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Blinding Gaze: All creatures within 12" must make a Spirit roll to resist.
Size -1: Four feet tall; Toughness -1.

Blink dog

Blink dog
   Blink dogs appear as sleek canines with long ears and pale eyes, surrounded by a faint aura of blue light. They are intelligent and sociable beasts, with a friendly nature, although they generally avoid humanoids.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8, Survival d4, Tracking d8, Spellcasting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Teleport
Special Abilities
Armour +1: Fur.
Bite: Str+d4.
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.
Blink: As a free action you can rapidly blink back and forth between the material and ethereal plane until your next turn. Attacks made against you suffer a -2 penalty (or inflict -2 damage for area-effect attacks) unless they are able to harm creatures on both planes.

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.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12, Vigor d12+2
Skills: Fighting d8, Healing d8, Notice d10, Knowledge (Nature) d10, Persuasion d12, Stealth d12, Survival d10, Throwing d6, Faith d12
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (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+d4.
Low Light Vision: No penalties for dim or dark lighting.
Change Form: Can assume an alternate form as a normal action.

❄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.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Healing d8, Notice d12, Knowledge (Nature) d12, Persuasion d12+1, Stealth d12+1, Survival d12, Throwing d4, Faith d12
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+d4.
Low Light Vision: No penalties for dim or dark lighting.
Change Form: Can assume an alternate form as a normal action.

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.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d6, 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.
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).
Resistances: -2 damage from cold and fire.
Size -1: Three feet tall; Toughness -1.

Blood golem

Blood golem
   Blood golems are magically animated clots of living blood, and appear as vaguely humanoid creatures with slug-like heads.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d6
Skills: Fighting d6, Notice d10, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Blood Consumption.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Mind-affecting effects.
Resistance: -2 damage from fire.
Blood Consumption: Each time this creature inflicts a wound, its Vigor increases by 1 die step. When it reaches double its original Vigor, it splits into two new creatures.
Very Tough: +1 Toughness.
Size +2: Ten feet long; Toughness +2.

Blood hawk

Blood hawk
   Blood hawks look very much like normal hawks, except for their red claws and beak. They are relentless and extremely aggressive, and love the taste of human flesh.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4.
Talons: Str+d4.
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.
Flight: Flying Pace of 11" and Climb 0.
Size -1: Reduces Toughness by -1.

Blood queen

❄Blood queen
   The Blood Queen appears as a massive swollen maggot, with three tentacles surrounding her gaping maw, and five more tentacles projecting from her hindquarters. Any creatures she swallow continue to draw initiative cards, when they draw clubs they emerge from her hindquarters encased in a pod of slime and mucous, which the Blood Queen can telepathically cause to explode (as Burst with an acid trapping) as a free action.

Attributes: Agility d6, Smarts d12+1, Spirit d12+4, Strength d12+4, Vigor d12+6
Skills: Fighting d12+2, Intimidation d12+7, Healing d12+5, Notice d12+7, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Knowledge (History) d12+4, Persuasion d12+7, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 4; Parry: 9; Toughness: 28 (7)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Obscure (darkness), Puppet (willing followers)
Special Abilities
Armour +7: Bruised flesh.
Bite: Str+d8.
Stings: Str+d8; Electricity.
Blindsight: Ignore sight-based penalties and gaze attacks.
Wail: Opposed Spirit roll vs all living targets within 6", inflicts 2d10 sonic damage, +d6 on a raise.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Electricity, sonic, disease, poison and mind-affecting effects.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

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.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Notice d10
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Tendrils: Str+d6; Reach 1"; Grab; Create Host.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d10, Stealth d8, Throwing d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
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.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Boalisk

Boalisk
   The boalisk is a massive constrictor snake with green and yellow scales. Its gaze causes black rot, a short term, debilitating disease.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 12 (1)
Edges: Level Headed
Special Abilities
Armour +1: Dark scales.
Bite: Str+d6; Constrict.
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.
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 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Very Tough: +1 Toughness.
Size +3: Thirty feet long; Toughness +3.

Boar

Boar
   Boars are dangerous and ill-tempered omnivores, with large heads, short legs, and stiff bristly fur.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Bristly fur.
Horns: 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.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.

Boar, dire (daeodon)
   Dire boars are even more aggressive and vicious than their common kin, and grow to the size of a horse.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Gear: Gore melee (Str+d8)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
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.
Very Tough: +1 Toughness.
Size +3: Ten feet long; Toughness +3.

Razor boar
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d12, Notice d10, Survival d10, Tracking d10
Charisma: -; Pace: 8; Parry: 8; Toughness: 17 (4)
Edges: Level Headed
Special Abilities
Armour +4: Natural armour.
Tusks: Str+d10.
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.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size +4: Three feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sargavan boar
   Sargavan boars are a small jungle-dwelling breed of wild pig, about the same size as a small dog.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Tusks: 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.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Bodak

Bodak
   Bodaks appear as emaciated humanoids with charred flesh, and empty eyes sockets trailing plumes of black smoke. Their gaze inflicts one wound for each success and raise, and those killed by it will rise as a bodak themselves the following night. Bodaks suffer a level of Fatigue every round they are exposed to sunlight, and are destroyed if incapacitated.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d12, Stealth d10
Charisma: +1; Pace: 5; Parry: 7; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Flesh.
Slams: Str+d4.
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.
Death Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Vulnerable to sunlight.
Resistances: -2 damage from acid and fire.
Very Tough: +1 Toughness.

❄Grovth
   Grovth is an intelligent bodak, and the henchman of a powerful efreeti. He takes care not to target his own allies with his death gaze.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d12, Stealth d10
Charisma: +1; Pace: 5; Parry: 7; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Flesh.
Slams: Str+d4.
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.
Death Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Vulnerable to sunlight.
Resistance: -2 damage from acid.
Very Tough: +1 Toughness.

Advanced unhallowed bodak
   Bodaks appear as emaciated humanoids with charred flesh, and empty eyes sockets trailing plumes of black smoke. Their gaze inflicts one wound for each success and raise, and those killed by it will rise as a bodak themselves the following night. Bodaks suffer a level of Fatigue every round they are exposed to sunlight, and are destroyed if incapacitated.

Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Notice d12, Stealth d12+1
Charisma: +4; Pace: 5; Parry: 7; Toughness: 13 (3)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +3: Charred flesh.
Slams: Str+d4.
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.
Death Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Vulnerable to sunlight.
Resistances: -2 damage from acid and fire.
Very Tough: +1 Toughness.

Bog beast

Bog beast
   Bog beasts are big humanoids with shaggy brown fur, sharp claws and thick tusks. They are skilled hunters, and drag their prey back to their lairs. They communicate with each other using grunts and growls.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Intimidation d8, Notice d10, Survival d6, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
Armour +2: Brownish-yellow fur.
Claws: Str+d6; 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.
Disease: Make a Vigor roll or become afflicted.
Size +2: Nine feet tall; Toughness +2.

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.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Swimming d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Ambidextrous, Hard to Kill, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Tendrils: Str+d4; 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 scum

Bog scum
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+4
Skills: Fighting d10, Swimming d12+3
Charisma: -; Pace: 7; Parry: 7; Toughness: 18
Edges: Sweep, Improved Sweep
Special Abilities
Slam: Str+d10; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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 5".
Amphibious: Swimming Pace of 15", 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: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Fire (double damage).
Resistance: -1 damage from cold.
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

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.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Survival d6, Swimming d10, 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+d4.
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.
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.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Stealth d8, Survival d8, Swimming d10, Throwing d4, Faith d12
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
Powers: Elemental Manipulation (water), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
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.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Bogeyman

Bogeyman
   The bogeyman is a type of fae that inflicts and feeds upon fear. They appear as ominous-looking male humanoids.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d12+4, Notice d12+2, Persuasion d12+1, Repair d10, Stealth d12+6, Lockpicking d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 6
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Fear (phantasmal killer), Invisibility, Intangibility (gaseous form), Mind Reading, Obscure (darkness), Puppet, Speak Language
Special Abilities
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Hardy: A second Shaken result doesn't become a wound.

Boggard

Boggard
   Boggards are a race of toadmen with wide mouths, bulbous eyes, and webbed fingers and toes. They live near rivers or in marshes, and have a taste for sentient humanoid flesh.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8, Swimming d10, Innate Powers d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Gear: Leather armour (+1), morningstar (Str+d8)
Edges: Arcane Background (Super Powers)
Powers: Stun (terrifying croak)
Special Abilities
Tongue Touch: Str+d4; Sticky Tongue.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Sticky Tongue: Victims struck by the tongue must make an opposed Strength roll as a free action if they wish to move more than 1" away.
Very Tough: +1 Toughness.

Bogwiggle
   Bogwiggles are boggards that failed to complete their metamorphosis, and look like dog-sized tadpoles with two legs, a long tail, bulging eyes, and a large mouth filled with sharp fangs. Boggards sometimes train bogwiggles as guard animals or hunting beasts.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d8, Swimming d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 5
Edges: Level Headed
Special Abilities
Bite: Str+d4.
Tongue Touch: Str+d4; Sticky Tongue.
Darkvision: No vision penalties for darkness (range 12").
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Sticky Tongue: Victims struck by the tongue must make an opposed Strength roll as a free action if they wish to move more than 1" away.
Size -1: 3½ feet long; Toughness -1.

Bogwid

Bogwid
   Bogwids are solitary asexual amphibians that drag themselves around using their muscular tentacles. Their moist skin is dark green, and their back is covered in throbbing, quivering fist-sized pustules containing their larvae. The larvae are able to burst from the pustules and launch themselves at victims, attaching themselves with suckered mouths and feeding deeply with their jagged fangs. Should the victim die, the larvae will burrow into the corpse and gestate over a couple of weeks, eventually bursting out as an adolescent bogwid.

Attributes: Agility d12, Smarts d4, Spirit d4, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d4, Stealth d10, Swimming d10, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Gear: Offspring (Throwing; range 3/6/12; Str+d6; Bleed; Disease)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Amphibian skin.
Slams: Str+d4; Nauseating Touch.
Darkvision: No vision penalties for darkness (range 12").
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Resistances: -1 damage from acid and cold.
Disease: Make a Vigor roll or become afflicted.
Bleed: On a raise, the victim starts 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)
Nauseating Touch: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Bone cobbler

Bone cobbler
   Bone cobblers are tattered, desiccated humanoids that are sometimes mistaken for zombies. They take great pleasure in flaying their victims and collecting their bones, which they take back to their lair to sculpt into new forms.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Survival d10, Innate Powers d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Light hammers (Str+d8)
Edges: Arcane Background (Super Powers), Dodge, Frenzy, Two-Fisted
Powers: Summon Ally (animate skeleton)
Special Abilities
Armour +1: Grayish flesh.
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 damage.

Bone collective

Bone collective
   Bone collectives are composite creatures formed from thousands of tiny bones. They can coalesce together into a humanoid form, or spread out into a cloud of swirling bone fragments.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d6
Skills: Fighting d12 (automatically hits as a swarm, 2d10 damage within a MBT), Intimidation d12+3, Climbing d8, Notice d12+4, Knowledge (Religion) d10, Stealth d12+6, Innate Powers d10
Charisma: +1; Pace: 6; Parry: 10 (4 as a swarm); Toughness: 10 (2)
Edges: Arcane Background (Super Powers), Assassin, Dodge, Level Headed
Powers: Stun (distraction), Puppet (undead)
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 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.
Change Form: Can assume an alternate form as a normal action.
Poison: Claw inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.

Boneneedle

Greater boneneedle
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Pulpy flesh.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Lesser boneneedle
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Bonesnapper

Bonesnapper
   Bonesnappers are upright dinosaurs, slightly shorter than the average human, with mottled green scales and a powerful bite. They collect the jawbones of their victims to decorate their lairs.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +1: Gray-green flesh.
Bite: Str+d4; Grab.
Tail Slap: Str+d4.
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.

Bonestorm

Bonestorm
   The bonestorm is a swirling vortex of human bone fragments. If it spends a full round covering one or more corpses, it strips the flesh from them and absorbs their bones, gaining a +2 bonus to its next roll to Soak or remove Shaken.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d12, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d10 damage within a MBT), Innate Powers d12
Charisma: -; Pace: -; Parry: 4; Toughness: 8 (1)
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Armour +1: Flesh.
Darkvision: No vision penalties for darkness (range 12").
Swirling Winds: Any Medium creatures moving adjacent must make a Strength roll or be knocked prone, Small or flying creatures who fail are also knocked d6" away.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

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.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d12+1, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 12 (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.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Liquefy Bones: Make a Vigor roll each round when pinned or suffer a level of Fatigue.
Size +2: Ten feet tall; Toughness +2.

Boreal wolf

Boreal wolf
   Boreal wolves are white-furred lupines who have adapted to a supernaturally cold environment.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Cold; 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.
Trackless: Leaves no tracks in its natural environment.
Go for the Throat: Target least armoured location on a raise.
Immunity: Cold.
Weakness: Fire (double damage).

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.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d10, Notice d12+1, Stealth d12+1, Survival d12+1, Spellcasting d8
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
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; 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.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, 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 9" 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.

Botfly swarm
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Innate Powers d10
Charisma: -; Pace: -; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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.
Flight: Flying Pace of 9" and Climb 1.
Immunity: Mind-affecting effects.
Infestation: Make a Vigor roll or suffer a level of Fatigue.

Brass man

Brass man
   Brass men are powerful humanoid constructs, built by efreeti to serve as guardians and soldiers.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)
Gear: Or large greatsword (Str+d10; Parry -1)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
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.
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 2d8 molten brass damage.
Immunities: Fire and magic.
Weakness: Cold (double damage).
Size +3: Increases Toughness by +3.

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.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d10, Stealth d6
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (2)
Edges: Combat Reflexes, Frenzy, Strong Willed
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.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 3
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").
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 5".
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brownie

Brownie
   Brownies are two-foot tall fae who live in underground burrows or hollowed-out trees. They are generally benevolent, and consider violence a last resort.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d8, Repair d6, Stealth d12, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 2; Toughness: 4
Gear: Short sword (Str+d6)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Confusion, Light (dancing lights), Teleport
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brume

Brume
   The brume is an extraplanar humanoid with sunken glowing eyes and no nose or ears. It is wrapped in a shroud, and hovers above the ground, its lower legs tapering off to swirling mist.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Persuasion d10, Survival d12+3, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed
Powers: Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Invisible: Enemies suffer -4 to their attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Poison.
Size +2: Increases Toughness by +2.

Brykolakas

Brykolakas
   The brykolakas are humanoid undead with dark blue skin, who inhabit underwater ruins and caves. They have the ability to take on the shape of dolphins, sharks, and other oceanic beasts.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12+1, Knowledge (Nature) d8, Stealth d12, Swimming d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
Armour +2: Bluish-gray skin.
Claws: Str+d4; Disease.
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).
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Arcane Resistance: +3 to resist opposed magic, and +3 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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.

Buckawn

Buckawn
   Buckawns are two-foot tall fae who prefer to avoid contact with outsiders, but defend themselves when disturbed. They use poison to deal with trespassers.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Knowledge (Nature) d8, Repair d8, Stealth d10, Shooting d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Dagger (Str+d4; Poison), dart (Shooting; range 3/6/12; 2d4; Poison)
Edges: Arcane Background (Magic), Dodge
Powers: Disguise (illusion), Entangle, Light (dancing lights), Invisibility
Special Abilities
Armour +1: Swarthy skin.
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Poison: Dagger and dart inflict lethal poison if foe is Shaken or wounded.
Size -1: Two feet tall; Toughness -1.

Bugbear

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

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d10, Tracking d8, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (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.
Size +1: Seven feet tall; Toughness +1.

Bukavac

Bukavac
   Bukavacs are big toad-like beasts with curved horns and six legs. They live in lakes and ponds, where they lurk in wait for fresh meat.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d12, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 7; Parry: 8; Toughness: 14 (2)
Edges: Alertness, Frenzy, Improved Frenzy
Special Abilities
Armour +2: 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 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 sonic blast damage.
Resistance: -2 damage from sonic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bulette

Bulette
   Bulettes are fierce and cunning predators who burrow below the surface of the earth, their armoured fin leaving a trail behind them, giving rise to their nickname of 'land shark'. They are solitary, and will eat practically anything, although they are particularly fond of halfling meat.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 17 (3)
Edges: Level Headed, Strong Willed
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").
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Burrow: Can burrow and reappear within 5".
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced bulette
   Bulettes are fierce and cunning predators who burrow below the surface of the earth, their armoured fin leaving a trail behind them, giving rise to their nickname of 'land shark'. They are solitary, and will eat practically anything, although they are particularly fond of halfling meat.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 19 (3)
Edges: Level Headed, Strong Willed
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").
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Burrow: Can burrow and reappear within 5".
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bunyip

Bunyip
   The bunyip is a fierce hunter that looks a like a hybrid of seal and shark. They prefer eating animals, but are very territorial, and will eat humanoids if the opportunity presents itself.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10, Tracking d8, Swimming d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 7 (1)
Edges: Berserk, War Cry
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Bleed.
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.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Bleed: On a raise, the victim starts 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)

Buraq

Buraq
   Buraqs are magical horses with powerful wings and the head of a human.

Attributes: Agility d10, Smarts d8, Spirit d12+1, Strength d12, Vigor d12
Skills: Fighting d6, Healing d8, Notice d10, Persuasion d8, Spellcasting d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Arcane Background (Magic), Frenzy, Quick
Powers: Confusion (shimmering wings), Blast (lightning storm), Boost Trait (bless), Teleport
Special Abilities
Armour +2: Natural armour.
Hooves: Str+d4.
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.
Flight: Flying Pace of 13" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 wind blast damage.
Size +2: 150 feet long; Toughness +2.

Burning dervish

Burning dervish
   Burning dervishes look like normal humans except for the strange tattoos covering their bodies. They are fanatical warriors from the elemental plane of fire.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Notice d12, Knowledge (Planes) d10, Stealth d12, Survival d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Falchion (Str+d8), or (Str+d8; Fire; Burn)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Banish (plane shift self), Invisibility, Shrink
Special Abilities
Armour +1: Natural armour.
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 5" and Climb 3.
Immunity: Fire.
Weakness: Cold (double damage).

Burrowling

Burrowling
   Burrowlings look like short humanoid prairie dogs. They live together in communities, and solitary burrowlings rarely survive more than a few days.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d10, Stealth d10, Survival d6, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Gear: Sling (Throwing; range 4/8/16; Str+d4)
Edges: Frenzy
Special Abilities
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 4".
Size -1: Reduces Toughness by -1.

Cadaver

Cadaver
   Cadavers look like rotting humanoid corpses, with glowing eyes and filthy claws.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Rotted flesh.
Claws: Str+d4; Disease.
Bite: Str+d4; Disease.
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.
Disease: Make a Vigor roll or become afflicted.

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

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Knowledge (Religion) d8, Stealth d10, Faith d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Miracles), Frenzy, Level Headed
Powers: Fear, Obscure (darkness), Summon Ally, Puppet (undead)
Special Abilities
Armour +2: Rotted flesh.
Claws: Str+d4; Disease.
Bite: Str+d4; 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.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.

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.

Attributes: Agility d12+1, Smarts d4, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d12+1, Tracking d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Gear: Flower (Str+d8; Cold)
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.
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 5".
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.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+1, Spellcasting d6
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.
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.

Cannibal child

Cannibal child
   The cannibal child is a type of flesh-eating undead that disguises itself as a lost child.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10
Charisma: +1; Pace: 5; Parry: 5; Toughness: 8 (1)
Edges: Alertness, Frenzy
Special Abilities
Armour +1: Your flesh.
Claws: Str+d4; 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.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -1: Reduces Toughness by -1.

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.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d8, Climbing d12+1, Notice d10, Stealth d6, Tracking d10, Throwing d6
Charisma: -; Pace: 5; 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.
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 5".
Immunity: Electricity.
Weakness: Cold (double damage).
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.

Carbuncle

Carbuncle
   Carbuncles are ungainly reptiles with a gemstone horn projecting from between their bulging eyes.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4, Stealth d10, Survival d4, Spellcasting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 5 (1)
Edges: Arcane Background (Magic), Strong Willed
Powers: Flight (levitate), Stun (daze)
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").
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Carnivorous blob

Carnivorous blob
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Climbing d12+2, Swimming d12+2
Charisma: -; Pace: 5; Parry: 7; Toughness: 24
Special Abilities
Slam: Str+d8; Draining; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
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 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Cold (double damage).
Resistances: -6 damage from electricity and fire.
Draining: Make a Vigor roll or suffer a level of Fatigue.
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.

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.

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 9" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
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.

Carrionstorm

Carrionstorm
   Carrionstorms are flocks of undead scavenger birds, who have been transformed by feeding on the flesh of certain undead.

Attributes: Agility d6, Smarts d4 (A), Spirit d12, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
Edges: Level Headed
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 1.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; 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.

Shining sentinel
   Shining sentinels are guardian constructs resembling golden statues. Unlike golems, their orders are given when they are created, and cannot be later changed.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d4, Spellcasting d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Gear: Masterwork falchion (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed
Powers: Deflection (forcefield)
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.
Immunities: Fire and magic.
Weakness: Electricity (double damage).

Cat

Cat
   Cats are small furry mammals with flexible bodies, fast reflexes, and retractable claws.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d6, Notice d6, Stealth d12, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Claws: Str.
Bite: Str.
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Cheetah
   Cheetahs are deadly predators that are capable of great bursts of speed.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 7
Edges: Level Headed
Special Abilities
Bite: Str+d4; Go for the Throat.
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.
Sprint: Roll d12 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.

Jaguar
   Jaguars are ferocious solitary predators, and excellent swimmers.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claw: Str+d6.
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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Leopard
   Leopards have relatively short legs and a long body, with tawny fur patterned with black rosettes.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Special Abilities
Bite: Str+d4; Grab.
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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Snow leopard
   Snow leopards are found in particular cold parts of the world, they have thick pale fur and large paws.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 8
Edges: Frenzy
Special Abilities
Claw: Str+d4.
Bite: 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Very Tough: +1 Toughness.

Lion
   Lions are fearsome predators, although they also scavenge when necessary.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
Bite: Str+d6; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +3: Eight feet long; Toughness +3.

Cave lion
   Cave lions are bigger and fiercer than normal lions, with faint stripes and a primitive ruff of mane around their necks.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8.
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.
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 when first moving adjacent to foe.
Size +4: Ten feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Lion, dire (spotted lion)
   Dire lions are massive and extremely vicious predators, who take great pleasure in toying with their prey.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d8; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mountain lion
   Mountain lions are smaller than normal lions, but are quick and aggressive hunters.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Rusty brown fur.
Bite: Str+d4; Grab.
Claws: Str+d4; 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.
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 when first moving adjacent to foe.

Mythical lion
   The mythical lion is a massive beast with golden fur.

Attributes: Agility d12+2, Smarts d6 (A), Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Climbing d12, Notice d12+1, Stealth d10, Tracking d12+1, Swimming d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 16 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Golden fur.
Bite: Str+d8; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Lynx
   The lynx is territorial and solitary hunter, with thick grey fur that darkens on the tip of its tail and ears.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Edges: Frenzy
Special Abilities
Claw: Str+d4; Grab.
Bite: 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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Four feet long; Toughness -1.

Margay
   The margay is a small jungle-dwelling predator, with spotted brown fur.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 6
Special Abilities
Bite: Str+d4; Grab.
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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Two feet long; Toughness -1.

Tiger
   Tigers are large powerful predators, with black and orange striped fur.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 12 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Reddish-orange fur.
Claws: Str+d6; Grab.
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.
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 when first moving adjacent to foe.
Size +3: Three feet tall; Toughness +3.

Dire tiger
   Dire tigers, also known as sabre-toothed tigers, are even bigger and more fercious than normal tigers.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d12, Tracking d10, Swimming d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Smilodon (saber-toothed cat)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d8, Stealth d10, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (1)
Special Abilities
Armour +1: Short fur.
Bite: Str+d4; Grab; Bleed.
Claws: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Bleed: On a raise, the victim starts 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)

Dire smilodon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Grab; Bleed.
Claws: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Bleed: On a raise, the victim starts 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.

Homotherium (smilodon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d8, Stealth d10, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab; Bleed.
Claws: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Bleed: On a raise, the victim starts 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)

Caterprism

Caterprism
   Caterprisms resemble crystal caterpillars, with twelve thin legs, hexagonal body segments, and large faceted eyes.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d6, Survival d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite Touch: 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.
Burrow: Can burrow and reappear within 5".
Size +2: Two feet long; Toughness +2.

Caterwaul

Caterwaul
   Caterwauls are semi-intelligent humanoid felines, although they often drop to all fours when moving quickly.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d12, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)
Edges: Dodge
Special Abilities
Armour +1: Blue fur.
Bite: Str+d4; Grab.
Claws: Str+d4.
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.
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 when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Catfolk

Catfolk
   Catfolk are lean cat-like humanoids who live in hunter-gatherer tribes.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d4, Knowledge (Nature) d4, Stealth d8, Survival d6, Tracking d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Studded leather armour (+1), longsword (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Beast Master, Woodsman
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Catoblepas

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

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d12, Notice d12+3, Swimming d10
Charisma: -; Pace: 7; Parry: 8; Toughness: 15 (4)
Edges: Ambidextrous, Hard to Kill, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage when first moving adjacent to foe.
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 lethal poison if foe is Shaken or wounded.
Size +2: Fifteen feet long; Toughness +2.

Caulborn

Caulborn
   The caulborn are a telepathic humanoid race of prophets and historians. Their pale skin is hairless, and a fleshy hood of skin covers the part of their face where their eyes would be. They have two mouths, the upper one human-like while the lower mouth stretches and splits their jaw like a pair of mandibles. Their index and middle fingers are elongated with multiple joints. They are self-sustaining, and dedicate their lives to the collection of memories.

Attributes: Agility d12+1, Smarts d12+3, Spirit d12+1, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 7
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Banish (plane shift self), Confusion (hypnotic pattern), Detect Arcana (sense magic), Entangle, Mind Reading, Stun (daze)
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
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.
Immunity: Visual effects.

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.

Attributes: Agility d4, Smarts d12+3, Spirit d12+2, Strength d4, Vigor d12+1
Skills: Fighting d6, Notice d12+1, Repair 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.
Flight: Flying Pace of 4" 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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4-2, Notice d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 6 (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.

Cave fisher

Cave fisher
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Climbing d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Gear: Filament (Throwing; range 3/6/12; Str+d6; Drag)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
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 5".
Immunity: Mind-affecting effects.

Cave leech

Cave leech
   Cave leeches are massive semi-translucent leeches with eight whip-like tentacles surrounding their circular maw of razor-sharp fangs.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d10, Swimming d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; Reach 1"; Constrict.
Bite: Str+d4; Constrict; Draining.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Cave moray

Cave moray
   Cave morays are a big slug-like carnivores with dark bulbous eyes. They live together in underground colonies, each digging its own narrow burrow from which it can strike at passing prey.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.

Cavelight moss

Cavelight moss
   Cavelight moss glows with a faint yellow luminescence, although the colour shifts to pale blue when it is agitated. It is carnivorous but slow-moving.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 14 (2)
Edges: Alertness, Frenzy
Special Abilities
Armour +2: Natural armour.
Tendrils: Str+d8; Reach 1"; Draining.
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.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Resistances: -2 damage from acid, cold and fire.
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.

Cavern lizard

Cavern lizard
   Cavern lizards are large magical beasts with gray scales and bulging azure eyes. They are solitary and highly aggressive, hunting down prey to drag back to their caves.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d12+2, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Gray scales.
Bite: Str+d6; 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.
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 5".
Size +2: Ten feet long; Toughness +2.

Cayhound

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

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d10, Knowledge (Planes) d6, Stealth d10, Survival d8, Tracking d10, Spellcasting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Magic), Level Headed
Powers: Teleport
Special Abilities
Armour +2: Red fur.
Bite: Str+d4; Sonic; 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.
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.

Cecaelia

Cecaelia
   Cecaelias look like humanoids from the waist up, but their lower body has the tentacles of an octopus.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Stealth d10, Survival d10, Swimming d10, Throwing d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1), masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d4; 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.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

Centaur

Centaur
   Centaurs have the upper body of a humanoid, and the lower body of a horse.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d8, Knowledge (Nature) d6, Persuasion d6, Survival d8, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Gear: Breastplate (+2), longsword (Str+d8), medium shield (+1 Parry), spear (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
Hooves: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Size +2: Seven feet tall; Toughness +2.

Centipede

Centipede, great forest
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d6, Climbing d12+1, Notice d8, Stealth d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 23 (3)
Edges: Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; 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 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Centipede, giant
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d10
Charisma: -; Pace: 7; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; 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 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Centipede, hissing
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (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 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

House centipede
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6, Stealth d12+1
Charisma: -; Pace: 7; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str; 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 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Sewer centipede
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d12
Charisma: -; Pace: 7; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; 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 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Centipede swarm
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Climbing d10, Notice d6, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
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.
Swarm: +2 Parry, immune to most weapons.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Centipede, titan
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+7, Vigor d12+4
Skills: Fighting d8, Climbing d12+3, Notice d6, Stealth d8
Charisma: -; Pace: 9; Parry: 6; Toughness: 31 (4)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; 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 9".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal 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.

Centipede, giant whiptail
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Climbing d12, Notice d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 18 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Tail Slap: Str+d8; Nonlethal; Go for the Throat.
Darkvision: No vision penalties for darkness (range 12").
Go for the Throat: Target least armoured location on a raise.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal 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.

Cephalophore

Cephalophore
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Dazing Strike.
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.
Dazing Gaze: All creatures within 12" must make a Spirit roll to resist.
Dazing Strike: Make a Spirit roll or suffer a level of Fatigue.
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ceratioidi

Ceratioidi
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d8, Swimming d10, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Shortspears (Str+d8), shortspears (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Luminescent flesh.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Size +1: Seven feet tall; Toughness +1.

Cerberi

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

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d10, Vigor d12+1
Skills: Fighting d8, Notice d12, Stealth d10, Survival d10, Tracking d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Bites: Str+d4; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.

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, Notice d12+9, Knowledge (Religion) d12+7, Knowledge (Planes) d12+7, Stealth d12+5, Survival d12+7, Tracking d12+9
Charisma: +4; Pace: 9; Parry: 10; Toughness: 23 (5)
Edges: Alertness, Dodge, Improved Dodge, Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed, War Cry
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.
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.
Resistances: -2 damage from acid, cold, electricity and fire.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cerebral stalker

Cerebral stalker
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Notice d12+1, Stealth d12, Survival d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Blackish-gray scales.
Claws: Str+d4; Grab.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 18" 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 5".
Hardy: A second Shaken result doesn't become a wound.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.

Cerebric fungus

Cerebric fungus
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d8, Vigor d10
Skills: Fighting d6, Notice d10, Persuasion d6, Stealth d8, Spellcasting d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Mind Reading
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Tendrils: Str+d4; Reach 1"; Pull.
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.
Weakness: Sonic (double damage).
Resistance: -1 damage from cold.
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.

Ceru

Ceru
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Persuasion d6, Stealth d12, Spellcasting d8
Charisma: -; Pace: 5; 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.
Resistances: -1 damage from acid and electricity.
Poison: Horns inflict lethal 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.

Chain worm

Chain worm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Climbing d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 13
Special Abilities
Bite: Str+d8; Grab.
Tail 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.
Poison: Tail sting inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +4: Six feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Changling

Changling
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Healing d6, Repair d10
Charisma: -; Pace: 6; Parry: 3; Toughness: 6
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").

Chaos beast

Chaos beast
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d10, Climbing d12, Notice d10, Stealth d12, Swimming d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 10 (2)
Edges: Dodge, Improved Dodge, Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Corporeal Instability.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Retain Shape: If transformed or transmuted into another form or substance, can automatically revert to original form as a free action.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Very Tough: +1 Toughness.

Charau-ka

Charau-ka
   The charau-ka are savage ape-men, remorseless jungle hunters who make war on everyone they meet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d4, Stealth d10, Tracking d4, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Club (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Marksman
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Reduces Toughness by -1.

Charda

Charda
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d10, Intimidation d6, Notice d10, Knowledge (Religion) d6, Stealth d12+1, Survival d10, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 9 (2)
Edges: Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Cold.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 24").
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Cold and poison.
Size -1: Four feet tall; Toughness -1.

Charnel colossus

Charnel colossus
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+5, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+7, Climbing d12+9, Notice d12+10, Knowledge (Religion) d12+7, Knowledge (History) d12+6, Repair d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 32 (6)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Powers: Detect Arcana (see invisibility), Lower Trait (curse), Invisibility, Mind Reading (speak with dead)
Special Abilities
Armour +6: Natural armour.
Slams: Str+d8; Grab; Mind Feed.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their 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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Mind Feed: Make a Spirit roll at -3 or suffer a level of Fatigue.
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.

Charybdis

Charybdis
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Notice d12+2, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 24 (5)
Edges: Level Headed, Quick
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Rending Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Immunity: Acid.
Resistance: -4 damage from cold.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Chelicerae

Chelicerae
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+3, Notice d12, Knowledge (Planes) d6, Knowledge (Nature) d4, Repair d12, Stealth d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (2)
Edges: Dodge
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison; Grab.
Claws: Str+d6.
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.
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 6".
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Chemosit

Chemosit
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Climbing d12, Stealth d12, Tracking d4
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Frenzy, Level Headed, War Cry
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Size +3: Nine feet tall; Toughness +3.

Cherum

Cherum
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+10, Climbing d12+10, Notice d12+9, Knowledge (Religion) d12+2, Survival d12+2
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; Fire; Grab.
Claws: Str+d8; Fire.
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).
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.

Chickcharney

Chickcharney
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d8, Notice d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 5
Edges: Dodge
Special Abilities
Bite: Str+d4; Ill Luck.
Claws: Str+d4; Ill Luck.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 0.
Size -1: Three feet tall; Toughness -1.

Child of the briar

Child of the briar
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d12, Spellcasting d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Arcane Background (Magic), Frenzy
Powers: Entangle
Special Abilities
Armour +1: Natural armour.
Claws: Str; 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.
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".
Weakness: Fire (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Chimera

Chimera
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
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.
Flight: Flying Pace of 8" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Very Tough: +1 Toughness.
Size +2: Five feet tall; Toughness +2.

❄Legendary chimera
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Notice d12+1, Stealth d4, Tracking d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 20 (4)
Edges: Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: 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.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep, disease, poison, shapechanging, paralysis, Gang Up bonuses, bleeding and death magic.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Choker

Choker
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d4; Reach 1"; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -1: Reduces Toughness by -1.

Choker brute
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d12+2, Notice d10, Stealth d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; Reach 1"; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -1: Reduces Toughness by -1.

Chon chon

Chon chon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Shooting d4, Spellcasting d6
Charisma: -; Pace: 4; 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; Acid.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" 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.

Attributes: Agility d10, Smarts d4, Spirit d12, Strength d10, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Spellcasting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Stun (distraction), 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 9" and Climb 2.

Chrystone

Chrystone
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Strong Willed
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +2: Natural armour.
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).
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.

Chupacabra

Chupacabra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab.
Claws: Str+d4.
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 when first moving adjacent to foe.
Size -1: Four feet tall; Toughness -1.

Flying chupacabra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab.
Claws: Str+d4.
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 when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.
Size -1: Reduces Toughness by -1.

Giant winged chupacabra
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, 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+d4.
Claws: 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.

Church grim

Church grim
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d6, Notice d10, Knowledge (Religion) d6
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Edges: Alertness, Strong Willed, War Cry
Special Abilities
Incorporeal Bite: Str+d4; Holy; Wisdom.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Flight: Flying Pace of 7" and Climb 3.
Size -1: Reduces Toughness by -1.

Churr

Churr
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d8, Climbing d10, Notice d10, Survival d8, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Strong Willed, War Cry
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6; 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.
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 5".
Size +3: Eight feet tall; Toughness +3.

Chuul

Chuul
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d12+1, Knowledge (Nature) d8, Stealth d8, Swimming d12+4
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; 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.
Amphibious: Swimming Pace of 16", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Poison.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Cikavak

Cikavak
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d12+1, Tracking d6, Spellcasting d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic)
Powers: Beast Friend
Special Abilities
Bite: Str.
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.
Flight: Flying Pace of 7" and Climb 0.
Resistances: -1 damage from acid and fire.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Cinder wolf

Cinder wolf
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Survival d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Flesh.
Bite: Str+d4; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Weakness: Cold (double damage).
Resistance: -2 damage from fire.

Clam, giant

Clam, giant
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d4-2, Swimming d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 12 (3)
Tactics: No melee attacks
Special Abilities
Armour +3: Natural armour.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.

Clamor

Clamor
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d8, Strength d6, Vigor d12
Skills: Fighting d4-2, Notice d6, Shooting d4
Charisma: +2; Pace: -; Parry: 2; Toughness: 8
Edges: Level Headed, Quick
Tactics: No melee attacks
Special Abilities
Sonic Ray: Shooting; range 12/24/48; 2d6; Sonic.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Ethereal: Intangible and can only be hurt by magical attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 8" and Climb 3.

Clawbat

Clawbat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Stealth d10, Tracking d4, Innate Powers d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Bite: Str+d4; Bleed.
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.
Flight: Flying Pace of 8" and Climb 0.
Bleed: On a raise, the victim starts 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 -1: Reduces Toughness by -1.

Cloaker

Cloaker
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d12, Knowledge (Religion) d10, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 13 (2)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tail Slap: Str+d6.
Darkvision: No vision penalties for darkness (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.
Flight: Flying Pace of 7" and Climb 0.
Size +3: Increases Toughness by +3.

Clockworks

Clockwork beetle
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d4, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 4 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str; Poison.
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.
Flight: Flying Pace of 8" and Climb 2.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Clockwork beetle swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d10, Vigor d6
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d6, Stealth d10, Innate Powers d12
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Super Powers), Dodge, Improved Dodge, Level Headed
Powers: Stun (distraction)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
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.
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.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Clockwork brain gear
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Knowledge (Engineering) d10, Persuasion d8, Repair d10
Charisma: -; Pace: -; Parry: 4; Toughness: 6 (1)
Edges: Strong Willed
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
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.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Clockwork advanced bronze giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+6, Vigor d12+4
Skills: Fighting d12+5, 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.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Clockwork drone
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 2
Special Abilities
Slam: 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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Clockwork familiar
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 4 (1)
Edges: Alertness, Level Headed, Quick
Special Abilities
Armour +1: Natural armour.
Bite: Str; Electricity.
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.
Flight: Flying Pace of 8" and Climb 3.
Weakness: Electricity (double damage).
Resistances: -2 damage from cold and fire.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Clockwork goliath
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (M), Spirit d6, Strength d12+8, Vigor d12+6
Skills: Fighting d12+4, Throwing d12+3
Charisma: -; Pace: 7; Parry: 10; Toughness: 26 (5)
Edges: Frenzy, Improved Frenzy, Level Headed, Quick
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8.
Cannon: Throwing; range 15/30/60; Str+d8; 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).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Clockwork hound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.

Clockwork huntsman
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Gear: Masterwork longsword (Str+d8)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
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.

Clockwork leviathan
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Stealth d8, Swimming d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 20 (3)
Edges: Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Slam: 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.
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 9", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunity: Fire.
Weakness: Electricity (double damage).
Size +8: Twenty-five feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Clockwork myrmidon
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, 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 overseer
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
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 -1: Three feet tall; Toughness -1.

Clockwork parasite
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; 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.
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.

Clockwork scout
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 7; Parry: 4; Toughness: 2
Special Abilities
Slam: 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.
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.

Clockwork servant
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, 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+d4.
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).

Clockwork soldier
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Halberd (Str+d8; Reach 1")
Edges: Level Headed, Quick
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.
Weakness: Electricity (double damage).

Clockwork spy
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d4, Stealth d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 3
Edges: Level Headed, Quick
Special Abilities
Slam: 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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb -2.
Weakness: Electricity (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Clockwork swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d12, Strength d12, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Stealth d4, Innate Powers d12
Charisma: -; Pace: 7; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Armour +1: 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.
Swarm: +2 Parry, immune to most weapons.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.

Clockwork titan
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: 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 +3: Increases Toughness by +3.

Clockwork warrior
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
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.

Clubnek

Clubnek
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Beak (Str+d8)
Special Abilities
Armour +1: Green-hued feathers.
Claws: Str+d4.
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.

Cobra construct

Adamantine cobra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (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 lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Iron cobra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: 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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Mechanical viper
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Poison.
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.
Weakness: Electricity (double damage).
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Cobra flower

Cobra flower
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 1; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Acid; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.

Cockatrice

Cockatrice
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 4
Edges: Dodge
Special Abilities
Bite: Str+d4; Petrification.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb -1.
Petrification: Make a Vigor roll or be turned to stone.
Size -1: Reduces Toughness by -1.

Pyrolisk
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Thinning feathers.
Bite: Str+d4; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Conflagration Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Fire.
Size -1: Reduces Toughness by -1.

Cockroach

Cockroach, giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d12+1
Skills: Fighting d4-2, Climbing d8, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 2; 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 7" 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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d12+2
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 10 (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 7" 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.

Cockroach swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d6, Stealth d12, Innate Powers d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
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.
Swarm: +2 Parry, immune to most weapons.
Flight: Flying Pace of 6" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Hold Breath: Can hold breath for Vigor x 10 minutes.
Weakness: Light sensitive.

Venomroach
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (1)
Edges: Hard to Kill
Special Abilities
Armour +1: Inky carapace.
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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 7" 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.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Coffer corpse

Coffer corpse
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (1)
Gear: Slam melee (Str+d8; Grab)
Special Abilities
Armour +1: Natural armour.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Cold rider

Cold rider
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d12, Notice d12+1, Knowledge (Nature) d12+1, Riding d12+2, Stealth d12+1, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 11 (3)
Gear: Full plate (+3), icy burst glaive (Str+d8; Cold)
Edges: Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Bolt (ray of frost), Slumber
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+9, Vigor d12+7
Skills: Fighting d12+5
Charisma: -; Pace: 7; 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.
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.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d4, Notice d10, Knowledge (Planes) d8, Knowledge (Nature) d4, Persuasion d10, Spellcasting d6
Charisma: +4; Pace: 5; 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.
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, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Contemplative of ashok

Contemplative of ashok
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d12, Strength d4, Vigor d6
Skills: Fighting d6, Notice d10, Persuasion d8, Repair d10, Spellcasting d12
Charisma: +4; Pace: 1; Parry: 5; Toughness: 5
Edges: Arcane Background (Magic), Dodge
Powers: Bolt (magic missile), Detect Arcana (sense magic), Mind Reading, Speak Language, Stun (daze), Telekinesis
Special Abilities
Claw: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 6" and Climb 3.
Immunity: Mind-affecting effects.

Coral capuchin

Coral capuchin
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Climbing d6, Stealth d12, Swimming d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Special Abilities
Bite: Str; Cursed Bite.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Corby

Dire corby
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Black feathers.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Dread corby
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d6, Climbing d12, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Corpse candle

Corpse candle
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d10, Notice d10, Stealth d10, Swimming d8
Charisma: +2; Pace: -; Parry: 5; Toughness: 7
Edges: Alertness, Dodge, Level Headed
Special Abilities
Incorporeal Touch: Victims must make a Strength 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.
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 2.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Corpse orgy

Corpse orgy
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Climbing d12+1, Notice d12+4, Stealth d10, Survival d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Slams: 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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +3: Increases Toughness by +3.

Corpse rook

Corpse rook
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d12, Stealth d4, Tracking d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Black feathers.
Bites: 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.
Flight: Flying Pace of 11" and Climb 0.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Corpsespinner

Corpsespinner
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d12, Climbing d12+1, Notice d10, Stealth d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 16 (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 5".
Poison: Bite inflicts lethal 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.

Couatl

Couatl
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12+1, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Notice d12+2, Knowledge (Religion) d10, Persuasion d12+1, Repair d12, Survival d12, Faith d12
Charisma: +2; Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Alertness, Arcane Background (Miracles), Dodge, Level Headed, Quick, Strong Willed
Powers: Armor, Banish (plane shift self), Bolt (ray of frost), Environmental Protection (heat and cold), Healing, Invisibility, Intangibility, Intangibility (gaseous form), Mind Reading, Stun (daze), Summon Ally
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Constrict; Poison.
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.
Flight: Flying Pace of 9" and Climb 2.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Twelve feet long; Toughness +2.

Crab

Bone crab
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Disease.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Aquatic: Swimming Pace of 10", and cannot drown.
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Carcass crab
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Gear: Barb ranged (Str+d8; Poison; Rng)
Edges: Frenzy, Marksman
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8; Grab.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Poison: Barb ranged inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crab, coconut
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Swimming d8
Charisma: -; Pace: 6; Parry: 2; Toughness: 7 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; 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 8", and cannot drown.
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Crab, giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; 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.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d6, Swimming d12
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.

Crab, great reef
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+6, Vigor d12+3
Skills: Fighting d8, Notice d6, Swimming d12+3
Charisma: -; Pace: 6; Parry: 6; Toughness: 22 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; 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 15", and cannot drown.
Immunity: Mind-affecting effects.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

King crab
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 6; Parry: 2; Toughness: 5 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str; 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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Monstrous crab
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; 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.
Weakness: Water dependency.

Crab, rock
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d6, Swimming d12
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.

Shark-eating crab
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d6, Notice d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 20 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; 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 13", and cannot drown.
Immunity: Mind-affecting effects.
Size +8: Sixteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Shipwrecker crab
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d10, Notice d10, Swimming d12+2
Charisma: -; Pace: 6; Parry: 7; Toughness: 30 (5)
Edges: Frenzy
Special Abilities
Armour +5: Natural armour.
Powerful Claws: Str+d8; 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 14", and cannot drown.
Immunity: Mind-affecting effects.
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.

Crab swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Swimming d10, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (1)
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Armour +1: Natural armour.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.

Crabman

Crabman
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Repair d6, Survival d6, Swimming d12+2
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (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.
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.

Crag man

Crag man
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 8
Edges: Arcane Background (Magic), Frenzy
Powers: Summon Ally
Special Abilities
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.

Crawling hand

Crawling hand
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4-2, Climbing d8, Notice d6, Stealth d10, Survival d6
Charisma: -; Pace: 7; Parry: 2; Toughness: 6
Hindrances: Small (M)
Special Abilities
Claw: Str; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Crawling hand, giant
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Dodge, Quick
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4; 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.
Very Tough: +1 Toughness.

Giant crayfish

Giant crayfish
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d6, Swimming d12+1
Charisma: -; Pace: 5; 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.

Crocodilian

Alligator
   Alligators are territorial animals with a heavy body and slow metabolism. They are capable of short bursts of speed.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab.
Tail Slap: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Dwarf caiman
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4-2, Stealth d10, Swimming d8
Charisma: -; Pace: 4; Parry: 2; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Crocodile
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d6, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Fourteen feet long; Toughness +2.

Crocodile, dire
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d8, Notice d12, Swimming d12+2
Charisma: -; Pace: 5; Parry: 6; Toughness: 23 (4)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 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.
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.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Marine crocodile
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
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.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Increases Toughness by +2.

Saltwater crocodile
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d4, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 17 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Deinosuchus
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12, Swimming d12+2
Charisma: -; Pace: 6; Parry: 6; Toughness: 22 (3)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Constrict.
Tail Slap: 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.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Murder of crows

Murder of crows
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Tracking d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Edges: Level Headed, Quick
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.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb 0.

Crucifixion spirit

Crucifixion spirit
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d12+2, Notice d12+3, Stealth d12+1, Throwing d8
Charisma: +4; Pace: -; Parry: 7; Toughness: 7
Gear: Axe (Throwing; range 3/6/12; Str+d6; Crucify Soul)
Edges: Alertness, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Incorporeal Touch: Str+d4; Paralysis.
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 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
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.

Crypt thing

Crypt thing
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d12, Knowledge (History) d4, Stealth d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Alertness, Arcane Background (Magic), Dodge, Frenzy, Level Headed, Quick
Powers: Teleport
Special Abilities
Armour +2: Leathery flesh.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fear -1: Anyone who sees this creature must make a Fear check at -1.
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.

Crysmal

Crysmal
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Quick
Powers: Detect Arcana (sense magic), Teleport
Special Abilities
Armour +1: Natural armour.
Sting: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 5".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and cold.
Resistance: -2 damage from electricity.
Size -1: Reduces Toughness by -1.

Crystalline horror

Crystalline horror
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d10, Stealth d10, Swimming d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Crystal Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Resistance: -2 damage from cold.
Very Tough: +1 Toughness.

Crystallis

Crystallis
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Knowledge (Planes) d12+1
Charisma: -; Pace: -; Parry: 7; Toughness: 16 (4)
Edges: Alertness, Sweep, Strong Willed
Tactics: No melee attacks
Special Abilities
Armour +4: Natural armour.
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.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Thirteen feet tall; Toughness +3.

Cyclops

Cyclops
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Survival d6, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Gear: Greataxe (Str+d10; Parry -1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Size +3: Nine feet tall; Toughness +3.

Great cyclops
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Notice d12+2, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 20 (3)
Gear: Masterwork greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Hard to Kill, Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage when first moving adjacent to foe.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mighty cyclops
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d12+1, Intimidation d12+1, Notice d10, Survival d10, Shooting d12
Charisma: -; Pace: 9; Parry: 7; Toughness: 12 (2)
Gear: Greataxe (Str+d10; Parry -1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Immunities: Sleep, paralysis and mind-affecting effects.
Size +3: Increases Toughness by +3.

Cytillipede

Cytillipede
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+1, Notice d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 15 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Ten feet long; Toughness +3.

Daemon

Astradaemon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+2, Knowledge (Planes) d12+2, Stealth d12+2, Survival d12+2, Spellcasting d8
Charisma: +4; Pace: 12; Parry: 9; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Strong Willed
Powers: Banish (plane shift self), Deflection (displacement), Fear, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Energy Drain; Grab.
Claws: Str+d6; Energy Drain.
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.
Displacement: You appear to one side of your actual position. Attacks made against you suffer a -2 penalty, unless they are area-effect attacks.
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 12" 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.
Resistances: -2 damage from cold, electricity and fire.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Cacodaemon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Planes) d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 1; Parry: 5; Toughness: 5 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Confusion, Detect Arcana (sense magic), Divination, Invisibility
Special Abilities
Armour +1: Natural armour.
Bite: Str; Disease.
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 3.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Disease: Make a Vigor roll or become afflicted.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Ceustodaemon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d8, Stealth d8, Survival d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Edges: Alertness, Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Invisibility, Teleport
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.
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 fire damage.
Immunities: Acid, sleep, disease, poison, shapechanging, paralysis, mind-affecting effects and death magic.
Resistances: -2 damage from cold, electricity and fire.
Size +2: Increases Toughness by +2.

Greater ceustodaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Planes) d10, Stealth d10, Survival d12, Spellcasting d10
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, Invisibility, Teleport
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.
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.
Resistances: -2 damage from cold, electricity and fire.
Size +3: Increases Toughness by +3.

Lesser ceustodaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d12, Knowledge (Planes) d8, Stealth d12, Survival d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)
Edges: Alertness, Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Invisibility, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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 2d6 cold damage.
Immunities: Acid, sleep, disease, poison, shapechanging, paralysis, mind-affecting effects and death magic.
Resistances: -2 damage from cold, electricity and fire.

❄Charon (boatman of the lower planes)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+3, Spirit d12+3, Strength d12+4, Vigor d12+3
Skills: Fighting d12+5, Intimidation d12+9, Notice d12+10, Knowledge (Planes) d12+8, Knowledge (History) d12+7, Persuasion d12+10, Repair d12+8, Stealth d12+7, Survival d12+8, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 11; Toughness: 13 (4)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Barrier (fire), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Fear, Invisibility, Mind Reading, Obscure (darkness), Puppet, Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
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.
Hardy: A second Shaken result doesn't become a wound.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.

Charonodaemon
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12+2, Notice d12, Knowledge (Planes) d12, Persuasion d12+2, Stealth d12, Survival d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Detect Arcana (sense magic), Detect Arcana (see invisibility), Invisibility, Obscure (darkness), Summon Ally, Teleport
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.

Crucidaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+2, Repair d12+5, Stealth d12+4, Lockpicking d12+3, Faith d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 12 (3)
Gear: Daggers (Str+d8)
Edges: Arcane Background (Miracles), Dodge, Improved Dodge, Level Headed, Quick
Powers: Entangle, Fear, Invisibility, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison, bleeding and death magic.
Resistances: -2 damage from cold, electricity and fire.

Derghodaemon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+4, Stealth d12+1, Spellcasting d6
Charisma: +1; Pace: 7; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Sweep
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Fear, Invisibility, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Acid, sleep, disease, poison, shapechanging, paralysis, Gang Up bonuses and death magic.
Resistances: -2 damage from cold, electricity and fire.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Erodaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+1, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+1, Knowledge (Planes) d12+2, Persuasion d12+2, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Mind Reading, Puppet, Speak Language, Summon Ally, Teleport
Special Abilities
Armour +2: Tinged skin.
Bite: Str+d4; Charisma Drain.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.

Glomeray daemon
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Knowledge (History) d12+1, Persuasion d10, Spellcasting d12
Charisma: +1; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Confusion (hypnotic pattern), Disguise (illusion), Light (dancing lights), Obscure (illusionary terrain), Puppet (living humanoids only)
Tactics: Two Weapons
Special Abilities
Armour +2: 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.
Flight: Flying Pace of 11" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid and poison.
Resistances: -2 damage from cold, electricity and fire.
Size +3: Increases Toughness by +3.

Guardian daemon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Knowledge (Planes) d10, Persuasion d8, Stealth d6, Survival d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Special Abilities
Armour +3: Blackish-gray fur.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Acid, sleep, poison, shapechanging and mind-affecting effects.
Resistances: -2 damage from cold, electricity and fire.
Size +2: Nine feet tall; Toughness +2.

❄Harbinger daemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d12+2, Strength d12+5, Vigor d12+4
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+5, Knowledge (Planes) d12+4, Persuasion d12+1, Repair d12+3, Stealth d12+3, Survival d12+4, Tracking d12+5, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 18 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge
Powers: Blast (fire storm), Deflection (forcefield), Deflection (blur), Summon Ally
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Fire.
Claws: Str+d8; Fire.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 3.
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: Acid, fire, disease, poison and death magic.
Weakness: Cold (double damage).
Resistances: -6 damage from cold and electricity.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hydrodaemon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Planes) d10, Stealth d10, Swimming d12+2, Shooting d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Arcane Background (Magic), Marksman, Sweep
Powers: Detect Arcana (sense magic), Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +2: Skin.
Bite: Str+d6; Grab.
Claws: Str+d6.
Sleep Spittle: Shooting; range 3/6/12; 2d4; Sleep.
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.
Flight: Flying Pace of 7" and Climb 0.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Size +2: Ten feet tall; Toughness +2.

Lacridaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d10, Spellcasting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic), Invisibility, Summon Ally, Teleport
Special Abilities
Armour +1: Torn flesh.
Bite: Str+d4; Acid; Poison.
Claws: Str+d4; Acid.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Leukodaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12, Healing d12+1, Notice d12+2, Knowledge (Planes) d12, Stealth d12, Survival d12, Shooting d12, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 15 (2)
Gear: Composite longbow (Shooting; range 15/30/60; 2d6; Contagion)
Edges: Alertness, Arcane Background (Magic), Level Headed, Marksman
Powers: Dispel, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
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 9" 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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Contagion: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced leukodaemon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12+3, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Intimidation d12+1, Healing d12+1, Notice d12+3, Knowledge (Planes) d12+1, Stealth d12+1, Survival d12+1, Shooting d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 15 (2)
Gear: Composite longbow (Shooting; range 15/30/60; 2d6; Contagion)
Edges: Alertness, Arcane Background (Magic), Level Headed, Marksman
Powers: Dispel, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
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 9" 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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Contagion: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Meladaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Healing d10, Notice d12+1, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Repair d12+2, Stealth d12+1, Survival d12+1, Faith d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 15 (3)
Edges: Arcane Background (Miracles), Combat Reflexes, Strong Willed
Powers: Bolt (magic missile), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel (plant trappings only), Fear, Invisibility, Obscure (darkness), Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Disease.
Claws: Str+d6; Hunger.
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 9" 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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Disease: Make a Vigor roll or become afflicted.
Size +3: Twelve feet tall; Toughness +3.

Obcisidaemon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+4, Knowledge (Planes) d12, Knowledge (History) d12, Repair d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 9; Toughness: 24 (5)
Gear: Unholy halberd (Str+d8; Reach 1"; Inherit Soul)
Edges: Arcane Background (Magic), Sweep, Improved Sweep
Powers: Blast (fire storm), Summon Ally, Teleport
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8.
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.
Flight: Flying Pace of 9" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -6 damage from cold, electricity and fire.
Inherit Soul: Make a Vigor roll at -2 or suffer a level of Fatigue.
Size +10: Twenty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Olethrodaemon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d12+3, Strength d12+5, Vigor d12+6
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+6, Notice d12+5, Knowledge (Planes) d12+3, Stealth d12+1, Survival d12+5, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (5)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +5: Natural armour.
Bites: Str+d8; Grab.
Claws: Str+d8; Grab.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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 8".
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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Size +10: Twenty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Phasmadaemon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+7, Notice d12+4, Knowledge (Planes) d12+4, Repair 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.
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 7" 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.
Resistances: -2 damage from cold, electricity and fire.
Size +2: Twenty-five feet long; Toughness +2.

Piscodaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12, Knowledge (Planes) d12, Stealth d12+1, Survival d12, Swimming d12+4, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 12 (3)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; Constrict; Bleed.
Tentacles: Str+d4; Reach 1"; Poison.
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.
Amphibious: Swimming Pace of 16", 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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.
Bleed: On a raise, the victim starts 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)

Purrodaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+3, Knowledge (Planes) d12+3, Persuasion d12+1, Repair d12+2, Stealth d12+3, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 18 (4)
Gear: Wounding halberd (Str+d8; Reach 1")
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick Draw
Powers: Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
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.
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 9" 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.
Resistances: -2 damage from cold, electricity and fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sangudaemon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Repair d12, Tracking d12+1, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed
Powers: Entangle, Invisibility, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Bleed.
Claws: Str+d4; 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.
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.
Flight: Flying Pace of 9" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Bleed: On a raise, the victim starts 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)

Suspiridaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d12, Climbing d12, Notice d12, Knowledge (Planes) d12, Knowledge (Nature) d12, Persuasion d12, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Lower Trait (Strength), Summon Ally
Special Abilities
Armour +2: Cyanotic flesh.
Claws: Str+d4.
Tongue: Str; 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.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity, fire and sonic.

Temerdaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+3, Notice d12+4, Knowledge (Religion) d10, Knowledge (Planes) d10, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 15 (3)
Gear: Scythe (Str+d8; Confusion)
Edges: Arcane Background (Magic), Level Headed, Quick, Sweep
Powers: Dispel, Elemental Manipulation (earth), Lower Trait (curse), Intangibility (gaseous form), Puppet, Summon Ally, Telekinesis
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Confusion.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Confusion: Make a Spirit roll at -1 or suffer a level of Fatigue.
Confusion: Make a Spirit roll at -1 or suffer a level of Fatigue.
Size +3: Ten feet long; Toughness +3.

Thanadaemon
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Persuasion d12+2, Stealth d12, Survival d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; Energy Drain)
Edges: Alertness, Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Banish (plane shift self), Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +3: Natural armour.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

❄The oinodaemon
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d12+4, Spirit d12+4, Strength d12+5, Vigor d12+5
Skills: Fighting d12+10, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Persuasion d12+10, Repair d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 13; Toughness: 20 (5)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (whirling blades), Barrier (fire), Blast (lightning storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Elemental Manipulation (water), Fear, Lower Trait (curse), Invisibility, Mind Reading, Obscure (darkness), Puppet, Summon Ally, Teleport
Special Abilities
Armour +5: Flesh.
Slams: Str+d8; Disease.
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.
Arcane Resistance: +9 to resist opposed magic, and +9 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.
Transfixing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Venedaemon
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+2, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d6, Intimidation d12, Notice d10, Knowledge (Religion) d10, Knowledge (Planes) d12, Repair d12+1, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Dispel, Invisibility, Puppet (living humanoids only), Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; 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 6" and Climb 0.
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: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.

Vulnadaemon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Planes) d8, Persuasion d10, Repair d8, Stealth d12, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 6 (1)
Gear: Short sword (Str+d6; Bleed)
Edges: Arcane Background (Magic), Assassin
Powers: Deflection (blur), Detect Arcana (sense magic), Invisibility, Summon Ally
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, disease, poison and death magic.
Resistances: -2 damage from cold, electricity and fire.
Bleed: On a raise, the victim starts 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 -1: Three feet tall; Toughness -1.

Dakon

Dakon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d8
Skills: Fighting d6, Climbing d12+1, Notice d8, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Alertness, Frenzy
Special Abilities
Armour +1: Brownish-black fur.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +3: Eight feet tall; Toughness +3.

Danse macabre

Danse macabre
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Notice d12+1
Charisma: +4; Pace: -; Parry: 7; Toughness: 10
Gear: Incorporeal scythe (Str+d6; Constitution Drain)
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 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 7" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Constitution Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +2: Ten feet tall; Toughness +2.

Darakhul ogre

Darakhul ogre
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Intimidation d10, Climbing d12+1, Notice d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 17 (2)
Gear: Javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous, Quick, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Paralysis; Disease.
Claws: Str+d8; Paralysis.
Darkvision: No vision penalties for darkness (range 24").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
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.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dark folk

Dark creeper
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Leather armour (+1), dagger (Str+d4; Poison)
Edges: Arcane Background (Magic), Assassin
Powers: Detect Arcana (sense magic), Obscure (darkness)
Special Abilities
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Poison: Dagger inflicts lethal poison if foe is Shaken or wounded.
Size -1: Four feet tall; Toughness -1.

Dark stalker
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Leather armour (+1), short swords (Str+d8)
Edges: Arcane Background (Magic), Assassin, Frenzy, Two-Fisted
Powers: Detect Arcana (sense magic), Obscure (darkness), Obscure (fog cloud)
Special Abilities
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).

Dark slayer
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d4, Notice d6, Repair d8, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Gear: Kukri (Str+d6; Black Smear Poison)
Edges: Arcane Background (Magic), Assassin
Powers: Detect Arcana (sense magic), Obscure (darkness), Stun (daze)
Special Abilities
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size -1: Four feet tall; Toughness -1.

Dark young of shub-niggurath

Dark young of shub-niggurath
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12+2, Knowledge (Religion) d12+1, Knowledge (Nature) d12+1, Repair d12+1, Stealth d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 21 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick
Powers: Entangle, Puppet (plants only)
Special Abilities
Armour +4: Natural armour.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" 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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Immunities: Electricity, acid, fire and poison.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Darkmantle

Darkmantle
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d10, Spellcasting d6
Charisma: -; Pace: 5; Parry: 4; 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.
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.

Darnoc

Darnoc
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d12, Notice d10, Persuasion d10, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Curse of the Grave.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
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.

Daughter of the dead

Daughter of the dead
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Religion) d12+1, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: -; Parry: 7; Toughness: 16 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Lower Trait (curse)
Special Abilities
Armour +2: Ectoplasmic flesh.
Great Claw: Str+d8; Disease.
Claw: Str+d8.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Death butterfly swarm

Death butterfly swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d8, Innate Powers d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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.
Flight: Flying Pace of 7" and Climb 1.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Death dog

Death dog
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: Black fur.
Bites: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.
Very Tough: +1 Toughness.

Death worm

Death worm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Throwing d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 11 (2)
Gear: Electrical jolt (Throwing; range 3/6/12; Str+d6; Electricity)
Edges: Sweep, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
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.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 acid damage.
Immunities: Electricity, acid and poison.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Fifteen feet long; Toughness +2.

Deathweb

Deathweb
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d12, Notice d12, Stealth d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)
Edges: Level Headed, Sweep
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
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.
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 5".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +4: Ten feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Decapus

Decapus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Climbing d12, Notice d10, Repair d6, Stealth d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Tentacles: Str+d4; Reach 1"; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Very Tough: +1 Toughness.

Deep singer whale

Deep singer whale
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+4, Strength d12+6, Vigor d12+2
Skills: Fighting d12+3, Notice d12+6, Persuasion d12+3, Swimming d12+9, Spellcasting d10
Charisma: +4; Pace: -; Parry: 9; Toughness: 24 (5)
Edges: Alertness, Arcane Background (Magic), Quick, Sweep, Improved Sweep, Strong Willed
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Healing, Invisibility, Puppet (living humanoids only), Slumber, Speak Language, Summon Ally
Special Abilities
Armour +5: Blue skin.
Tail Slap: Str+d8.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Delver

Delver
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Notice d12+2, Knowledge (Nature) d10, Survival d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 20 (3)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +3: Callused flesh.
Slam: Str+d8; Corrosive Slime.
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.
Immunity: Acid.
Very Tough: +1 Toughness.
Size +7: Fifteen feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Demiurge

Demiurge
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12, Notice d12, Stealth d10, Survival d8
Charisma: +4; Pace: -; Parry: 5; Toughness: 7
Edges: Alertness, Combat Reflexes, Level Headed, Quick
Special Abilities
Incorporeal Touch: Str+d4; Cold.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Transfixing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Demodand

Shaggy demodand
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+1, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+8, Notice d12+6, Knowledge (Religion) d12, Knowledge (Planes) d12, Persuasion d12+4, Repair d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 13 (4)
Gear: Unholy morningstar (Str+d8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Fear, Lower Trait (Strength), Invisibility, Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Summon Ally
Tactics: Two Weapons
Special Abilities
Armour +4: Obsidian skin.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 8" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid and poison.
Resistances: -2 damage from cold and fire.

Slimy demodand
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+6, Climbing d12+1, Knowledge (Planes) d10, Repair d12+1, Stealth d12+3, Survival d12+1, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 9; Toughness: 12 (3)
Edges: Arcane Background (Magic), Quick
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Fear, Invisibility, Mind Reading, Summon Ally
Special Abilities
Armour +3: Tattered flesh.
Bite: Str+d4; Acid.
Dread Claws: Str+d4; Acid; Grab.
Darkvision: No vision penalties for darkness (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.
Flight: Flying Pace of 7" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid and poison.
Resistances: -2 damage from cold and fire.

Tarry demodand
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d12+2, Intimidation d12+3, Climbing d12+1, Notice d12+2, Knowledge (Planes) d12, Stealth d12+1, Survival d12, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 9; Toughness: 10 (2)
Gear: Breastplate (+2), masterwork short sword (Str+d6), masterwork short sword (Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Two-Fisted
Powers: Detect Arcana (sense magic), Dispel, Summon Ally
Tactics: Two Weapons
Special Abilities
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 7" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid and poison.
Resistances: -2 damage from cold and fire.

Demon

Rage demon (aeshma)
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+3
Skills: Fighting d12, Notice d12+4, Persuasion d12+1, Repair d12, Stealth d12+1, Survival d12+1, Throwing d10, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 9; Toughness: 15 (3)
Gear: Wounding spear (Str+d6; Reach 1"; Parry +1; Bleed), wounding spear (Throwing; range 3/6/12; Str+d6; Bleed)
Edges: Arcane Background (Magic), Berserk, Sweep, Improved Sweep, Strong Willed
Powers: Detect Arcana (see invisibility), Dispel, Invisibility, Summon Ally, Teleport
Special Abilities
Armour +3: Basalt-colored skin.
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 9" 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.
Resistances: -2 damage from acid, cold and fire.
Bleed: On a raise, the victim starts 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: Eight feet tall; Toughness +3.

Alu-demon
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d10, Persuasion d10, Stealth d10, Survival d10, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Sweep
Powers: Disguise (illusion), Mind Reading, Puppet, Puppet (living humanoids only), Teleport
Special Abilities
Armour +2: Demonic flesh.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 8" and Climb 0.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.

Babau
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Climbing d10, Notice d12+1, Stealth d12+2, Lockpicking d10, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Detect Arcana (see invisibility), Dispel, Invisibility, Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +2: Demonic flesh.
Claws: Str+d4.
Bite: Str+d4.
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.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.

Brute demon (balban)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d10, Survival d12, Spellcasting d4
Charisma: -; Pace: 7; Parry: 6; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy
Powers: Detect Arcana (see invisibility), Dispel, Fear, Invisibility, 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.
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.
Resistances: -2 damage from acid, cold and fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Balor
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+7, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (Nobility) d12+4, Knowledge (History) d12+4, Persuasion d12+5, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 18 (4)
Gear: Vorpal unholy longsword (Str+d8), vorpal flaming whip (Str+d4; Reach 1"; Fire; Entangle)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed, Two-Fisted
Powers: Blast (fire storm), Dispel, Puppet, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Flesh.
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.
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).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 12" and Climb 2.
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: Electricity, fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Balor lord
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+3, Strength d12+7, Vigor d12+7
Skills: Fighting d12+3, Intimidation d12+7, Notice d12+9, Knowledge (Religion) d12+4, Knowledge (Planes) d12+6, Knowledge (Nobility) d12+4, Knowledge (History) d12+4, Persuasion d12+7, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 19 (4)
Gear: Vorpal unholy longsword (Str+d8), vorpal flaming whip (Str+d4; Reach 1"; Fire; Entangle)
Edges: Arcane Background (Magic), Berserk, Combat Reflexes, Level Headed, Sweep, Strong Willed, Two-Fisted
Powers: Blast (fire storm), Dispel, Entangle, Puppet, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Demonic flesh.
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.
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).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 12" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brimorak
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d12+1, Knowledge (Engineering) d10, Knowledge (Planes) d10, Stealth d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Longsword (Str+d8; Fire)
Edges: Arcane Background (Magic), Level Headed
Powers: Dispel, Summon Ally, Teleport
Special Abilities
Armour +1: Blue-gray skin.
Hoof: Str+d4; Fire.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +3 to resist opposed magic, and +3 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 2d4 fire damage.
Immunities: Electricity and fire.
Weakness: Cold (double damage).
Resistances: -2 damage from acid and cold.
Size -1: Three feet tall; Toughness -1.

Cambion
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12+1, Knowledge (Planes) d12, Persuasion d10, Stealth d10, Survival d12, Spellcasting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Sweep, Strong Willed
Powers: Detect Arcana (sense magic), Fear, Flight (levitate), Mind Reading
Special Abilities
Armour +2: Blue skin.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.

Beast demon (chaaor)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12, Climbing d12+2, Notice d12+3, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy, Sweep, Improved Sweep, War Cry
Powers: Detect Arcana (see invisibility), Invisibility, Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +3: Reddish-black fur.
Claws: Str+d8; Grab.
Bite: Str+d8.
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.
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.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Chaos demon (choronzon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+5, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Notice d12+7, Survival d12+2, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (5)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Fear, Summon Ally, Teleport
Special Abilities
Armour +5: Demonic flesh.
Bite: Str+d8.
Claws: Str+d8; Daze.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +5 to resist opposed magic, and +5 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Coloxus
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12, Spirit d12, Strength d12+1, Vigor d12+1
Skills: Fighting d12+1, Notice d12+5, Persuasion d12, Stealth d12+4, Tracking d12+5, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Level Headed
Powers: Confusion, Invisibility, Puppet, Quickness, Speak Language
Special Abilities
Armour +2: Demonic flesh.
Bite: Str+d4; Siphon.
Slams: Str+d4.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, disease and poison.
Resistances: -2 damage from acid, cold and fire.
Siphon: Make a Vigor roll or suffer a level of Fatigue.

Swarm demon (daraka)
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Climbing d12+3, Notice d12+5, Knowledge (Planes) d12+1, Repair d12, Stealth d10, Survival d12+1, Throwing d8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 17 (4)
Gear: Scorpions (Throwing; range 3/6/12; Str+d6; Poison)
Edges: Alertness, Arcane Background (Magic), Frenzy, Sweep, Improved Sweep
Powers: Dispel, Invisibility, Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +4: Writhing flesh.
Claws: Str+d8; Grab.
Bite: Str+d8.
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.
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.
Resistances: -2 damage from acid, cold and fire.
Poison: Scorpions inflict lethal poison if foe is Shaken or wounded.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dretch
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d8, Spellcasting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Edges: Arcane Background (Magic), Frenzy
Powers: Fear, Summon Ally
Special Abilities
Armour +1: Demonic flesh.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Very Tough: +1 Toughness.
Size -1: Four feet tall; Toughness -1.

Felius demon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Climbing d12+5, Notice d12+4, Knowledge (Planes) d12+2, Knowledge (Nature) d12+2, Stealth d10, Tracking d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Gear: Two-bladed sword (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Deflection (blur), Summon Ally (animals and elementals)
Special Abilities
Armour +5: Demonic flesh.
Bite: Str+d8; Poison.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Weakness: Sonic (double damage).
Resistances: -2 damage from acid, cold and fire.
Poison: Bite inflicts lethal 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.

Faceless demon (gallu-)
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Persuasion d10, Stealth d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Frenzy, Level Headed, Quick, Sweep
Special Abilities
Armour +3: Demonic flesh.
Claws: Str+d6; Grab.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Teleport: Can teleport up to 12" as a normal action.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +3: Nine feet tall; Toughness +3.

Scorpion demon (gharros)
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Climbing d12+4, Notice d12+4, Knowledge (Planes) d12+1, Persuasion d12+2, Repair d12, Stealth d10, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 18 (4)
Gear: Battleaxe (Str+d8)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Detect Arcana (sense magic), Obscure (darkness), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +4: Demonic flesh.
Stings: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Stings inflict lethal poison if foe is Shaken or wounded.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Glabrezu
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+4
Skills: Fighting d10, Intimidation d12+2, Notice d12+3, Knowledge (History) d12+1, Persuasion d12+2, Stealth d8, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 23 (5)
Edges: Arcane Background (Magic), Frenzy, Sweep, Improved Sweep
Powers: Confusion, Disguise (illusion), Dispel, Summon Ally, Teleport
Special Abilities
Armour +5: Demonic flesh.
Pincers: Str+d8.
Claws: Str+d8.
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.
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.
Resistances: -2 damage from acid, cold and fire.
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Frog demon (greruor)
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12, Climbing d12+1, Notice d12+4, Knowledge (Planes) d12, Stealth d10, Survival d12, Spellcasting d8
Charisma: +1; Pace: 7; Parry: 8; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep
Powers: Confusion, Detect Arcana (see invisibility), Invisibility, Obscure (darkness), Summon Ally
Special Abilities
Armour +3: Demonic flesh.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Resistances: -2 damage from acid, cold and fire.
Size +3: Three feet long; Toughness +3.

Hatethrall demon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d10, Strength d6, Vigor d12+1
Skills: Fighting d8, Knowledge (Planes) d10, Persuasion d12, Throwing d6, Spellcasting d6
Charisma: +4; Pace: -; Parry: 6; Toughness: 7 (1)
Gear: Ray of fire (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Magic), Level Headed
Powers: Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +1: Demonic flesh.
Bite: Str.
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 9" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, fire and poison.
Resistances: -2 damage from acid and cold.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Herensugue demon
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12, Tracking d12+1, Spellcasting d10
Charisma: +4; Pace: 4; Parry: 7; Toughness: 19 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Strong Willed
Powers: Pummel (wind), Summon Ally
Special Abilities
Armour +3: Demonic flesh.
Bites: 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hezrou
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+4
Skills: Fighting d10, Intimidation d12, Climbing d12+2, Notice d12+2, Repair d12, Stealth d8, Swimming d12+4, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 18 (4)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Intangibility (gaseous form), Summon Ally, Teleport
Special Abilities
Armour +4: Scaly flesh.
Bite: Str+d8; Grab.
Claws: Str+d8; Grab.
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.
Amphibious: Swimming Pace of 16", 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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Incubus
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d10, Knowledge (Planes) d12, Persuasion d12, Repair d12, Stealth d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Masterwork scimitar (Str+d8)
Edges: Arcane Background (Magic), Quick
Powers: Mind Reading, Puppet, Puppet (living humanoids only), Speak Language, Summon Ally, Teleport
Special Abilities
Armour +2: Demonic flesh.
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 0.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.

Horned demon (kalavakus)
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d12+3, Knowledge (Planes) d12, Stealth d12, Spellcasting d10
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+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.

Serpent demon (mallor)
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+4
Skills: Fighting d12, Intimidation d12+2, Climbing d12+3, Notice d12+4, Knowledge (Planes) d12+1, Persuasion d12+2, Stealth d12, Survival d12+1, Spellcasting d10
Charisma: +4; Pace: 7; 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: Dispel, Fear, Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Resistances: -2 damage from acid, cold and fire.
Poison: Anarchic longspear inflicts lethal 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.

Marilith
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+5, Knowledge (Engineering) d12+1, Persuasion d12+3, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 18 (4)
Gear: Longsword (Str+d8), longswords (Str+d8)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Two-Fisted
Powers: Barrier (whirling blades), Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Demonic flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wasp demon (mezzalorn)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Stealth d12, Survival d12+1, Spellcasting d8
Charisma: +1; Pace: 4; 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.
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 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.
Resistances: -2 damage from acid, cold and fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Ten feet long; Toughness +2.

Nabasu
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Knowledge (Planes) d12, Stealth d12, Survival d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Assassin, Dodge, Frenzy, Level Headed, Sweep
Powers: Obscure (darkness), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +2: Demonic flesh.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Stealing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, poison, paralysis and death magic.
Resistances: -2 damage from acid, cold and fire.

Nalfeshnee
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+1, Notice d12+5, Knowledge (Planes) d12+2, Persuasion d12+2, Repair d12+2, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 22 (4)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Blast (lightning storm), Dispel, Summon Ally, Teleport
Special Abilities
Armour +4: Demonic flesh.
Bite: Str+d8.
Claws: Str+d8.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 7" and Climb -1.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nerizo demon
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d12+1, Persuasion d8, Stealth d12+2, Survival d12, Spellcasting d8
Charisma: +1; Pace: 7; Parry: 7; Toughness: 12 (3)
Edges: Arcane Background (Magic), Frenzy, Sweep, Strong Willed
Powers: Confusion, Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +3: Bluish-black skin.
Claws: Str+d4.
Sting: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Nysrock demon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12+1, Strength d12+2, Vigor d12+3
Skills: Fighting d12, Intimidation d12+2, Notice d12+6, Knowledge (Planes) d12+2, Repair d12+2, Stealth d12, Survival d12+2, Shooting d10, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic), Sweep
Powers: Dispel, Summon Ally, Teleport
Special Abilities
Armour +3: Blackish-blue scales.
Bite: Str+d6; Constrict.
Sting: Str+d6; Poison.
Spit: Shooting; range 3/6/12; 2d4; Poison.
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.
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.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Sting and spit inflict lethal poison if foe is Shaken or wounded.
Size +3: Fourteen feet long; Toughness +3.

Omox demon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d10, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Climbing d12+5, Notice d12+4, Knowledge (Planes) d12+1, Stealth d12+2, Swimming d12+5, Throwing d8, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 12 (3)
Gear: Slime (Throwing; range 3/6/12; Str+d6; Acid; Entangle)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Powers: Elemental Manipulation (water), Intangibility (gaseous form), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Slams: Str+d4; Acid; Grab.
Darkvision: No vision penalties for darkness (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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Amphibious: Swimming Pace of 17", and cannot drown, but can also breathe air and survive indefinitely on land.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, acid, sleep, disease, poison, shapechanging and paralysis.
Resistances: -2 damage from cold and fire.

Greater ooze demon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d12+2, Knowledge (Planes) d12, Stealth d8, Survival d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Summon Ally
Special Abilities
Armour +3: Demonic flesh.
Slam: Str+d6; Acid; Grab.
Claws: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
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.
Immunities: Electricity, acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from cold and fire.
Size +3: Eight feet tall; Toughness +3.

Lesser ooze demon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Climbing d8, Notice d12, Stealth d6, Survival d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Magic)
Powers: Summon Ally
Special Abilities
Armour +2: Demonic flesh.
Slam: Str+d4; Acid; Grab.
Claws: Str+d4; Acid.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, acid, sleep, poison, shapechanging and paralysis.
Resistances: -2 damage from cold and fire.

Paigoel demon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Climbing d12+4, Notice d12+2, Knowledge (Planes) d12+1, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 8; Toughness: 16 (4)
Gear: Cold iron longswords (Str+d8)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Improved Frenzy, Sweep, Improved Sweep, Strong Willed, Two-Fisted
Powers: Summon Ally
Special Abilities
Armour +4: Ebony skin.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from acid, cold and fire.
Size +3: Thirty feet long; Toughness +3.

Pengizu
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+4
Skills: Fighting d6, Intimidation d12+1, Notice d12, Knowledge (Planes) d8, Stealth d10, Survival d12, Tracking d12, Swimming d12+4, Spellcasting d8
Charisma: +4; Pace: 4; Parry: 5; Toughness: 18 (4)
Edges: Arcane Background (Magic), Sweep, Strong Willed
Powers: Summon Ally, Teleport
Special Abilities
Armour +4: Demonic flesh.
Bite: Str+d8; Regurgitate.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Amphibious: Swimming Pace of 16", and cannot drown, but can also breathe air and survive indefinitely on land.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Quasit
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8, Knowledge (Planes) d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Detect Arcana (sense magic), Divination, Fear, Invisibility
Special Abilities
Armour +1: Demonic flesh.
Claws: Str; Poison.
Bite: Str.
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 3.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Claws inflict lethal poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Schir
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Climbing d10, Notice d10, Survival d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Masterwork halberd (Str+d8; Reach 1"; Disease)
Edges: Arcane Background (Magic), Strong Willed
Powers: Detect Arcana (see invisibility), Invisibility, Speak Language, Summon Ally
Special Abilities
Armour +2: Demonic flesh.
Horns: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Gore: +4 damage when first moving adjacent to foe.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, disease and poison.
Resistances: -2 damage from acid, cold and fire.
Disease: Make a Vigor roll or become afflicted.

Seraptis demon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+1, Strength d12+2, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+4, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Stealth d12+3, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 8; Toughness: 12 (3)
Gear: Wounding scimitar (Str+d8)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Confusion, Dispel, Puppet (living humanoids only), Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Pale flesh.
Claws: Str+d4; Grab.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
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: Electricity, poison and bleeding.
Resistances: -2 damage from acid, cold and fire.

Shadow demon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d12
Skills: Fighting d8, Notice d12+1, Knowledge (Planes) d10, Stealth d12, Spellcasting d8
Charisma: +4; Pace: -; Parry: 6; Toughness: 8
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick
Powers: Fear, Obscure (darkness), Summon Ally, Telekinesis, Teleport
Special Abilities
Claws Touch: Str+d4; Cold.
Bite Touch: Str+d4; Cold.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 7" and Climb 3.
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: Electricity, cold and poison.
Weakness: Powerless in sunlight.
Resistances: -2 damage from acid and fire.

Shemhazian demon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+1, Healing d12+4, Notice d12+6, Knowledge (Religion) d12+1, Tracking d12+6, Spellcasting d6
Charisma: +1; Pace: 7; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.
Resistances: -2 damage from acid, cold and fire.
Size +10: Thirty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Shrroth
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Notice d12+3, Knowledge (Planes) d12+1, Persuasion d12+1, Stealth d8, Swimming d12+5, Spellcasting d8
Charisma: +4; Pace: 5; Parry: 8; Toughness: 19 (3)
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Edges: Arcane Background (Magic), Level Headed, Quick, Sweep
Powers: Dispel, Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
Bite: Str+d8.
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.
Amphibious: Swimming Pace of 17", and cannot drown, but can also breathe air and survive indefinitely on land.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +7: Fifteen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Skitterdark
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d12+1, Survival d8, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +1: Demonic flesh.
Claws: Str.
Bite: Str.
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 7" and Climb 2.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Stirge demon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Climbing d12+1, Notice d12+2, Knowledge (Planes) d10, Stealth d10, Survival d10, Spellcasting d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Frenzy, Sweep, Strong Willed
Powers: Detect Arcana (see invisibility), Dispel, Invisibility, Obscure (darkness), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Claws: Str+d6; Bleed.
Bite: Str+d6; Draining.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 9" 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.
Resistances: -2 damage from acid, cold and fire.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Bleed: On a raise, the victim starts 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: Ten feet long; Toughness +3.

Succubus
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d12+1, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Strong Willed
Powers: Intangibility, Mind Reading, Puppet, Puppet (living humanoids only), Speak Language, Summon Ally, Teleport
Special Abilities
Armour +2: Demonic flesh.
Claws: Str+d4.
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 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity, fire and poison.
Resistances: -2 damage from acid and cold.

Vavakia
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+2, Strength d12+4, Vigor d12+5
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+6, Knowledge (Planes) d12+3, Repair d12+3, Stealth d12+1, Swimming d12+3, Spellcasting d12
Charisma: +4; Pace: 7; 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
Claws: Str+d8.
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.
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 9" 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.
Resistances: -2 damage from acid and cold.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Vermlek
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Religion) d8, Tracking d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic)
Powers: Summon Ally, Wall Walker
Special Abilities
Armour +1: Demonic flesh.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Burrow: Can burrow and reappear within 5".
Arcane Resistance: +2 to resist opposed magic, and +2 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.
Resistances: -2 damage from acid, cold and fire.

Vrock
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Intimidation d12, Notice d12+2, Knowledge (Planes) d12, Repair d12, Stealth d10, Survival d12, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 7; Toughness: 15 (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.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Flight: Flying Pace of 8" 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.
Resistances: -2 damage from acid, cold and fire.
Size +3: Eight feet tall; Toughness +3.

Vrolikai
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+6, Knowledge (Planes) d12+4, Repair d12+3, Stealth d12+3, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 18 (4)
Gear: Black flame knife (Str+d4; Energy Drain), black flame knives (Str+d8; Energy Drain)
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Sweep, Two-Fisted
Powers: Entangle, Obscure (darkness), Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Demonic flesh.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Stealing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, poison and death magic.
Resistances: -2 damage from acid, cold and fire.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Xenarth (ichor shark)
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+3
Skills: Fighting d10, Climbing d12+5, Notice d12+1, Stealth d8, Survival d12
Charisma: -; Pace: 7; Parry: 7; Toughness: 20 (3)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +3: Demonic flesh.
Bite: Str+d8; Poison.
Claws: 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 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.
Resistances: -2 damage from acid, cold and fire.
Poison: Bite inflicts lethal 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.

Demons of corruption

Azizou (pain demon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d10, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Fear, Invisibility, Mind Reading, Summon Ally
Special Abilities
Armour +2: Grayish skin.
Claws: Str+d4.
Bite: Str+d4.
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.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size -1: Three feet tall; Toughness -1.

Barizou (assassin demon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d10, Survival d4, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Edges: Arcane Background (Magic), Assassin, Frenzy
Powers: Fear, Invisibility, Summon Ally
Special Abilities
Armour +1: Gray skin.
Claws: Str+d4.
Bite: Str+d4.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size -1: Three feet tall; Toughness -1.

Geruzou (slime demon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d12, Survival d8, Shooting d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Fear, Invisibility, Mind Reading, Obscure (darkness), Summon Ally
Special Abilities
Armour +2: Sickly flesh.
Claws: Str+d4.
Bite: Str+d4.
Spit: Shooting; range 3/6/12; 2d4; Spit Slime.
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.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Spit Slime: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Four feet tall; Toughness -1.

Demonic knight

Demonic knight
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Climbing d10, Notice d12+3, Knowledge (Planes) d12, Persuasion d12, Repair d10, Stealth d8, Survival d12, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 6; Toughness: 11 (3)
Gear: Platemail (+3), helmet (+3), anarchic longsword (Str+d8)
Edges: Alertness, Arcane Background (Magic), Sweep
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Fear, Invisibility, Summon Ally
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Create Spawn: Anything slain by this creature is doomed to rise as some form of ghoul-like undead.
Fear -2: Anyone who sees this creature must make a Fear check at -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.

Demon lord

❄Baphomet (demon lord of beasts)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+5
Skills: Fighting d12+4, Intimidation d12+8, Climbing d12+10, Notice d12+10, Knowledge (Religion) d12+7, Knowledge (Planes) d12+8, Knowledge (History) d12+7, Persuasion d12+8, Stealth d12+7, Survival d12+8, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 18 (3)
Gear: Huge unholy halberd (Str+d10; Reach 1")
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed, War Cry
Powers: Barrier (stone), Barrier (fire), Blast (fire storm), Bolt (lightning bolt), Boost Trait (Strength), Deflection (blink between dimensions), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Flight (levitate), Lower Trait (curse), Invisibility, Obscure (darkness), Puppet, Slumber, Speak Language, Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Bite: Str+d8.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Arcane Resistance: +7 to resist opposed magic, and +7 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Very Tough: +1 Toughness.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Beluiri (the temptress)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+1, Spirit d12+1, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Notice d12+6, Knowledge (Planes) d12+3, Persuasion d12+3, Stealth d12+3, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 13 (4)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Quick, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Dispel, Fear, Obscure (darkness), Puppet, Speak Language, Summon Ally, Teleport
Special Abilities
Armour +4: Demonic flesh.
Claws: Str+d4; Poison.
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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Dominating Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Claws inflict lethal poison if foe is Shaken or wounded.

❄Caizel (deposed queen of succubi)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Notice d12+7, Knowledge (Planes) d12+4, Persuasion d12+4, Stealth d12+4, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 12 (3)
Gear: Dagger (Str+d4)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Quick, Strong Willed
Powers: Barrier (fire), Dispel, Intangibility, Mind Reading, Obscure (darkness), Puppet, Speak Language, Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
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 9" 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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Inflict lethal poison if foe is Shaken or wounded.

❄Dagon (demon prince of the sea)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+4, Strength d12+6, Vigor d12+5
Skills: Fighting d12+6, Notice d12+10, Knowledge (Religion) d12+9, Knowledge (Planes) d12+10, Knowledge (Nature) d12+9, Persuasion d12+10, Stealth d12+8, Swimming d12+10, Throwing d12+5, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 12; Toughness: 18 (4)
Gear: Unholy mighty cleaving trident (Str+d6; Reach 1"; Parry +1), unholy mighty cleaving trident (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick Draw, Sweep, Improved Sweep
Powers: Beast Friend, Bolt (lightning bolt), Bolt (magic missile), Boost Trait (Strength), Burst (prismatic spray), Confusion, Deflection (blink between dimensions), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle (sleet storm), Fear, Lower Trait (curse), Mind Reading, Obscure (fog), Obscure (darkness), Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +4: Demonic flesh.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +7 to resist opposed magic, and +7 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.
Resistances: -2 damage from acid, cold and fire.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Fraz-urbíluu (demon prince of deception)
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+7
Skills: Fighting d12+7, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Knowledge (Nobility) d12+10, Knowledge (History) d12+10, Persuasion d12+10, Repair d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 24 (5)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Sweep
Powers: Banish (plane shift self), Barrier (fire), Burst (prismatic spray), Confusion (hypnotic pattern), Deflection (displacement), Dispel, Entangle, Fear (phantasmal killer), Light (dancing lights), Lower Trait (Strength), Invisibility, Intangibility (gaseous form), Mind Reading, Obscure (illusion), Obscure (darkness), Puppet, Slumber, Speak Language, Stun (daze), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +5: Demonic flesh.
Slams: Str+d8.
Bite: Str+d8.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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 9" and Climb 3.
Arcane Resistance: +8 to resist opposed magic, and +8 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, poison and mind-affecting effects.
Resistances: -2 damage from acid, cold and fire.
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Jubilex (the faceless lord)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+7
Skills: Fighting d12+4, Intimidation d12+7, Climbing d12+9, Notice d12+10, Knowledge (Religion) d12+6, Knowledge (Planes) d12+7, Persuasion d12+6, Repair d12+6, Stealth d12+5, Survival d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 10; Toughness: 18 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (stone), Barrier (fire), Blast (fire storm), Boost Trait (Vigor), Deflection (entropic shield), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle, Fear, Greater Healing, Lower Trait (curse), Invisibility, Mind Reading, Obscure (fog), Obscure (darkness), Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Slam: Str+d8; Acid; Constrict.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, acid, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Kostchtchie (demon prince of wrath)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+7, Vigor d12+6
Skills: Fighting d12+4, Intimidation d12+9, Climbing d12+6, Notice d12+9, Knowledge (Religion) d12+6, Knowledge (Planes) d12+7, Persuasion d12+6, Repair d12+6, Riding d12+6, Survival d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 10; Toughness: 18 (3)
Gear: Huge cold iron thundering icy burst warhammer (Str+d8; AP 2; Stun)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (wind), Blast (ice storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (ray of frost), Confusion, Deflection (blur), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle (sleet storm), Flight (wind walk), Lower Trait (curse), Invisibility, Obscure (fog), Obscure (darkness), Obscure (fog cloud), Speak Language, Stun (daze), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Arcane Resistance: +6 to resist opposed magic, and +6 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, cold and poison.
Weakness: Fire (double damage).
Resistances: -2 damage from acid and fire.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Maphistal (second of orcus)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+8, Knowledge (Planes) d12+4, Knowledge (Nobility) d12+4, Persuasion d12+5, Repair d12+4, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 18 (4)
Gear: Unholy crushing heavy mace (Str+d6; AP 2; Bone Knit)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Blast (fire storm), Detect Arcana (sense magic), Dispel, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Telekinesis, Teleport
Special Abilities
Armour +4: Demonic flesh.
Bite: Str+d8; Disease.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 11" and Climb 2.
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.
Resistances: -2 damage from acid, cold and fire.
Disease: Make a Vigor roll or become afflicted.
Bone Knit: Make a Vigor roll at -1 or suffer a level of Fatigue.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Orcus (demon prince of the undead)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+5
Skills: Fighting d12+9, Intimidation d12+10, Healing d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Knowledge (Nobility) d12+10, Knowledge (History) d12+10, Persuasion d12+10, Repair d12+10, Survival d12+10, Faith d12
Charisma: +4; Pace: 7; Parry: 12; Toughness: 23 (5)
Gear: Unholy greatclub (Str+d8; Death)
Edges: Alertness, Arcane Background (Miracles), Champion, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Blast (ice storm), Bolt (lightning bolt), Boost Trait (Strength), Deflection (entropic shield), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Fear, Light (dancing lights), Lower Trait (curse), Intangibility (gaseous form), Mind Reading, Mind Reading (speak with dead), Obscure (fog), Obscure (darkness), Pummel (wind), Puppet, Quickness, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport, Puppet (undead)
Special Abilities
Armour +5: Demonic flesh.
Sting: Str+d8; Poison.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Fear -7: Anyone who sees this creature must make a Fear check at -7.
Flight: Flying Pace of 9" and Climb 0.
Arcane Resistance: +9 to resist opposed magic, and +9 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.
Resistances: -2 damage from acid, cold and fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +8: Fifteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Pazuzu (demon prince of air)
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+7, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Persuasion d12+10, Repair d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 17 (3)
Gear: Anarchic keen greatsword (Str+d10; Parry -1)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (wind), Blast (ice storm), Bolt (lightning bolt), Bolt (magic missile), Burst (prismatic spray), Confusion, Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Fear, Flight (wind walk), Light (dancing lights), Invisibility, Intangibility, Intangibility (gaseous form), Obscure (fog), Obscure (darkness), Obscure (fog cloud), Puppet, Quickness, Slumber, Speak Language, Stun (daze), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +3: Demonic flesh.
Talons: Str+d8.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 11" 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +4: One hundred feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Sonechard (general of orcus)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+6, Notice d12+8, Knowledge (Planes) d12+5, Knowledge (Nobility) d12+5, Knowledge (History) d12+4, Persuasion d12+6, Stealth d12+4, Survival d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 19 (5)
Gear: Unholy wounding heavy pick (Str+d8; Bleed)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (fire), Detect Arcana (sense magic), Dispel, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Telekinesis, Teleport
Special Abilities
Armour +5: Demonic flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Flight: Flying Pace of 11" and Climb 2.
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: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Bleed: On a raise, the victim starts 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: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Tsathogga (the frog god)
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+2, Strength d12+7, Vigor d12+6
Skills: Fighting d12+8, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Knowledge (History) d12+10, Persuasion d12+10, Repair d12+10, Survival d12+10, Swimming d12+10, Throwing d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 12; Toughness: 35 (7)
Gear: Tongue (Throwing; range 3/6/12; Str+d6; Grab; Acid)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Blast (ice storm), Bolt (lightning bolt), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle, Fear, Lower Trait (curse), Mind Reading, Puppet (living humanoids only), Slumber, Speak Language, Stun (daze), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +7: Demonic flesh.
Bite: Str+d8; Acid.
Claws: Str+d8; Acid.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +8 to resist opposed magic, and +8 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Electricity, acid and poison.
Resistances: -2 damage from cold and fire.
Size +17: Sixty feet long; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

❄Vepar (duke of dagon)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+5
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+9, Knowledge (Religion) d12+4, Knowledge (Planes) d12+5, Persuasion d12+5, Stealth d12+4, Survival d12+4, Swimming d12+2, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 10; Toughness: 17 (3)
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep
Powers: Blast (ice storm), Dispel, Fear, Obscure (fog), Summon Ally, Teleport
Special Abilities
Armour +3: Demonic flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +6 to resist opposed magic, and +6 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.
Resistances: -2 damage from acid, cold and fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nascent demon lord

❄Ripper demon
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12, Spirit d12+2, Strength d12+4, Vigor d12+6
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+6, Knowledge (Nobility) d12+6, Stealth d12+8, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 10; Toughness: 15 (4)
Gear: Vorpal bastard sword (Str+d8)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Quick Draw
Powers: Barrier (whirling blades), Dispel, Fear (phantasmal killer), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +4: Demonic flesh.
Claw: Str+d4; Bleed.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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.
Slowing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, poison and death magic.
Resistances: -6 damage from acid, cold and fire.
Bleed: On a raise, the victim starts 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)

❄Demon, stone
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+5, Climbing d12+4, Notice d12+5, Knowledge (Religion) d12+2, Knowledge (Planes) d12+4, Persuasion d12+3, Repair d12+3, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (6)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Strong Willed
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Fear (phantasmal killer), Invisibility, Summon Ally, Teleport
Special Abilities
Armour +6: Demonic flesh.
Bite: Str+d8.
Horns: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Invisible: Enemies suffer -4 to their attacks.
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.
Gore: +4 damage when first moving adjacent to foe.
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 acid damage.
Immunities: Electricity and poison.
Resistances: -4 damage from acid, cold and fire.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Denizen of leng

Denizen of leng
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d12, Strength d8, Vigor d12+1
Skills: Fighting d12, Intimidation d10, Notice d12, Persuasion d8, Repair d10, Stealth d12+1, Lockpicking d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 10 (2)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge
Powers: Banish (plane shift self), Confusion (hypnotic pattern), Flight (levitate), Mind Reading, Speak Language
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Dexterity Drain.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Poison.
Resistances: -6 damage from cold and electricity.
Dexterity Drain: Make a Vigor roll or suffer a level of Fatigue.

Derhii

Derhii
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d12, Tracking d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Gear: Masterwork falchion (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Strong Willed
Special Abilities
Armour +2: Natural armour.
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.
Flight: Flying Pace of 9" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +3: Nine feet tall; Toughness +3.

Derro fetal savant

Derro fetal savant
   No description for this creature yet.

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").
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.

Destrachan

Destrachan
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d12+1, Notice d12+4, Stealth d10, Survival d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Blindsight: Ignore sight-based penalties and gaze attacks.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Gaze attacks and visual effects.
Resistance: -6 damage from sonic.
Size +2: Eighty feet long; Toughness +2.

Devil

Amaimon devil
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Notice d12, Knowledge (Planes) d12, Persuasion d10, Survival d12, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed
Powers: Barrier (fire), Summon Ally, Teleport
Special Abilities
Armour +3: Scarlet flesh.
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.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Arcane Resistance: +3 to resist opposed magic, and +3 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 2d8 fire damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +3: Ten feet tall; Toughness +3.

Doll devil (arusities)
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d10
Charisma: +2; Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size -1: Reduces Toughness by -1.

Nihil
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+1, Survival d12+1, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 7; Toughness: 15 (4)
Gear: Unholy scythe (Str+d8)
Edges: Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Dispel, Invisibility, Puppet (living humanoids only), Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Wings: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 9" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +3: Increases Toughness by +3.

Heresy devil (ayngavhaul)
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Knowledge (History) d12+1, Persuasion d12+3, Repair d12+2, Throwing d8, Spellcasting d12
Charisma: +4; Pace: 4; Parry: 7; Toughness: 20 (4)
Gear: Searing word (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Frenzy, Hard to Kill, Level Headed
Powers: Dispel, Invisibility, Mind Reading (speak with dead), Obscure (darkness), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +4: Natural armour.
Slams: 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.
Flight: Flying Pace of 7" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Very Tough: +1 Toughness.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bearded devil (barbazu)
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Intimidation d8, Climbing d10, Notice d10, Stealth d10, Spellcasting d4
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (2)
Gear: Glaive melee (Str+d8; Infernal Wound)
Edges: Arcane Background (Magic), Level Headed
Powers: Summon Ally, Teleport
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.
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: Fire and poison.
Resistances: -2 damage from acid and cold.

Belier devil (bdellavritra)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+2, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Persuasion d12+4, Repair d12+3, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 8; Toughness: 16 (4)
Gear: Tongues (Str+d8; Constrict)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Banish (plane shift self), Dispel, Obscure (illusion), Puppet, Puppet (living humanoids only), Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
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.
Flight: Flying Pace of 9" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +3: Increases Toughness by +3.

Automata devil
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d6, Notice d12+2, Knowledge (Planes) d12, Persuasion d6, Stealth d12, Spellcasting d6
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15 (3)
Gear: Whip (Str+d4; Reach 1"; Entangle; Demented Punishment)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Puppet, Puppet (living humanoids only), Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -2: Anyone who sees this creature must make a Fear check at -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: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from acid.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Chort devil
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12+2, Strength d12+2, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+2, Notice d12+4, Knowledge (Planes) d12+3, Persuasion d12+3, Repair d12+3, Stealth d12+4, Tracking d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Gear: Or flaming burst ranseur (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed
Powers: Deflection (blur), Dispel, Puppet (living humanoids only), Quickness, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; Drain.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +5 to resist opposed magic, and +5 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: Fire and poison.
Resistances: -2 damage from acid and cold.

Horned devil (cornugon)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Knowledge (Planes) d12+1, Persuasion d12+2, Repair d12+1, Stealth d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 17 (4)
Gear: Unholy spiked chain (Str+d8; Stun)
Edges: Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Bolt (lightning bolt), Obscure (illusion), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
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 8" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Stun: Make a Vigor roll at -1 or suffer a level of Fatigue.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Deathleech horned devil
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d8, Spirit d12+2, Strength d12+5, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Knowledge (Planes) d12+1, Persuasion d12+2, Repair d12+1, Stealth d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 18 (4)
Gear: Unholy spiked chain (Str+d8; Stun)
Edges: Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Bolt (lightning bolt), Obscure (illusion), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
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 8" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Stun: Make a Vigor roll at -1 or suffer a level of Fatigue.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Apostate devil (deimavigga)
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Knowledge (History) d12+3, Persuasion d12+6, 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
Powers: Disguise (shapechange), Entangle, Obscure (illusion), Puppet (living humanoids only), Summon Ally, Teleport, Voice on the Wind (dream message)
Special Abilities
Claws: Str+d4; Wisdom Drain.
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 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.

Drowning devil (sarglagon)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d10, Spirit d12+1, Strength d12+1, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Notice d12+1, Knowledge (Planes) d12, Knowledge (Nature) d12, Persuasion d12, Stealth d12, Swimming d12+2, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 12 (1)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge
Powers: Detect Arcana (see invisibility), Invisibility, Summon Ally, Teleport
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Slams: Str+d6; Poison.
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 6" and Climb 0.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Poison: Slams inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

The furies (erinyes)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Intimidation d12+1, Notice d12, Knowledge (Religion) d8, Knowledge (Planes) d8, Persuasion d12, Stealth d12, Shooting d8, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Longsword (Str+d8), flaming composite longbow (Shooting; range 15/30/60; 2d6; Fire)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Marksman
Powers: Fear, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Flight: Flying Pace of 8" and Climb 2.
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: Fire and poison.
Resistances: -2 damage from acid and cold.

Faceless devil
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12, Strength d10, Vigor d12
Skills: Fighting d12, Climbing d12, Notice d12, Knowledge (Planes) d12, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 13 (3)
Gear: Kukri (Str+d8), kukri (Str+d8)
Edges: Arcane Background (Magic), Two-Fisted
Powers: Boost Trait (Strength), Invisibility, Puppet (living humanoids only), Teleport
Tactics: Two Weapons
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.
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: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +2: Increases Toughness by +2.

Lesser host devil (gaav)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d6
Charisma: -; Pace: 1; Parry: 6; Toughness: 6 (1)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1)
Edges: Arcane Background (Magic), Dodge
Powers: Detect Arcana (sense magic), Light (dancing lights), Summon Ally, Teleport
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
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 9" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size -1: Reduces Toughness by -1.

Blood reaver devil (garugin)
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Planes) d12, Persuasion d12, Stealth d12, Survival d12, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 12 (3)
Gear: Barbed dire flail (Str+d6; Stun)
Edges: Arcane Background (Magic), Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (lightning bolt), Invisibility, Summon Ally, Teleport
Special Abilities
Armour +3: Leathery flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +3 to resist opposed magic, and +3 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 and poison.
Resistances: -2 damage from acid and cold.
Stun: Make a Vigor roll or suffer a level of Fatigue.

Ice devil (gelugon)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+4, Knowledge (Planes) d12+3, Persuasion d12+2, Repair d12+2, Stealth d12+1, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 16 (4)
Gear: Frost spear (Str+d6; Reach 1"; Parry +1; Cold; Slow)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed
Powers: Blast (ice storm), Obscure (illusion), Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 9" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire, cold and poison.
Resistance: -2 damage from acid.
Slow: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Twelve feet tall; Toughness +3.

Ghaddar devil
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+4, Notice d12+3, Knowledge (Planes) d12+1, Stealth d12, Survival d12+2, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (lightning bolt), Obscure (illusion), Summon Ally, Teleport
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8; Grab.
Bite: Str+d8; Vorpal Bite.
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.
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: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +8: Fifteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gilded devil
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d10, Notice d12, Knowledge (Planes) d12, Persuasion d12+1, Repair d12, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Chainmail (+2), heavy flail (Str+d6; Wis)
Edges: Arcane Background (Magic)
Powers: Mind Reading, Puppet, Puppet (living humanoids only), Teleport
Special Abilities
Or Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

Domination devil (gladiatrix)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d10, Notice d10, Knowledge (Planes) d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (3)
Gear: Breastplate (+3), dire flail (Str+d6)
Edges: Combat Reflexes, Level Headed, Two-Fisted
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +2: Increases Toughness by +2.

Handmaiden devil (gylou)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+2, Vigor d12+3
Skills: Fighting d12, Notice d12+2, Knowledge (Planes) d12+3, Persuasion d12+2, Repair d12+2, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (3)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed
Powers: Disguise (shapechange), Obscure (illusion), Summon Ally, Teleport, Wall Walker
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4.
Tentacles: Str+d4; Reach 1"; Grab.
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.
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 9" and Climb 0.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

Barbed devil (hamatula)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+2, Knowledge (Planes) d12, Persuasion d10, Repair d10, Stealth d10, Survival d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 12 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Sweep, Strong Willed
Powers: Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; Fear; Grab.
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.
Impale: +4 damage when first moving adjacent to foe.
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: Fire and poison.
Resistances: -2 damage from acid and cold.
Fear: Make a Spirit roll or suffer a level of Fatigue.

Imp
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Knowledge (Planes) d8, Repair d8, Spellcasting d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic), Dodge
Powers: Detect Arcana (sense magic), Divination, Invisibility, Puppet
Special Abilities
Sting: Str; Poison.
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 3.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Ink devil
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+1, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d6, Knowledge (Religion) d6, Knowledge (Planes) d10, Knowledge (History) d6, Persuasion d10, Repair d10, Stealth d6, Lockpicking d8, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 6; Toughness: 6 (1)
Edges: Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Invisibility, Summon Ally, Teleport
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Fear: Anyone who sees this creature must make a Fear check.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size -1: Reduces Toughness by -1.

Lemure
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Flesh.
Claws: Str+d4.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire, poison and mind-affecting effects.
Resistances: -2 damage from acid and cold.

Warmonger devil (levaloch)
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d12+1, Notice d12, Knowledge (Engineering) d8, Knowledge (Planes) d10, Repair d8, Stealth d10, Throwing d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 14 (3)
Gear: Masterwork trident (Str+d6; Reach 1"; Parry +1), legs (Str+d8), masterwork trident (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Summon Ally, Teleport
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Very Tough: +1 Toughness.
Size +2: Ten feet tall; Toughness +2.

Lilin
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d12+1
Skills: Fighting d8, Intimidation d12+1, Healing d10, Notice d12, Knowledge (Planes) d10, Persuasion d12+1, Survival d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Longsword (Str+d8)
Edges: Alertness, Arcane Background (Magic), Quick, Strong Willed
Powers: Puppet, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +2: Crimson skin.
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 0.
Arcane Resistance: +3 to resist opposed magic, and +3 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 and poison.
Resistances: -2 damage from acid and cold.

Greater host devil (magaav)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Gear: Masterwork ranseur (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge
Powers: Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
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 0.
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: Fire and poison.
Resistances: -2 damage from acid and cold.

Hellstoker devil (marnasoth)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Climbing d10, Notice d8, Survival d8, Throwing d6, Spellcasting d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Gear: Longspear (Str+d6; Reach 1"; Parry +1), ranged (Throwing; range 3/6/12; Str+d6; Bellows)
Edges: Arcane Background (Magic), Strong Willed
Powers: Summon Ally, Teleport
Special Abilities
Armour +2: Rubbery flesh.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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: Fire and poison.
Resistances: -2 damage from acid and cold.

Flayer devil (marzach)
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+4
Skills: Fighting d10, Intimidation d12+1, Climbing d12+3, Notice d12+2, Knowledge (Planes) d12+1, Stealth d10, Survival d12+1, Spellcasting d8
Charisma: -; Pace: -; Parry: 7; Toughness: 18 (4)
Edges: Alertness, Arcane Background (Magic), Frenzy, Sweep
Powers: Barrier (fire), Teleport
Special Abilities
Armour +4: Crimson skin.
Claws: 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.
Arcane Resistance: +4 to resist opposed magic, and +4 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 and poison.
Resistances: -2 damage from acid and cold.
Size +4: Thirteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nupperibo
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Special Abilities
Armour +1: Grayish-black flesh.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire, poison and mind-affecting effects.
Resistances: -2 damage from acid and cold.

Bone devil (osyluth)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Persuasion d12+1, Repair d12, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 14 (3)
Gear: Bite melee (Str+d8), claws melee (Str+d8)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Invisibility, Summon Ally, Teleport
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.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 9" 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: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +3: Nine feet tall; Toughness +3.

Contract devil (phistophilus)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12, Vigor d12+1
Skills: Fighting d10, Intimidation d12+3, Notice d12+3, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Knowledge (Nobility) d12+2, Persuasion d12+3, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Binding contract (Str+d8; Whip)
Edges: Alertness, Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Banish (plane shift self), Dispel, Lower Trait (curse), Mind Reading, Speak Language, Summon Ally, Teleport
Special Abilities
Armour +2: Rust-colored skin.
Horns: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Gore: +4 damage when first moving adjacent to foe.
Impale: +4 damage when first moving adjacent to foe.
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: Fire, poison and mind-affecting effects.
Resistances: -2 damage from acid and cold.

❄Pit fiend
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+3, Spirit d12+4, Strength d12+6, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+5, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Persuasion d12+5, Repair d12+5, Stealth d12+4, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 19 (5)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), 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.
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 9" 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.
Resistances: -2 damage from acid and cold.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Immolation devil (puragaus)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+5
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+3, Lockpicking d12+3, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 18 (4)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Deflection (forcefield), Obscure (illusion), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Burn.
Claw: Str+d8; Burn.
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.
Flight: Flying Pace of 11" and Climb 2.
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.
Resistances: -2 damage from acid and cold.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Salikotal
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+1, Strength d12, Vigor d12
Skills: Fighting d8, Stealth d12+1, Lockpicking d12+1, Throwing d6, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge, Level Headed
Powers: Deflection (blur), Dispel, Obscure (darkness), Puppet, Summon Ally, Teleport, Wall Walker
Special Abilities
Armour +2: Natural armour.
Tail: 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.
Flight: Flying Pace of 9" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

Shadow angel
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+2, Strength d6, Vigor d12+3
Skills: Fighting d12, Intimidation d12+3, Notice d12+3, Knowledge (Religion) d12+2, Knowledge (Planes) d12+2, Persuasion d12+2, Repair d12+1, 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
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.
Flight: Flying Pace of 11" 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.
Resistances: -2 damage from acid and cold.
Size +2: Increases Toughness by +2.

Tormentor of souls (tormentor devil)
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12, Knowledge (Planes) d10, Persuasion d10, Survival d10, Tracking d12, Throwing d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (3)
Gear: Ghost touch battleaxe (Str+d8), soulcatcher net (Throwing; range 3/6/12; Str+d6; Grapple)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Mind Reading, Teleport
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.
Arcane Resistance: +3 to resist opposed magic, and +3 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 and poison.
Resistances: -2 damage from acid and cold.

Whiptail devil
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d8, Survival d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Gear: Tail slap melee (Str+d6; Stun), bite melee (Str+d6)
Special Abilities
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size -1: Reduces Toughness by -1.

Accuser devil (zebub)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Planes) d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; 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; Acid; Disease.
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 9" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Disease: Make a Vigor roll or become afflicted.
Size -1: Two feet tall; Toughness -1.

Devil dog

Devil dog
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d8, Survival d4, Tracking d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: White fur.
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Immunity: Cold.
Weakness: Fire (double damage).

Devilfish

Devilfish
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d4, Swimming d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (2)
Edges: Combat Reflexes, Sweep
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d6; 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 12", and cannot drown.
Resistance: -2 damage from cold.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +2: Ten feet long; Toughness +2.

Devil lord

❄Alastor
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+4, Strength d12+7, Vigor d12+5
Skills: Fighting d12+7, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Persuasion d12+10, Repair d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 19 (5)
Gear: Unholy vorpal battleaxe (Str+d8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Hard to Kill, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Dispel, Entangle, Invisibility, Mind Reading, Obscure (illusion), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Poison; Disease.
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.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 9" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Disease: Make a Vigor roll or become afflicted.
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Amon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+7, Climbing d12+8, Notice d12+8, Knowledge (Religion) d12+6, Knowledge (Planes) d12+7, Persuasion d12+7, Stealth d12+6, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 10; Toughness: 19 (5)
Gear: Huge axiomatic thundering heavy mace (Str+d8; AP 2)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Fear, Invisibility, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +5: Brownish-black fur.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Hardy: A second Shaken result doesn't become a wound.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Baal
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+4
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Persuasion d12+6, Stealth d12+3, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 17 (3)
Gear: Unholy morningstar (Str+d8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (illusion), Dispel, Flight (wind walk), Invisibility, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
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.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
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.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Baaphel (duke of hell)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+6, Knowledge (Religion) d12+4, Knowledge (Planes) d12+5, Persuasion d12+4, Stealth d12+4, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Gear: Axiomatic keen scythe (Str+d8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Dispel, Invisibility, Puppet, Slumber, Speak Language, Summon Ally, Teleport
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.
Flight: Flying Pace of 8" and Climb 2.
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.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

❄Caasimolar (former president of hell)
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+4, Spirit d12+4, Strength d12+3, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+8, Knowledge (Religion) d12+6, Knowledge (Planes) d12+7, Knowledge (History) d12+7, Persuasion d12+7, Repair d12+6, Stealth d12+7, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 11; Toughness: 14 (4)
Gear: Cold iron good outsider bane quarterstaff (Str+d4; Reach 1"; Parry +1; Inflict Moderate Wounds)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Detect Arcana (sense magic), Dispel, Fear, Invisibility, Mind Reading, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

❄Demoriel (twice-exiled seductress)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+2, Strength d12+2, Vigor d12+1
Skills: Fighting d12+2, Intimidation d12+7, Notice d12+5, Knowledge (Religion) d12+3, Knowledge (Planes) d12+4, Persuasion d12+9, Stealth d12+4, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 12 (4)
Gear: Unholy short sword (Str+d6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Invisibility, Puppet, Summon Ally, Teleport
Special Abilities
Armour +4: Amber skin.
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.
Flight: Flying Pace of 9" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

❄Geryon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+6, Vigor d12+5
Skills: Fighting d12+6, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+8, Knowledge (Planes) d12+9, Persuasion d12+10, Repair d12+9, Stealth d12+6, Survival d12+8, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 11; Toughness: 22 (4)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Sweep, Strong Willed
Powers: Barrier (stone), Blast (ice storm), Bolt (lightning bolt), Confusion (hypnotic pattern), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Fear (phantasmal killer), Lower Trait (curse), Invisibility, Obscure (darkness), Puppet, Speak Language, Stun (daze), Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Claws: Str+d8; Grab.
Sting: Str+d8; Poison.
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.
Flight: Flying Pace of 8" and Climb 0.
Arcane Resistance: +8 to resist opposed magic, and +8 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.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Gorson (the blood duke)
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+6, Notice d12+5, Knowledge (Religion) d12+4, Knowledge (Planes) d12+5, Knowledge (Nature) d12+4, Persuasion d12+6, Survival d12+5, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 18 (4)
Gear: Wounding battleaxe (Str+d8; Bleed), forepaws (Str+d8; Grab)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (lightning bolt), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +4: Fur.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
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.
Resistances: -2 damage from acid and cold.
Bleed: On a raise, the victim starts 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: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Hutijin
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Notice d12+7, Knowledge (Religion) d12+4, Knowledge (Planes) d12+5, Persuasion d12+6, Repair d12+5, Stealth d12+4, Survival d12+5, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 17 (4)
Gear: Unholy flaming burst trident (Str+d6; Reach 1"; Parry +1; Fire), net of snaring (Throwing; range 3/6/12; Str+d6; Grapple)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Greater Healing, Lower Trait (Strength), Invisibility, Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +4: Dark flesh.
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 13" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Lilith
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+6, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Persuasion d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 11 (2)
Gear: Axiomatic unholy longsword (Str+d8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (fire), Bolt (lightning bolt), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Invisibility, Puppet, Summon Ally, Summon Ally (skeletons and zombies), Teleport
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.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 9" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

❄Lorthact
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d12+4, Spirit d12+3, Strength d12+2, Vigor d12+5
Skills: Fighting d12+5, Intimidation d12+9, Notice d12+8, Knowledge (Religion) d12+1, Knowledge (Engineering) d12+1, Knowledge (Planes) d12+9, Knowledge (Nobility) d12+1, Knowledge (History) d12+4, Persuasion d12+10, Repair d12+4, Stealth d12+9, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 10; Toughness: 13 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy, Strong Willed
Powers: Banish, Disguise (shapechange), Dispel, Invisibility, Puppet, Puppet (living humanoids only), Speak Language, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4; Draining.
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.
Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -6 damage from acid and cold.
Draining: Make a Vigor roll or suffer a level of Fatigue.

❄Lucifer, prince of darkness
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+5
Skills: Fighting d12+10, Intimidation d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Persuasion d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 14; Toughness: 19 (5)
Gear: Huge trident (Str+d8; Reach 1"; Parry +1)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Sweep, Strong Willed
Powers: Banish, Barrier (fire), Blast (fire storm), Blast (ice storm), Blast (earthquake), Blast (lightning storm), Bolt (ray of frost), Deflection (forcefield), Deflection (blink between dimensions), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Elemental Manipulation (water), Entangle, Fear, Greater Healing, Light (dancing lights), Lower Trait (Strength), Invisibility, Mind Reading, Obscure (darkness), Obscure (fog cloud), Puppet, Slumber, Speak Language, Stun (daze), Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Acid.
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.
Fear -7: Anyone who sees this creature must make a Fear check at -7.
Flight: Flying Pace of 11" and Climb 2.
Arcane Resistance: +10 to resist opposed magic, and +10 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.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Moloch
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+6, Intimidation d12+10, Climbing d12+10, Notice d12+10, Knowledge (Religion) d12+8, Knowledge (Planes) d12+9, Persuasion d12+9, Repair d12+9, Stealth d12+7, Survival d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 18 (4)
Gear: Unholy shocking six-tailed whip (Str+d4; Reach 1"; Electricity)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (whirling blades), Barrier (wind), Barrier (fire), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Elemental Manipulation (water), Fear, Invisibility, Obscure (fog), Obscure (darkness), Puppet, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +4: Dark flesh.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄The desire
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d6, Notice d12, Persuasion d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 5; Toughness: 7
Gear: Masterwork envenomed dagger (Str+d4; Giant Wasp Poison)
Edges: Alertness, Arcane Background (Magic), Command, Dodge, Strong Willed
Powers: Disguise (shapechange), Puppet, Puppet (living humanoids only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.

❄Titivilus
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+2, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+7, Notice d12+6, Knowledge (Religion) d12+4, Knowledge (Planes) d12+5, Knowledge (History) d12+4, Persuasion d12+7, Stealth d12+4, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 12 (3)
Gear: Silver wounding longsword (Str+d8; Bleed)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Conceal Arcana, Confusion, Detect Arcana (sense magic), Dispel, Lower Trait (curse), Invisibility, Puppet, Puppet (living humanoids only), Slumber, Speak Language, Summon Ally, Summon Ally (skeletons and zombies), Teleport
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.
Flight: Flying Pace of 9" 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Bleed: On a raise, the victim starts 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)

❄Xaphan
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+6
Skills: Fighting d12+6, Intimidation d12+10, Healing d12+10, Notice d12+10, Knowledge (Religion) d12+9, Knowledge (Planes) d12+10, Persuasion d12+9, Repair d12+9, Stealth d12+8, Survival d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 19 (4)
Gear: Unholy flaming burst falchion (Str+d8; Fire)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Bolt (ray of frost), Conceal Arcana, Detect Arcana (sense magic), Disguise (illusion), Dispel, Fear (phantasmal killer), Light (dancing lights), Lower Trait (Strength), Invisibility, Mind Reading, Pummel (wind), Puppet, Puppet (living humanoids only), Quickness, Slumber, Stun (daze), Summon Ally, Summon Ally (skeletons and zombies), Teleport, Wall Walker
Special Abilities
Armour +4: Blackish-brown flesh.
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 9" and Climb 0.
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.
Fiery Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +4: Thirteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Devourer

Devourer
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12, Repair d12+2, Stealth d6, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 17 (3)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Sweep
Powers: Confusion, Lower Trait (curse), Puppet, Summon Ally (skeletons and zombies)
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Energy Drain.
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.
Flight: Flying Pace of 5" and Climb 3.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Knight of the gate
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+2, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Notice d12+2, Knowledge (Planes) d12+1, Persuasion d12+2, Repair d12+2, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (4)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Sweep
Powers: Confusion, Lower Trait (curse), Puppet, Summon Ally (skeletons and zombies)
Special Abilities
Armour +4: Natural armour.
Claws: Str+d8; Energy Drain.
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.
Flight: Flying Pace of 5" and Climb 3.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Diger

Diger
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+2
Skills: Fighting d6, Stealth d6, Swimming d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Acid; Paralysis.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Flight: Flying Pace of 6" and Climb 0.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size +2: Increases Toughness by +2.

Digester

Digester
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 9; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.
Immunity: Acid.

Dimensional shambler

Dimensional shambler
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d12, Knowledge (Planes) d12+1, Stealth d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Strong Willed
Powers: Deflection (blink between dimensions), Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; 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.
Evil: Affected by powers and abilities that work on evil creatures.

Dinosaur

Allosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d12+4, Tracking d12+4
Charisma: -; Pace: 8; Parry: 6; Toughness: 18 (3)
Edges: Alertness, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ankylosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
Tail: Str+d8; Stun.
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.
Hardy: A second Shaken result doesn't become a wound.
Stun: Make a Vigor roll or suffer a level of Fatigue.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brachiosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Notice d12+4, Tracking d12+4
Charisma: -; Pace: 6; Parry: 7; Toughness: 22 (3)
Edges: Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Tail: 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.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Eighty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brontosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Notice d12+5
Charisma: -; Pace: 5; Parry: 8; Toughness: 23 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Stomp: Str+d8.
Tail: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Compsognathus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
Edges: Level Headed
Special Abilities
Bite: Str; 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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -2: Three feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Deinonychus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d6, Notice d12, Stealth d12, Tracking d12
Charisma: -; Pace: 9; Parry: 5; Toughness: 9 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Talons: Str+d4.
Bite: 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.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.

Dimetrodon
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d4, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
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.
Size +2: Increases Toughness by +2.

Elasmosarus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 18 (2)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: 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.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Iguanodon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 17 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Kronosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1, Swimming d12+3
Charisma: -; Pace: -; Parry: 6; Toughness: 23 (4)
Edges: Strong Willed
Special Abilities
Armour +4: Natural armour.
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.
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 9", and +2 to resist drowning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Megaraptor
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Notice d12, Stealth d12, Tracking d12
Charisma: +4; Pace: 9; Parry: 5; Toughness: 14 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +3: Increases Toughness by +3.

Nothosaur
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (2)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +3: Twelve feet long; Toughness +3.

Pachycephalosaurus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d4, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Slam: 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.
Fast Runner: Roll d8 when running instead of d6.
Size +3: Increases Toughness by +3.

Parasaurolophus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)
Special Abilities
Armour +2: Natural armour.
Tail: 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.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Spinosaurus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12
Skills: Fighting d12, Notice d12+3, Tracking d12+3, Swimming d12+4
Charisma: -; Pace: 7; Parry: 8; Toughness: 22 (4)
Edges: Hard to Kill, Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Stegosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Edges: Level Headed, Sweep
Special Abilities
Armour +3: Natural armour.
Tail: 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.
Go for the Throat: Target least armoured location on a raise.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Triceratops
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tylosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 22 (3)
Edges: Dodge, Improved Dodge, Sweep
Special Abilities
Armour +3: Natural armour.
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.

Tyrannosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Notice d12+7, Tracking d12+7
Charisma: -; Pace: 7; Parry: 7; Toughness: 21 (3)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
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.
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.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Velociraptor
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4, Notice d12, Stealth d12+1, Tracking d12
Charisma: -; Pace: 9; Parry: 4; Toughness: 6
Edges: Frenzy, Level Headed
Special Abilities
Talons: Str+d4.
Bite: 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.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size -1: Reduces Toughness by -1.

Disenchanter

Disenchanter
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d8, Spellcasting d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Strong Willed
Powers: Detect Arcana (sense magic), Teleport
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").
Size +2: Eight feet long; Toughness +2.

Div

Aghash
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Knowledge (Planes) d8, Repair d8, Stealth d10, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy, Strong Willed
Powers: Detect Arcana (sense magic), Lower Trait (curse), Puppet, Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Cursed Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Fire and poison.
Resistances: -2 damage from acid and electricity.

❄Akvan
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+4
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+6, Knowledge (Religion) d12+1, Knowledge (Planes) d12+5, Persuasion d12+5, Repair d12+2, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 24 (4)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Detect Arcana (sense magic), Dispel, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
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.
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 15" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and electricity.
Size +10: Forty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Doru
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Knowledge (Planes) d6, Repair d6, Stealth d12+1, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Arcane Background (Magic)
Powers: Detect Arcana (sense magic), Divination, Invisibility, Puppet, Puppet (living humanoids only)
Special Abilities
Armour +1: Natural armour.
Bite: Str; Poison.
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 7" and Climb 3.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and electricity.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Ghawwas
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Notice d12+1, Stealth d12, Survival d12+1, Swimming d12+5, Throwing d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 16 (4)
Gear: Spear (Throwing; range 3/6/12; Str+d6; Poison)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Detect Arcana (sense magic), Obscure (illusionary terrain), Obscure (darkness), Summon Ally, Teleport
Special Abilities
Armour +4: 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.
Amphibious: Swimming Pace of 17", 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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and electricity.
Poison: Spear inflicts lethal poison if foe is Shaken or wounded.
Size +3: Twelve feet tall; Toughness +3.

Pairaka
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Planes) d10, Persuasion d12+1, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Detect Arcana (sense magic), Summon Ally, Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Disease.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunities: Fire, disease and poison.
Resistances: -2 damage from acid and electricity.
Disease: Make a Vigor roll or become afflicted.

Sepid
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+1, Spirit d12+1, Strength d12+3, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+2, Knowledge (Religion) d12, Knowledge (Planes) d12+2, Repair d12+2, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 17 (4)
Gear: Falchion (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Strong Willed
Powers: Blast (ice storm), Conceal Arcana, Dispel, Entangle, Lower Trait (curse), Invisibility, Mind Reading (speak with dead), Obscure (darkness), Summon Ally, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Resistances: -2 damage from acid and electricity.
Size +4: Thirteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shira
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12, Intimidation d12+1, Climbing d12+3, Notice d12+2, Stealth d12+1, Survival d12+2, Spellcasting d8
Charisma: +4; Pace: 8; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8; Grab.
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.
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.
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: Fire and poison.
Resistances: -2 damage from acid and electricity.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Divine herald

❄Arcanotheign
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+4, Spirit d12+1, Strength d6, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+2, Notice d12+3, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Knowledge (History) d12+4, Persuasion d12+3, Repair d12+5, Stealth d12+4, Throwing d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 9
Gear: Incorporeal touches (Str+d6; Energy Channel), eldritch blasts (Throwing; range 3/6/12; Str+d6; Special)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed, Strong Willed
Powers: Banish (plane shift self), Bolt (lightning bolt), Greater Healing, Healing, Telekinesis, Teleport, Puppet (undead)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Ethereal: Intangible and can only be hurt by magical attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 9" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Poison.
Resistances: -6 damage from acid, cold, electricity, fire and sonic.

❄Emperor of scales
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Climbing d12, Notice d12+3, Knowledge (Religion) d10, Knowledge (Planes) d10, Knowledge (History) d10, Repair d12+1, Stealth d12, Tracking d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 9; Toughness: 21 (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.
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 9" 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, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Poison: Bite and snakebites inflict lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
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.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+5, Notice d12+2, Knowledge (History) d12+2, Spellcasting d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 13
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Sweep, Improved Sweep
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Poison and magic.
Resistances: -2 damage from cold and sonic.
Bleed: On a raise, the victim starts 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.

❄Grand defender
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+1, Knowledge (Religion) d10, Knowledge (Engineering) d10, Knowledge (History) d10, Knowledge (Nature) d10
Charisma: -; Pace: 6; Parry: 9; Toughness: 23 (5)
Gear: Warhammer (Str+d6; AP 2), medium shield (+1 Parry)
Edges: Combat Reflexes, Level Headed, Sweep, Improved Sweep
Special Abilities
Armour +5: 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.
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.
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.
Immunity: Magic.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄The grim white stag
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+2, Knowledge (Nature) d10, Stealth d8, Survival d10, Swimming d12+3, Spellcasting d6
Charisma: -; Pace: 7; Parry: 8; Toughness: 29 (4)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Healing
Special Abilities
Armour +4: Natural armour.
Horns: 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.
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 when first moving adjacent to foe.
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.
Resistances: -2 damage from cold and sonic.
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.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Healing d12, Notice d12+4, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (Nobility) d12, Knowledge (History) d12+4, Persuasion d12, Repair d12+4, Swimming d12+3, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; 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
Powers: Banish (plane shift self), Barrier (whirling blades), Boost Trait (Strength), Detect Arcana (see invisibility), Dispel, Fear, Greater Healing, Healing, Invisibility
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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Acid, cold, fear and petrification.
Resistances: -2 damage from electricity and fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Herald of armageddon
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+2, Knowledge (Religion) d12+2, Knowledge (History) d12+2, Repair d12+1, Stealth d12+1, Lockpicking d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15 (4)
Gear: Shock heavy flail (Str+d6; Electricity; Maddening Strike)
Edges: Arcane Background (Magic), Dodge, Level Headed, Strong Willed
Powers: Bolt (magic missile), Confusion, Dispel, Fear (phantasmal killer), Invisibility, Teleport
Special Abilities
Armour +4: Natural armour.
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.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Flight: Flying Pace of 7" and Climb 0.
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.
Resistances: -6 damage from acid, cold, electricity and fire.
Maddening Strike: Make a Spirit roll at -1 or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

❄Herald of dreams
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+1, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d12+2, Healing d12, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Nature) d12+2, Persuasion d12+4, Stealth d12+1, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 20 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed, Quick
Powers: Banish (plane shift self), Confusion (hypnotic pattern), Dispel, Fear, Healing, Voice on the Wind (dream message)
Tactics: Two Weapons
Special Abilities
Armour +4: Peacock feathers.
Wings: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
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.
Flight: Flying Pace of 15" and Climb 0.
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, cold and sleep.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Herald of freedom
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d8, Healing d12, Notice d12+1, Knowledge (Religion) d12, Persuasion d12+3, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 15 (2)
Gear: The halbred (Str+d8)
Edges: Arcane Background (Magic), Brave, Dodge, Improved Dodge, Level Headed, Quick
Powers: Banish (plane shift self), Deflection (displacement), Dispel
Special Abilities
Armour +2: 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.
Flight: Flying Pace of 11" 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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity, fear and petrification.
Resistances: -2 damage from cold and fire.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

❄Herald of hell
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+1, Strength d12+3, Vigor d12+3
Skills: Fighting d12, Intimidation d12+7, Notice d12+2, Knowledge (Planes) d12+4, Persuasion d12+7, Repair d12+4, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 12 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Strong Willed
Powers: Dispel, Fear (phantasmal killer), Invisibility, Intangibility, Obscure (illusion), Speak Language, Summon Ally, Teleport
Special Abilities
Armour +3: Natural armour.
Touch: 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.
Flight: Flying Pace of 9" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.

❄Herald of law
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+5, Knowledge (Religion) d12+3
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Gear: Gavel (Str+d8)
Edges: Alertness, Sweep, Improved Sweep
Special Abilities
Armour +6: Natural armour.
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 9" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Electricity, acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from cold and fire.
Size +10: Twenty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Herald of passion
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+1, Climbing d12+1, Healing d12, Notice d12+2, Knowledge (History) d8, Knowledge (Nature) d12+1, Persuasion d12+2, Repair d12, Stealth d12+1, Tracking d12+2, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 18 (4)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Barrier (thorns), Boost Trait (Agility), Dispel, Greater Healing, Healing, Puppet, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Sting: Str+d8; Poison.
Claws: 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 8" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Disease and poison.
Resistances: -2 damage from electricity and fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Herald of runes
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+4, Spirit d12+1, Strength d12+1, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+2, Notice d12+3, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (History) d12+4, Persuasion d12+3, Repair d12+4, Stealth d12+2, Tracking d12+3, Swimming d12+2, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 14 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Banish (plane shift self), Bolt (lightning bolt), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Dispel, Healing, Speak Language, Teleport
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Intelligence Drain.
Tail Slap: Str+d6; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Blindsense: Can sense and approximately pinpoint things within 12", 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.
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.
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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Resistances: -6 damage from cold, electricity, fire and sonic.
Size +2: Increases Toughness by +2.

❄Herald of tsathogga
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12, Notice d12+6, Stealth d12, Swimming d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 19 (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.
Resistance: -3 damage from sonic.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Very Tough: +1 Toughness.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Motherís maw
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Religion) d12+4, Knowledge (Planes) d12+3, Stealth d12+3, Tracking d12+4, Spellcasting d12
Charisma: +4; Pace: 4; Parry: 8; Toughness: 19 (3)
Edges: Arcane Background (Magic), Level Headed, Quick, Sweep, Strong Willed
Powers: Banish (plane shift self), Summon Ally (skeletons and zombies), Teleport, Puppet (undead)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Bleed; Draining; Grab; Mummy Rot.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 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.
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" 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 2d10 damage.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -6 damage from fire.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Bleed: On a raise, the victim starts 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)
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄The old man
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+2, Spirit d12+4, Strength d12+1, Vigor d12+1
Skills: Fighting d12+2, Climbing d10, Healing d12, Notice d12+4, Knowledge (Religion) d12, Knowledge (History) d12+2, Persuasion d12+2, Riding d12+4, Stealth d12+4, Swimming d12+4, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 11; Parry: 9; Toughness: 9 (1)
Gear: Unarmed strike (Str+d8), pebble (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Divination, Greater Healing, Healing, Invisibility, Quickness, Teleport
Special Abilities
Armour +1: Natural armour.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
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: Disease and poison.
Resistances: -6 damage from acid, cold, electricity, fire and sonic.

❄Personification of fury
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Notice d12+3, Knowledge (Religion) d12+3, Knowledge (Planes) d12, Knowledge (Nature) d12+2, Stealth d12+3, Survival d10, Swimming d12+1, Throwing d12+1, Spellcasting d10
Charisma: +4; Pace: -; Parry: 9; Toughness: 19 (2)
Gear: Energy arcs (Throwing; range 3/6/12; Str+d6; Cold or)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Sweep, Strong Willed
Powers: Dispel (fire effects), Elemental Manipulation (water), Invisibility, Obscure (fog), Summon Ally
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Cold or Electricity.
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.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and cold.
Size +8: Forty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄The prince in chains
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+3
Skills: Fighting d12, Climbing d12, Notice d12+2, Knowledge (Religion) d10, Stealth d10, Survival d12+2, Tracking d12+2, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (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.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Flight: Flying Pace of 8" 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.
Very Tough: +1 Toughness.
Size +7: Eighteen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Spirit of adoration
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+1, Spirit d12+2, Strength d12, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+1, Healing d12, Notice d12+5, Knowledge (Religion) d10, Persuasion d12+1, Repair d12+2, Stealth d12+2, Throwing d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (2)
Gear: Dancing glaive (Str+d8), stunning bolt (Throwing; range 3/6/12; Str+d6; Stun)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities
Armour +2: 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.
Flight: Flying Pace of 9" 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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Fire and sonic.
Resistances: -6 damage from acid and electricity.
Size +2: Ten feet tall; Toughness +2.

❄The stabbing beast (humanoid form)
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d8, Spirit d10, Strength d10, Vigor d12+2
Skills: Fighting d12+1, Climbing d10, Notice d12+4, Knowledge (Religion) d10, Knowledge (Planes) d10, Knowledge (Nature) d10, Repair d10, Stealth d12+7, Throwing d12, Spellcasting d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 12 (3)
Gear: Short sword (Str+d6; Bleed), short sword (Str+d6; Bleed), poison stream (Throwing; range 3/6/12; Str+d6; Blindness)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed, Two-Fisted
Powers: Detect Arcana (see invisibility), Invisibility, Puppet, Puppet (living humanoids only), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunity: Poison.
Resistances: -6 damage from acid, cold, electricity and fire.
Bleed: On a raise, the victim starts 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)

The stabbing beast (scorpion form)

The stabbing beast (scorpion form)
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Climbing d12+1, Notice d12+4, Knowledge (Religion) d10, Knowledge (Planes) d10, Knowledge (Nature) d10, Repair d10, Stealth d12+7, Throwing d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 20 (3)
Gear: Poison stream (Throwing; range 3/6/12; Str+d6; Blindness)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed, Two-Fisted
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Bleed; Constrict.
Sting: Str+d8; Bleed; Poison.
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.
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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Change Form: Can assume an alternate form as a normal action.
Immunity: Poison.
Resistances: -6 damage from acid, cold, electricity and fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Bleed: On a raise, the victim starts 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 +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Divine herald

❄Steward of the skein
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12+2, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+3, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Knowledge (History) d12+3, Knowledge (Nature) d10, Persuasion d12, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 10 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Burst (prismatic spray), Disguise (illusion), Dispel, Entangle, Greater Healing, Healing, Light (dancing lights), Invisibility, Mind Reading, Teleport
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Gaze.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Blindsight: Ignore sight-based penalties and gaze attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 18" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, petrification and death magic.
Resistances: -2 damage from cold and fire.

❄Sunlord thalachos
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+2, Notice d12+4, Persuasion d12+3, Repair d12+2, Stealth d12+3, Shooting d12, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 13 (4)
Gear: Flaming holy scimitar (Str+d8; Fire; Stun), flaming holy scimitar (Str+d8; Fire; Stun), flaming holy composite longbow (Shooting; range 15/30/60; 2d6; Str)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed, Two-Fisted
Powers: Banish (plane shift self), Barrier (whirling blades), Deflection (forcefield), Detect Arcana (see invisibility), Dispel, Fear, Greater Healing, Healing, Invisibility
Tactics: Two Weapons
Special Abilities
Armour +4: Metallic skin.
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.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 13" and Climb 2.
Arcane Resistance: +6 to resist opposed magic, and +6 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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Acid, fire, cold and petrification.
Stun: Make a Vigor roll at -1 or suffer a level of Fatigue.
Stun: Make a Vigor roll at -1 or suffer a level of Fatigue.

❄Yethazmari
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+5, Knowledge (Religion) d10, Repair d12, Stealth d12+4, Survival d12+4, Throwing d12, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 16 (4)
Gear: Poison gout (Throwing; range 3/6/12; Str+d6; Acid; 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.
Flight: Flying Pace of 13" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Fire.
Poison: Tail and poison gout inflict lethal poison if foe is Shaken or wounded.
Size +3: Fourteen feet tall; Toughness +3.

Dlurgraven

Dlurgraven
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d10, Knowledge (Planes) d8, Stealth d8, Spellcasting d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Banish (plane shift self)
Special Abilities
Armour +2: Natural armour.
Talons: Str+d6.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 11" and Climb 0.
Arcane Resistance: +1 to resist opposed magic, and +1 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Resistances: -2 damage from cold and fire.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +2: Ten feet tall; Toughness +2.

Dodo

Dodo
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Reduces Toughness by -1.

Dog

Dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 6
Special Abilities
Bite: 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.
Size -1: Reduces Toughness by -1.

Apollo
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.

Badgerhound
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
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.
Burrow: Can burrow and reappear within 4".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Blond mastiff
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.

Bull mastiff
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.

Giant fiendish bull mastiff
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8, Innate Powers d8
Charisma: -; Pace: 7; 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.
Go for the Throat: Target least armoured location on a raise.
Resistances: -1 damage from cold and fire.
Size +2: Increases Toughness by +2.

Bulldog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4; 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.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size -1: Reduces Toughness by -1.

Cooshee
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d10, Survival d6, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (1)
Edges: Alertness
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab or Go for the Throat.
Claws: Str+d4.
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.
Sprint: Roll d10 when running instead of d6.
Bear Hug: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Go for the Throat: Target least armoured location on a raise.

Riding dog
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.

Dogmole

Dogmole
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d4, Survival d4, Tracking d4, Swimming d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Berserk, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.

Dogmole juggernaut
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d8, Notice d4, Survival d6, Tracking d6, Swimming d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (2)
Edges: Berserk, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dolgaunt

Dolgaunt
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes, Frenzy
Special Abilities
Armour +1: A-coloured skin.
Tentacles: Str+d4; Reach 1"; Grab.
Blindsight: Ignore sight-based penalties and gaze attacks.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Dolghast

Dolghast
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d10, Survival d8, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Alertness, Frenzy, Quick
Special Abilities
Armour +2: Living skin.
Claws: Str+d4.
Bite: Str+d4.
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.
Very Tough: +1 Toughness.

Dolgrim

Dolgrim
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d10, Shooting d4
Charisma: -; Pace: 5; Parry: 7; Toughness: 7 (1)
Gear: Leather armour (+1), morningstar (Str+d8), short spear (Str+d6; Reach 1"; Parry +1), medium shield (+1 Parry), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Ambidextrous, Dodge, Two-Fisted
Special Abilities
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Dolphin

Dolphin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 6
Special Abilities
Slam: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Orca
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12+1, Swimming d12+4
Charisma: -; Pace: -; Parry: 6; Toughness: 16 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Doppelganger

Doppelganger
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Persuasion d6, Stealth d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Mind Reading
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume the appearance of other humanoid creatures as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Sleep.

Dracolisk

Dracolisk
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d8, Climbing d12, Notice d10, Persuasion d8, Stealth d6, Survival d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Sweep
Special Abilities
Armour +3: 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").
Flight: Flying Pace of 9" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunities: Sleep and paralysis.
Size +3: Fifteen feet long; Toughness +3.

Draconid

Draconid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d12+2
Charisma: -; Pace: 7; Parry: 7; Toughness: 18 (3)
Edges: Alertness, Frenzy, Level Headed
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 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Resistance: -1 damage from fire.
Poison: Bites inflict lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Draghul

Draghul
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Repair d12+1, Stealth d10, Swimming d12+5, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 19 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Armor, Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Light (dancing lights), Obscure (fog cloud), Pummel (wind)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Paralysis.
Claws: Str+d8; Paralysis.
Fear -2: Anyone who sees this creature must make a Fear check 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 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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 2d10 cold damage.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Aeetes dragon

Aeetes dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d12+1, Stealth d10, Tracking d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 12
Edges: Alertness, Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Bite: Str+d8; Grab; Poison.
Claws: Str+d8.
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.
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.
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.
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 7" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Poison: Bite inflicts lethal 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.

Chromatic black dragon

Wyrmling black dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d12+2, Swimming d12
Charisma: -; Pace: 9; Parry: 5; Toughness: 5 (1)
Edges: Alertness
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
Flight: Flying Pace of 13" and Climb 0.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acid damage.
Immunities: Acid, sleep and paralysis.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Very young black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d10, Stealth d12+1, Swimming d12+1
Charisma: -; Pace: 9; Parry: 5; Toughness: 8 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acid damage.
Immunities: Acid, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Young black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12, Stealth d12, Swimming d12+2
Charisma: -; Pace: 9; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.
Immunities: Acid, sleep and paralysis.

Juvenile black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12+1, Stealth d12+2, Swimming d12+3, Spellcasting d8
Charisma: -; Pace: 9; Parry: 7; Toughness: 11 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Obscure (darkness)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 15", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.
Immunities: Acid, sleep and paralysis.

Young adult black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12+2, Stealth d12+1, Swimming d12+4, Spellcasting d8
Charisma: -; Pace: 9; Parry: 7; Toughness: 15 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic), Obscure (darkness)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 16", 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.
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: Increases Toughness by +3.

Adult black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Repair d12+1, Stealth d12+1, Swimming d12+5, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 17 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Armor, Detect Arcana (sense magic), Light (dancing lights), Obscure (darkness)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 17", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 acid damage.
Immunities: Acid, sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult black dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Repair d12+2, Stealth d12+2, Swimming d12+6, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 18 (5)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Armor, Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Light (dancing lights), Obscure (darkness), Summon Ally
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 18", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 acid damage.
Immunities: Acid, sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Old black dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Knowledge (History) d12+3, Repair d12+3, Stealth d12+1, Swimming d12+7, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle (plant growth), Light (dancing lights), Obscure (darkness), Summon Ally
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8; Acid.
Claws: Str+d8.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old black dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+5, Knowledge (History) d12+3, Repair d12+3, Stealth d12+2, Swimming d12+8, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Obscure (darkness), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Acid.
Claws: Str+d8.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 20", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient black dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+6, Knowledge (History) d12+4, Repair d12+4, Stealth d12+2, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Obscure (darkness), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Acid.
Claws: Str+d8.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 21", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm black dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+6, Knowledge (History) d12+5, Repair d12+5, Stealth d12+3, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Obscure (darkness), Puppet (living humanoids only), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d10; Acid.
Claws: Str+d10.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm black dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (History) d12+6, Repair d12+6, Stealth d12+2, Survival d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Obscure (darkness), Puppet (living humanoids only), Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d10; Acid.
Claws: Str+d10.
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Chromatic blue dragon

Wyrmling blue dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Very young blue dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
Immunities: Electricity, sleep and paralysis.

Young blue dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d10, Survival d12
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
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: Increases Toughness by +3.

Juvenile blue dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Repair d12+1, Stealth d10, Survival d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
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: Increases Toughness by +3.

Young adult blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Repair d12+1, Stealth d8, Survival d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 19 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Deflection (forcefield), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+2, Repair d12+2, Stealth d10, Survival d12+2, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Deflection (forcefield), Detect Arcana (sense magic), Invisibility
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Repair d12+3, Stealth d10, Survival d12+3, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Deflection (forcefield), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Repair d12+4, Stealth d10, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Berserk, Level Headed
Powers: Armor, Deflection (forcefield), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (illusionary terrain), Obscure (darkness), Quickness, Teleport
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 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Repair d12+4, Stealth d10, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Berserk, Level Headed
Powers: Armor, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (illusionary terrain), Obscure (illusion), Obscure (darkness), Quickness, Teleport
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 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient blue dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+5, Knowledge (History) d12+5, Repair d12+5, Stealth d12, Survival d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Berserk, Level Headed
Powers: Armor, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Disguise (illusion), Dispel, Entangle, Invisibility, Obscure (illusionary terrain), Obscure (illusion), Obscure (darkness), Quickness, Teleport, Voice on the Wind (dream message)
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 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm blue dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+6, Knowledge (History) d12+6, Repair d12+6, Stealth d12, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Berserk, Level Headed
Powers: Armor, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Disguise (illusion), Dispel, Entangle, Invisibility, Obscure (illusionary terrain), Obscure (illusion), Obscure (darkness), Quickness, Teleport, Voice on the Wind (dream message)
Tactics: Two Weapons
Special Abilities
Armour +8: 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 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm blue dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+7, Knowledge (History) d12+7, Persuasion d12+7, Repair d12+7, Stealth d10, Survival d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Ambidextrous, Arcane Background (Magic), Berserk, Level Headed
Powers: Armor, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Disguise (illusion), Dispel, Entangle, Invisibility, Obscure (illusionary terrain), Obscure (illusion), Obscure (darkness), Quickness, Teleport, Voice on the Wind (dream message)
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 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
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.

Chromatic green dragon

Wyrmling green dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Nature) d8, Stealth d12, Survival d8, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 6 (1)
Edges: Alertness, Strong Willed
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acid damage.
Immunities: Acid, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Very young green dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Knowledge (Nature) d10, Repair d10, Stealth d10, Survival d10, Swimming d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Sweep, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.
Immunities: Acid, sleep and paralysis.

Young green dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d12, Knowledge (Nature) d10, Repair d10, Stealth d8, Survival d10, Swimming d12+3, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Entangle
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 15", and cannot drown, but can also breathe air and survive indefinitely on land.
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: Increases Toughness by +3.

Juvenile green dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Knowledge (Nature) d12, Repair d12, Stealth d10, Survival d12, Swimming d12+4, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Entangle, Light (dancing lights), Puppet (living humanoids only), Summon Ally
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 16", and cannot drown, but can also breathe air and survive indefinitely on land.
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: Increases Toughness by +3.

Young adult green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d12+2, Knowledge (Nature) d12+1, Repair d12+1, Stealth d8, Survival d12+1, Swimming d12+5, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 19 (4)
Edges: Alertness, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Entangle, Light (dancing lights), Puppet (living humanoids only), Summon Ally
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Amphibious: Swimming Pace of 17", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 acid damage.
Immunities: Acid, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Swimming d8, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 20 (4)
Edges: Alertness, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Disguise (shapechange), Entangle, Light (dancing lights), Puppet, Puppet (living humanoids only), Summon Ally
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
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 2d10 acid damage.
Immunities: Acid, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+4, Knowledge (Nature) d12+2, Repair d12+2, Stealth d10, Survival d12+2, Tracking d12+4, Swimming d12+7, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Disguise (shapechange), Entangle, Light (dancing lights), Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Summon Ally
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Trackless: Leaves no tracks in its natural environment.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Amphibious: Swimming Pace of 19", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+4, Knowledge (Nature) d12+3, Repair d12+3, Stealth d8, Survival d12+3, Tracking d12+4, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Blast (ice storm), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Trackless: Leaves no tracks in its natural environment.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Amphibious: Swimming Pace of 19", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Notice d12+5, Knowledge (Nature) d12+4, Repair d12+4, Stealth d10, Survival d12+4, Tracking d12+5, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Blast (ice storm), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Trackless: Leaves no tracks in its natural environment.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Amphibious: Swimming Pace of 20", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient green dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Notice d12+6, Knowledge (Planes) d12+5, Knowledge (Nature) d12+5, Repair d12+5, Stealth d10, Survival d12+5, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Blast (ice storm), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Entangle (plant growth), Light (dancing lights), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Summon Ally, Teleport
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 28" and Climb -2.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Acid, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm green dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Notice d12+7, Knowledge (Planes) d12+5, Knowledge (Nature) d12+5, Repair d12+5, Stealth d12, Survival d12+5, Tracking d12+7, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Banish (plane shift self), Blast (ice storm), Bolt (magic missile), Deflection (forcefield), De