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-mi’raj

Al-mi’raj
   The al-mi’raj 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-mi’raj
   The al-mi’raj 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-urb’luu (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.

❄Mother’s 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), 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.
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 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.

Great wyrm green 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+6, Notice d12+7, Knowledge (Planes) d12+6, Knowledge (Nature) d12+6, Repair d12+6, Stealth d10, Survival d12+6, Tracking d12+7, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Banish (plane shift self), Blast (ice storm), Bolt (magic missile), Burst (prismatic spray), 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), Puppet (plants only), Quickness, Summon Ally, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: 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 -4: Anyone who sees this creature must make a Fear check at -4.
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 +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 red dragon

Wyrmling red dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Very young red dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (2)
Edges: Level Headed, Sweep, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Young red dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Juvenile red dragon
   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+1, Repair d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 17 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Armor, Detect Arcana (sense magic), Lower Trait (Strength)
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Young adult red dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Stealth d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 21 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Invisibility
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.
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 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Adult red 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+2, Notice d12+2, Repair d12+2, Stealth d10, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Puppet, Quickness
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.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mature adult red dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Repair d12+3, Stealth d12, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Invisibility, Puppet, Quickness
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old red dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Persuasion d12+4, Repair d12+4, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Barrier (fire), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Invisibility, Mind Reading, Puppet, Quickness, Speak Language, 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.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old red dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Persuasion d12+4, Repair d12+4, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Barrier (fire), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Fear, Invisibility, Mind Reading, Puppet, Quickness, Speak Language, 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.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient red 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+5, Notice d12+5, Knowledge (History) d12+5, Persuasion d12+5, Repair d12+5, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Barrier (fire), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Fear, Invisibility, Mind Reading, Puppet, Quickness, Speak Language, Telekinesis, 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.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm red dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+1, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+6, Notice d12+6, Knowledge (History) d12+6, Persuasion d12+6, Repair d12+6, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Barrier (fire), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Fear, Invisibility, Mind Reading, Puppet, Quickness, Speak Language, Telekinesis, Teleport
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.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm red dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+7, Knowledge (History) d12+7, Persuasion d12+7, Repair d12+7, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 35 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Barrier (fire), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Fear, Invisibility, Mind Reading, Puppet, Quickness, Speak Language, Telekinesis, Teleport
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.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
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.

Chromatic white dragon

Wyrmling white dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d12+1, Swimming d12
Charisma: -; Pace: 9; Parry: 4; Toughness: 5 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
Flight: Flying Pace of 13" and Climb 0.
Burrow: Can burrow and reappear within 6".
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 2d4 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Very young white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d12, Swimming d12+1
Charisma: -; Pace: 9; Parry: 6; Toughness: 8 (2)
Edges: Alertness, 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 6".
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 2d4 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Young white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d10, 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.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
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 2d6 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).

Juvenile white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d10, Notice d12, Repair d10, Stealth d12, Swimming d12+3, Spellcasting d6
Charisma: -; Pace: 9; Parry: 6; Toughness: 11 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Obscure (fog cloud)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
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 2d6 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).

Young adult white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12+1, Repair d12, Stealth d10, Swimming d12+4, Spellcasting d6
Charisma: -; Pace: 9; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Obscure (fog cloud), Pummel (wind)
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 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 2d8 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Adult white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Intimidation d12+1, Notice d12+2, Repair d12+1, Stealth d10, Swimming d12+5, Spellcasting d8
Charisma: -; Pace: 9; Parry: 5; Toughness: 17 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: 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.
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 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 and paralysis.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult white dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Repair d12+1, Stealth d12, Swimming d12+6, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 18 (5)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Light (dancing lights), Obscure (fog cloud), Pummel (wind)
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 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 and paralysis.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Old white dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+4, Repair d12+2, Stealth d10, Swimming d12+7, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind)
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 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 2d12 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old white dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Repair d12+3, Stealth d12, Swimming d12+7, Spellcasting d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Bolt (ray of frost), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind)
Special Abilities
Armour +6: 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 6".
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient white dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+5, Knowledge (History) d12+4, Repair d12+4, Stealth d12, Swimming d12+8, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 9; Toughness: 23 (6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Bolt (ray of frost), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Teleport
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 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm white dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, 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+1, Swimming d12+9, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Bolt (ray of frost), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Teleport
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 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm white dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+7, Knowledge (History) d12+5, Repair d12+5, Stealth d12, Survival d12+5, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Bolt (ray of frost), Deflection (forcefield), Deflection (blink between dimensions), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Light (dancing lights), Invisibility, Obscure (fog), Obscure (fog cloud), Pummel (wind), Teleport
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 6".
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cloud dragon

Wyrmling cloud dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d8, Persuasion d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Immunities: Sleep and paralysis.
Size -1: Reduces Toughness by -1.

Very young cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Nature) d10, Persuasion d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 cold damage.
Immunities: Electricity, sleep and paralysis.

Young cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Knowledge (Nature) d10, Persuasion d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Elemental Manipulation (water)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Juvenile cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Nature) d12, Persuasion d12, Repair d12, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic), Elemental Manipulation (water), Flight (feather fall)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Young adult cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Nature) d12+1, Persuasion d12+1, Repair d12+1, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 19 (4)
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic), Elemental Manipulation (water), Flight (feather fall), Stun (daze)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
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: Electricity, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Knowledge (Nature) d12+1, Persuasion d12+2, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 20 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Bolt (ray of frost), Detect Arcana (sense magic), Elemental Manipulation (water), Flight (feather fall), Invisibility, Stun (daze)
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.
Arcane Resistance: +3 to resist opposed magic, and +3 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: 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+4, Knowledge (History) d12+2, Knowledge (Nature) d12+2, Persuasion d12+2, Repair d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (lightning bolt), Bolt (ray of frost), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Flight (feather fall), Invisibility, Stun (daze)
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Knowledge (History) d12+3, Knowledge (Nature) d12+3, Persuasion d12+3, Repair d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep
Powers: Barrier (wind), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Boost Trait (Agility), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Flight (feather fall), Invisibility, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Cold.
Claws: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 28" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+5, Knowledge (History) d12+4, Knowledge (Nature) d12+4, Persuasion d12+4, Repair d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Boost Trait (Agility), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle (sleet storm), Flight (levitate), Invisibility, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Cold.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+6, Knowledge (History) d12+5, Knowledge (Nature) d12+5, Persuasion d12+5, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Boost Trait (Agility), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle (sleet storm), Flight (levitate), Invisibility, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Cold.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+7, Knowledge (History) d12+5, Knowledge (Nature) d12+5, Persuasion d12+5, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Boost Trait (Agility), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle (sleet storm), Flight (levitate), Invisibility, Obscure (fog), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Cold.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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 cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (Planes) d12+6, Knowledge (History) d12+6, Knowledge (Nature) d12+6, Persuasion d12+6, Repair d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 33 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Boost Trait (Agility), Burst (prismatic spray), Deflection (blur), Detect Arcana (sense magic), Dispel, Elemental Manipulation (water), Entangle (sleet storm), Flight (levitate), Invisibility, Obscure (fog), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Cold.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold 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.

Dungeon dragon

Young dungeon dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d10, Knowledge (Engineering) d10, Persuasion d6, Repair d10, Lockpicking d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Arcane Background (Magic), Mr Fix It
Powers: Puppet (living humanoids only)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 damage.
Immunities: Sleep and paralysis.

Adult dungeon dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+3, Vigor d10
Skills: Fighting d10, Notice d12+3, Knowledge (Engineering) d12+2, Persuasion d10, Repair d12, Lockpicking d8, Spellcasting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Mr Fix It, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Mind Reading, Puppet, Puppet (living humanoids only), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 23" and Climb -1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ancient dungeon dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+5, Vigor d12+1
Skills: Fighting d12+1, Intimidation d6, Notice d12+6, Knowledge (Engineering) d12+5, Persuasion d12+2, Repair d12+3, Lockpicking d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 22 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Mr Fix It, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Puppet, Puppet (living humanoids only), Slumber, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: 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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm dungeon dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+6, Notice d12+7, Knowledge (Engineering) d12+7, Persuasion d12+3, Repair d12+4, Lockpicking d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Mr Fix It, Quick, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Puppet, Puppet (living humanoids only), Slumber, Stun (daze), 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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Faerie dragon

Faerie dragon
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Persuasion d8, Stealth d12+1, Swimming d10, Spellcasting d10
Charisma: +1; Pace: 4; Parry: 4; Toughness: 5 (1)
Edges: Arcane Background (Magic), Dodge
Powers: Light (dancing lights), Invisibility, Slumber
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
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 3.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 damage.
Immunities: Sleep and paralysis.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dragon horse

Dragon horse
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d10, Survival d12
Charisma: +4; Pace: 9; Parry: 7; Toughness: 15 (3)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Hooves: Str+d4; Electricity.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Flight: Flying Pace of 15" and Climb 2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Size +3: Increases Toughness by +3.

Imperial forest dragon

Wyrmling forest dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d10, Knowledge (Nature) d8, Stealth d12, Survival d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Very young forest dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d12+3, Notice d10, Knowledge (Nature) d10, Stealth d12, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.

Young forest dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+4, Notice d12, Stealth d12+1, Survival d10, Faith d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed
Powers: Deflection (forcefield)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Juvenile forest dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12+5, Notice d12+1, Knowledge (Nature) d10, Repair d10, Stealth d12+1, Survival d10, Faith d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 17 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Young adult forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Climbing d12+6, Notice d12+1, Knowledge (Nature) d10, Repair d10, Stealth d12, Survival d10, Faith d10
Charisma: -; Pace: 7; Parry: 8; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Obscure (fog cloud)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+7, Notice d12+2, Repair d12+2, Stealth d12+2, Survival d12, Faith d12
Charisma: +1; Pace: 7; Parry: 8; Toughness: 23 (5)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage damage.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mature adult forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+7, Notice d12+3, Knowledge (Nature) d12, Repair d12+3, Stealth d12+1, Survival d12+3, Faith d12
Charisma: +1; Pace: 7; Parry: 8; Toughness: 24 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Entangle, Lower Trait (Strength), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+8, Notice d12+4, Knowledge (Nature) d12+1, Repair d12+4, Stealth d12+1, Survival d12+4, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (Strength), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+9, Notice d12+4, Knowledge (Nature) d12+1, Repair d12+4, Stealth d12+1, Survival d12+4, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient forest dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Climbing d12+10, Notice d12+5, Repair d12+5, Stealth d12+3, Survival d12+4, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm forest dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+6, Climbing d12+10, Notice d12+6, Repair d12+6, Stealth d12+2, Survival d12+6, Faith d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 28 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm forest dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Climbing d12+10, Notice d12+7, Repair d12+7, Stealth d12+1, Survival d12+7, Faith d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 36 (9)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Blast (earthquake), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (earth), Entangle, Light (dancing lights), Lower Trait (curse), Invisibility, Obscure (fog cloud), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +9: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison and paralysis.
Very Tough: +1 Toughness.
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.

Imperial sea dragon

Wyrmling sea dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d6, Knowledge (Nature) d10, Persuasion d10, Stealth d12, Survival d10, Swimming d12+1
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: 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.
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 2d4 fire damage.
Immunities: Electricity, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Very young sea dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d6, Persuasion d10, Stealth d10, Survival d10, Swimming d12+2
Charisma: +1; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
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.
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 2d6 fire damage.
Immunities: Electricity, sleep and paralysis.

Young sea dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d12, Notice d6, Persuasion d12, Stealth d8, Survival d12, Swimming d12+3, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (ray of frost), Elemental Manipulation (water), Slumber
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Juvenile sea dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Persuasion d12+1, Stealth d10, Survival d12+1, Swimming d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (ray of frost), Detect Arcana (sense magic), Elemental Manipulation (water), Slumber
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Young adult sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+3, Persuasion d12+1, Stealth d8, Survival d12+1, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 19 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (ray of frost), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Invisibility, Pummel (wind), Puppet (living humanoids only), Slumber, Stun (daze)
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.
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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+4, Persuasion d12+2, Stealth d10, Survival d12+2, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blast (lightning storm), Bolt (ray of frost), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Pummel (wind), Puppet (living humanoids only), Slumber, Stun (daze)
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.
Amphibious: Swimming Pace of 18", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Persuasion d12+3, Stealth d10, Survival d12+3, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blast (lightning storm), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze)
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.
Amphibious: Swimming Pace of 19", 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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+5, Persuasion d12+4, Stealth d8, Survival d12+4, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze)
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.
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.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+6, Persuasion d12+4, Stealth d10, Survival d12+4, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Obscure (illusion), Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze)
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.
Amphibious: Swimming Pace of 20", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+7, Persuasion 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), Level Headed, Quick
Powers: Banish (plane shift self), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Obscure (illusion), Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze), 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.
Amphibious: Swimming Pace of 21", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Persuasion d12+6, Stealth d12, Survival d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Obscure (illusion), Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze), 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.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire 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 sea dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+8, Persuasion d12+7, Stealth d10, Survival d12+7, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Blast (lightning storm), Bolt (lightning bolt), Bolt (ray of frost), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Entangle (sleet storm), Invisibility, Obscure (illusion), Pummel (wind), Puppet (living humanoids only), Quickness, Slumber, Stun (daze), 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.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Electricity, sleep and paralysis.
Size +16: 120 feet long; Toughness +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Imperial sky dragon

Wyrmling sky dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Healing d10, Notice d12, Knowledge (Religion) d10, Persuasion d10, Repair d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 2.
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 sky dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Healing d12, Notice d12+1, Persuasion d12, Repair d12
Charisma: +1; Pace: 7; Parry: 6; Toughness: 7
Edges: Quick
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 1.
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 sky dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Healing d12, Notice d12+2, Persuasion d12, Repair d12
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb 1.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Juvenile sky dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Healing d12+1, Notice d12+3, Persuasion d12+1, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Detect Arcana (sense magic), Flight (feather fall)
Tactics: Two Weapons
Special Abilities
Armour +4: 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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Young adult sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Healing d12+2, Notice d12+4, Persuasion d12+2, Repair d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blind (glitterdust), Bolt (magic missile), Detect Arcana (sense magic), Flight (feather fall), Invisibility
Tactics: Two Weapons
Special Abilities
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 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 sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Healing d12+3, Notice d12+4, Persuasion d12+3, Repair d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Environmental Protection (heat and cold), Flight (feather fall), Invisibility, Pummel (wind)
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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 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 sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+3, Notice d12+5, Persuasion d12+3, Repair d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 17
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Environmental Protection (heat and cold), Flight (feather fall), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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 sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+4, Notice d12+6, Persuasion d12+4, Repair d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Blast (lightning storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Entangle (sleet storm), Environmental Protection (heat and cold), Flight (feather fall), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
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 1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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 sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Healing d12+5, Notice d12+7, Persuasion d12+5, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 20
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Dispel, Entangle (sleet storm), Environmental Protection (heat and cold), Flight (feather fall), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
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 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient sky dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Healing d12+5, Notice d12+7, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Persuasion d12+5, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Dispel, Entangle (sleet storm), Environmental Protection (heat and cold), Flight (feather fall), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 28" and Climb 3.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm sky dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Healing d12+6, Notice d12+8, Knowledge (Religion) d12+6, Knowledge (Planes) d12+6, Persuasion d12+6, Repair d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 28 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Dispel, Entangle (sleet storm), Environmental Protection (heat and cold), Flight (feather fall), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
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 3.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm sky dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Healing d12+7, Notice d12+9, Knowledge (Religion) d12+7, Knowledge (Planes) d12+7, Persuasion d12+7, Repair d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 34 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (wind), Blast (ice storm), Blast (lightning storm), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Bolt (ray of frost), Deflection (blink between dimensions), Detect Arcana (sense magic), Dispel, Entangle (sleet storm), Environmental Protection (heat and cold), Flight (feather fall), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Stun (daze), Teleport
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 3.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Very Tough: +1 Toughness.
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.

Imperial sovereign dragon

Wyrmling sovereign dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Persuasion d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Immunities: Sleep and paralysis.
Size -1: Reduces Toughness by -1.

Very young sovereign dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Notice d12, Persuasion d12+1, Repair d12
Charisma: +1; Pace: 8; Parry: 7; Toughness: 11 (3)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Immunities: Sleep and paralysis.

Young sovereign dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+2, Notice d12+1, Persuasion d12+2, Repair d12+1, Spellcasting d10
Charisma: +1; Pace: 8; Parry: 7; Toughness: 15 (3)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Detect Arcana (sense magic), Puppet (living humanoids only), Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Juvenile sovereign dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Notice d12+2, Persuasion d12+3, Repair d12+2, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 17 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Detect Arcana (sense magic), Puppet (living humanoids only), Stun (daze)
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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Young adult sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+4, Notice d12+2, Persuasion d12+4, Repair d12+2, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 21 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Detect Arcana (sense magic), Environmental Protection (heat and cold), Mind Reading, Puppet (living humanoids only), Stun (daze)
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.
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: Sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Adult sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Healing d12+3, Notice d12+3, Persuasion d12+4, Repair d12+3, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Detect Arcana (sense magic), Environmental Protection (heat and cold), Mind Reading, Puppet, Puppet (living humanoids only), Speak Language, Stun (daze)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mature adult sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+5, Healing d12+4, Notice d12+4, Persuasion d12+5, Repair d12+4, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Detect Arcana (sense magic), Environmental Protection (heat and cold), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze)
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Old sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Healing d12+5, Notice d12+5, Persuasion d12+6, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Detect Arcana (sense magic), Dispel, Environmental Protection (heat and cold), Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze)
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.
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: Sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+7, Healing d12+5, Notice d12+7, Persuasion d12+7, Repair d12+5, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Confusion, Detect Arcana (sense magic), Dispel, Environmental Protection (heat and cold), Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze)
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.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient sovereign dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+7, Healing d12+6, Notice d12+8, Persuasion d12+7, Repair d12+6, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Burst (prismatic spray), Confusion, Detect Arcana (sense magic), Dispel, Environmental Protection (heat and cold), Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 28" and Climb -2.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm sovereign dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+7, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+8, Healing d12+7, Notice d12+9, Persuasion d12+8, Repair d12+7, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Burst (prismatic spray), Confusion, Detect Arcana (sense magic), Dispel, Environmental Protection (heat and cold), Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 28" and Climb -2.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm sovereign dragon
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+7, Vigor d12+4
Skills: Fighting d12+4, Intimidation d12+9, Healing d12+8, Notice d12+10, Persuasion d12+9, Repair d12+8, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 37 (9)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Bolt (lightning bolt), Burst (prismatic spray), Confusion, Detect Arcana (sense magic), Dispel, Environmental Protection (heat and cold), Intangibility (gaseous form), Mind Reading, Obscure (fog cloud), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +9: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 28" and Climb -2.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep and paralysis.
Very Tough: +1 Toughness.
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.

Imperial underworld dragon

Wyrmling underworld dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Climbing d8, Notice d8, Stealth d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 5 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Adamantine Claws: Str.
Flight: Flying Pace of 13" and Climb 0.
Burrow: Can burrow and reappear within 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Very young underworld dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d10, Stealth d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Adamantine Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Young underworld dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12, Notice d10, Stealth d12, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Fear
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Adamantine Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Juvenile underworld 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, Climbing d12+1, Notice d12, Stealth d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Adamantine Claws: Str+d4.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Young adult underworld dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12+2, Notice d12+1, Stealth d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 16 (4)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Adamantine 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 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult underworld 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+1, Climbing d12+3, Notice d12+1, Stealth d12+1, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 17 (4)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Adamantine 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 7".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult underworld dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Climbing d12+4, Notice d12+2, Stealth d12+2, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 18 (5)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength)
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Adamantine 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 7".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Old underworld 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+3, Climbing d12+5, Notice d12+3, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (6)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength)
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Adamantine 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 8".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old underworld dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Notice d12+4, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (6)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength), Stun (daze)
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Adamantine Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 8".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient underworld 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, Intimidation d12+4, Climbing d12+7, Notice d12+4, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (7)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength), Stun (daze)
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Adamantine Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 8".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm underworld 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, Climbing d12+8, Notice d12+6, Repair d12+6, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (8)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength), Stun (daze)
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Adamantine Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 9".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm underworld 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+3, Intimidation d12+6, Climbing d12+8, Notice d12+6, Repair d12+6, Stealth d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (8)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Bolt (magic missile), Deflection (displacement), Detect Arcana (sense magic), Elemental Manipulation (earth), Fear, Lower Trait (Strength), Stun (daze)
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Adamantine 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 9".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Metallic brass dragon

Brass dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Persuasion d8
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.
Burrow: Can burrow and reappear within 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brass dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Healing d10, Notice d10, Persuasion d10, Spellcasting d8
Charisma: -; Pace: 9; Parry: 5; Toughness: 8 (2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Beast Friend
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 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Young brass dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Healing d10, Notice d12, Persuasion d10, Spellcasting d8
Charisma: -; Pace: 9; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Detect Arcana (sense magic), Light (dancing lights), Puppet (living humanoids only)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Brass dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Healing d12, Notice d12+1, Persuasion d12, Repair d12, Spellcasting d8
Charisma: -; Pace: 9; Parry: 7; Toughness: 11 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Deflection (forcefield), Detect Arcana (sense magic), Environmental Protection (heat and cold), Light (dancing lights), Puppet (living humanoids only)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Brass dragon, young adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Healing d12+1, Notice d12+2, Persuasion d12+1, Repair d12+1, Spellcasting d8
Charisma: -; Pace: 9; Parry: 7; Toughness: 15 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Puppet (living humanoids only)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +3: Increases Toughness by +3.

Adult brass dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Healing d12+1, Persuasion d12+1, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 8; Toughness: 17 (4)
Edges: Alertness, Arcane Background (Magic)
Powers: Beast Friend, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Speak Language
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
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 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brass dragon, mature adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Healing d12+2, Notice d12+3, Persuasion d12+2, Repair d12+2, Survival d12+2, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 8; Toughness: 18 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Speak Language
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
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 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brass dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+3, Notice d12+4, Persuasion d12+3, Repair d12+3, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Puppet, Puppet (living humanoids only), Speak Language
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
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 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brass dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+4, Notice d12+5, Persuasion d12+4, Repair d12+4, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Puppet, Puppet (living humanoids only), Speak Language
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient brass 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, Healing d12+4, Notice d12+6, Knowledge (History) d12+4, Persuasion d12+4, Repair d12+4, Survival d12+4, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Obscure (fog), Puppet, Puppet (living humanoids only), Speak Language, 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 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brass dragon, wyrm
   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, Healing d12+5, Notice d12+6, Knowledge (History) d12+5, Persuasion d12+5, Repair d12+5, Survival d12+5, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Obscure (fog), Puppet, Puppet (living humanoids only), Speak Language, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brass dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Healing d12+6, Notice d12+7, Knowledge (History) d12+6, Persuasion d12+6, Repair d12+6, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Beast Friend, Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Environmental Protection (heat and cold), Light (dancing lights), Invisibility, Mind Reading, Obscure (illusion), Obscure (fog), Puppet, Puppet (living humanoids only), Speak Language, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
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 6".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Metallic bronze dragon

Bronze dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d10, Notice d10, Persuasion d10, Stealth d12, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (2)
Edges: Alertness
Special Abilities
Armour +2: 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 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Bronze dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12, Persuasion d12, Repair d12, Stealth d10, Swimming d12+2, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic)
Powers: Beast Friend
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
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 lightning damage.
Immunities: Electricity, sleep and paralysis.

Young bronze dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Persuasion d12, Swimming d10, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic)
Powers: Beast Friend, Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb -1.
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 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Bronze dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Persuasion d12+1, Repair d12+1, Stealth d10, Swimming d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep
Powers: Beast Friend, Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Increases Toughness by +3.

Bronze dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Persuasion d12+2, Repair d12+2, Stealth d8, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep
Powers: Armor, Beast Friend, Deflection (blur), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 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 bronze dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Persuasion d12+3, Swimming d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep
Powers: Armor, Beast Friend, Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Obscure (fog cloud), Pummel (wind)
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.
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 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.

Bronze dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Persuasion d12+3, Repair d12+3, Stealth d10, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (fog cloud), Pummel (wind)
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.
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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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.

Bronze dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+5, Persuasion d12+4, Repair d12+4, Stealth d10, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Mind Reading, Obscure (fog cloud), Pummel (wind), Puppet, 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.
Amphibious: Swimming Pace of 20", 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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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.

Bronze dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+6, Persuasion d12+5, Repair d12+5, Stealth d10, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Mind Reading, Obscure (fog cloud), Pummel (wind), Puppet, 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.
Amphibious: Swimming Pace of 21", 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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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 bronze dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Healing d12+6, Persuasion d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Mind Reading, Obscure (fog cloud), Pummel (wind), Puppet, Teleport
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.
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.

Bronze dragon, wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Healing d12+6, Notice d12+7, Persuasion d12+6, Repair d12+6, Stealth d12, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Mind Reading, Obscure (fog cloud), Pummel (wind), Puppet, Teleport
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.
Amphibious: Swimming Pace of 22", 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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 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.

Bronze dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+12, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Healing d12+7, Notice d12+8, Persuasion d12+7, Repair d12+7, Stealth d10, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Armor, Beast Friend, Blast (ice storm), Blast (tsunami), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Invisibility, Mind Reading, Obscure (fog), Obscure (fog cloud), Pummel (wind), Puppet, Teleport
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.
Amphibious: Swimming Pace of 22", 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.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +16: 120 feet long; Toughness +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Metallic copper dragon

Copper dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d8, Repair d8, Stealth d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 5 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
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 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.

Copper dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Repair d10, Stealth d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 copper dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d12, Repair d12, Stealth d12, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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.

Copper dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Persuasion d12+1, Repair d12+2, Stealth d12, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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.

Copper dragon, young adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Persuasion d12+1, Repair d12+3, Stealth d10, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 15 (4)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Invisibility
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb -1.
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 copper dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d12+2, Persuasion d12+2, Repair d12+4, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 17 (4)
Edges: Arcane Background (Magic), Level Headed
Powers: Blind (glitterdust), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Elemental Manipulation (earth), Invisibility
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.
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 +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Copper dragon, mature adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Notice d12+3, Knowledge (History) d12+3, Persuasion d12+3, Repair d12+5, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 18 (5)
Edges: Arcane Background (Magic), Level Headed
Powers: Blind (glitterdust), Bolt (magic missile), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Invisibility, Quickness
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.
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 +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Copper dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+4, Persuasion d12+4, Repair d12+6, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (6)
Edges: Arcane Background (Magic), Level Headed
Powers: Blind (glitterdust), Bolt (magic missile), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Light (dancing lights), Invisibility, Quickness, Speak Language, Teleport
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 23" and Climb -1.
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.

Copper dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Notice d12+4, Persuasion d12+4, Repair d12+7, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 23 (6)
Edges: Arcane Background (Magic), Level Headed
Powers: Blind (glitterdust), Bolt (magic missile), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Light (dancing lights), Invisibility, Quickness, Speak Language, Teleport
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 23" and Climb -1.
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.

Ancient copper dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Notice d12+5, Knowledge (History) d12+5, Persuasion d12+5, Repair d12+8, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (7)
Edges: Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Blind (glitterdust), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Light (dancing lights), Invisibility, Puppet, Quickness, Speak Language, Teleport
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 23" and Climb -1.
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.

Copper dragon, wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Notice d12+6, Persuasion d12+6, Repair d12+9, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Barrier (stone), Blind (glitterdust), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Light (dancing lights), Invisibility, Puppet, Quickness, Speak Language, 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 23" and Climb -1.
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.

Copper dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Notice d12+7, Persuasion d12+7, Repair d12+10, Stealth d12+1, Lockpicking d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Barrier (stone), Blind (glitterdust), Confusion, Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (earth), Light (dancing lights), Invisibility, Puppet, Quickness, Speak Language, Teleport
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.
Arcane Resistance: +6 to resist opposed magic, and +6 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 +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Metallic gold dragon

Wyrmling gold dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Healing d10, Notice d12, Persuasion d10, Repair d10, Swimming d12+2
Charisma: -; Pace: 9; Parry: 6; Toughness: 8 (2)
Edges: Alertness, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Very young gold dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Healing d12, Notice d12+1, Knowledge (Religion) d12, Persuasion d12, Repair d12, Swimming d12+3
Charisma: +1; Pace: 9; Parry: 7; Toughness: 11 (3)
Edges: Alertness, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Young gold dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Healing d12+1, Notice d12+2, Persuasion d12+1, Repair d12+1, Swimming d12+4, Spellcasting d10
Charisma: +1; Pace: 9; Parry: 7; Toughness: 15 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Deflection (forcefield), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
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 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gold dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Healing d12+2, Notice d12+3, Persuasion d12+2, Repair d12+2, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 17 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gold dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Healing d12+2, Notice d12+4, Persuasion d12+2, Repair d12+2, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 21 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Healing
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 28" and Climb -1.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Adult gold dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Healing d12+3, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Nobility) d12+3, Persuasion d12+3, Repair d12+3, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 22 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Healing
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -1.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gold dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Healing d12+4, Notice d12+5, Persuasion d12+4, Repair d12+4, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Healing, Invisibility
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 -1.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gold dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Healing d12+5, Notice d12+6, Persuasion d12+5, Repair d12+5, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 25 (6)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Healing, Invisibility, Quickness
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.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gold dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Healing d12+5, Notice d12+7, Persuasion d12+5, Repair d12+5, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Greater Healing, Healing, Invisibility, Quickness, 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 11", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient gold dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Healing d12+6, Notice d12+7, Knowledge (Religion) d12+6, Knowledge (Planes) d12+6, Knowledge (Nobility) d12+6, Knowledge (History) d12+6, Persuasion d12+6, Repair d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Banish (plane shift self), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Greater Healing, Healing, Invisibility, Quickness, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: 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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gold dragon, wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+7, Vigor d12+3
Skills: Fighting d12+4, Healing d12+7, Notice d12+8, Persuasion d12+7, Repair d12+7, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 10; Toughness: 27 (8)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Banish (plane shift self), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Greater Healing, Healing, Invisibility, Quickness, Teleport
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gold dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+7, Vigor d12+4
Skills: Fighting d12+4, Healing d12+8, Notice d12+9, Knowledge (Religion) d12+8, Knowledge (Planes) d12+8, Knowledge (Nobility) d12+8, Knowledge (History) d12+8, Persuasion d12+8, Repair d12+8, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 10; Toughness: 36 (9)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Strong Willed
Powers: Armor, Banish (plane shift self), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Greater Healing, Healing, Invisibility, Quickness, Teleport
Tactics: Two Weapons
Special Abilities
Armour +9: 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 33" and Climb -2.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +17: Increases Toughness by +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Metallic silver dragon

Silver dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d10, Healing d10, Notice d10, Persuasion d10, Repair d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Silver dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d12, Healing d12, Notice d12, Persuasion d12, Repair d12
Charisma: +1; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).

Young silver dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Notice d12+1, Persuasion d12+1, Repair d12+1, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Silver dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Notice d12+1, Persuasion d12+1, Repair d12+1, Faith d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Detect Arcana (sense magic), Flight (feather fall)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Flight: Flying Pace of 23" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Silver dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Healing d12+2, Notice d12+2, Persuasion d12+2, Repair d12+2, Faith d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19 (4)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Flight (feather fall), Healing
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult silver dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+3, Notice d12+3, Knowledge (Nobility) d12+3, Persuasion d12+3, Repair d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Healing, Obscure (fog cloud)
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 0.
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 2d10 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Silver dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Healing d12+4, Notice d12+4, Persuasion d12+4, Repair d12+4, Faith d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Healing, Invisibility, Obscure (fog cloud), Teleport
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb 0.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Healing d12+4, Notice d12+4, Persuasion d12+4, Repair d12+4, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Healing, Invisibility, Obscure (fog cloud), 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 -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+5, Healing d12+5, Notice d12+5, Persuasion d12+5, Repair d12+5, Faith d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing, Invisibility, Obscure (fog cloud), 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 -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient silver dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Healing d12+6, Notice d12+6, Knowledge (Planes) d12+6, Knowledge (Nobility) d12+6, Knowledge (History) d12+6, Persuasion d12+6, Repair d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing, Invisibility, Obscure (fog), Obscure (fog cloud), 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 -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver dragon, wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Healing d12+7, Notice d12+7, Persuasion d12+7, Repair d12+7, Faith d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing, Invisibility, Obscure (fog), Obscure (fog cloud), Teleport
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 -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Silver dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+7, Intimidation d12+7, Healing d12+7, Notice d12+7, Persuasion d12+7, Repair d12+7, Survival d12+7, Faith d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 33 (8)
Edges: Ambidextrous, Arcane Background (Miracles), Level Headed, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (wind), Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall), Greater Healing, Healing, Invisibility, Obscure (fog), Obscure (fog cloud), Teleport
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 -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunities: Acid, cold, sleep and paralysis.
Weakness: Fire (double damage).
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.

Mist dragon

Young mist dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12+1, Knowledge (Nature) d12, Persuasion d12, Repair d12, Swimming d12+3, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Ambidextrous, Arcane Background (Magic)
Powers: Elemental Manipulation (water)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +3: Increases Toughness by +3.

Adult mist dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d12+4, Knowledge (History) d12+3, Knowledge (Nature) d12+3, Persuasion d12+3, Repair d12+3, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Barrier (wind), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Invisibility, Obscure (fog cloud), Stun (daze)
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.
Amphibious: Swimming Pace of 18", 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.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ancient mist dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (Religion) d12+6, Knowledge (History) d12+6, Knowledge (Nature) d12+6, Persuasion d12+6, Repair d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Armor, Barrier (wind), Blast (ice storm), Bolt (magic missile), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Elemental Manipulation (water), Light (dancing lights), Invisibility, Mind Reading, Mind Reading (speak with dead), Obscure (fog), Obscure (fog cloud), Stun (daze), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Fire.
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.
Amphibious: Swimming Pace of 22", 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mithral dragon

Adult mithral dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Persuasion d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 18 (5)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick
Powers: Armor, Blind (glitterdust), Bolt (magic missile), Boost Trait (Strength), Boost Trait (Agility), Detect Arcana (sense magic), Dispel, Obscure (fog cloud), Puppet (living humanoids only), Quickness, Stun (daze)
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Razor Claws: Str+d8; Bleed.
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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Acid, sonic, sleep and paralysis.
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.

Ancient mithral dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Notice d12+6, Knowledge (Planes) d12+2, Knowledge (Nobility) d12+4, Knowledge (History) d12+4, Knowledge (Nature) d12+4, Persuasion d12+5, Repair d12+6, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 9; Toughness: 26 (7)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick
Powers: Armor, Barrier (fire), Bolt (lightning bolt), Blind (glitterdust), Bolt (magic missile), Boost Trait (Strength), Boost Trait (Agility), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (fog cloud), Puppet (living humanoids only), Quickness, Stun (daze), Telekinesis, Teleport
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Razor Claws: Str+d8; Bleed.
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.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Acid, sonic, sleep and paralysis.
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 +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Primal brine dragon

Brine dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Notice d8, Knowledge (Nature) d8, Persuasion d8, Survival d8, Swimming d12+2
Charisma: -; Pace: 9; Parry: 5; Toughness: 4 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
Flight: Flying Pace of 13" and Climb 0.
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 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.

Brine dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Healing d10, Notice d10, Knowledge (Nature) d10, Persuasion d10, Survival d10, Swimming d12+3, Spellcasting d10
Charisma: -; Pace: 9; Parry: 6; Toughness: 7 (2)
Edges: Arcane Background (Magic), Level Headed
Powers: Beast Friend
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 2d4 acid damage.
Immunities: Acid, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Bring dragon, young
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Healing d10, Notice d10, Knowledge (Nature) d10, Persuasion d10, Survival d10, Swimming d12+4, Spellcasting d10
Charisma: -; Pace: 9; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Magic), Level Headed
Powers: Beast Friend, Detect Arcana (sense magic)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 18" and Climb 0.
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 2d6 acid damage.
Immunities: Acid, sleep and paralysis.

Brine dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Healing d12, Notice d12, Knowledge (Nature) d12, Persuasion d12, Survival d12, Swimming d12+6, Spellcasting d12
Charisma: -; Pace: 9; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 2d6 acid damage.
Immunities: Acid, sleep and paralysis.

Brine dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Healing d12+1, Notice d12+1, Knowledge (Nature) d12+1, Persuasion d12+1, Survival d12+1, Swimming d12+7, Spellcasting d12
Charisma: -; Pace: 9; Parry: 7; Toughness: 16 (4)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Detect Arcana (sense magic), Disguise (shapechange), Lower Trait (Strength), Invisibility
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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: +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 +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brine dragon, adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d12, Healing d12+1, Notice d12+1, Persuasion d12+1, Survival d12+1, Swimming d12+8, Spellcasting d12
Charisma: +2; Pace: 9; Parry: 8; Toughness: 16 (4)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Detect Arcana (sense magic), Disguise (shapechange), Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Amphibious: Swimming Pace of 20", 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 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.

Brine dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d12, Healing d12+2, Notice d12+2, Persuasion d12+2, Survival d12+2, Swimming d12+9, Spellcasting d12
Charisma: +2; Pace: 9; Parry: 8; Toughness: 17 (5)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Blast (ice storm), Detect Arcana (sense magic), Disguise (shapechange), Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Slumber
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.
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 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.

Brine dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Healing d12+3, Notice d12+3, Persuasion d12+3, Survival d12+3, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 22 (5)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Blast (ice storm), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Slumber, Teleport
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.
Amphibious: Swimming Pace of 22", 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.

Brine dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Healing d12+4, Notice d12+4, Persuasion d12+4, Survival d12+4, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Blast (ice storm), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Slumber, Teleport
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 23" and Climb -1.
Amphibious: Swimming Pace of 22", 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.

Brine dragon, ancient
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+1, Strength d12+6, Vigor d12+2
Skills: Fighting d12+2, Healing d12+4, Notice d12+4, Persuasion d12+4, Survival d12+4, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Beast Friend, Blast (ice storm), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Obscure (fog), Slumber, Teleport
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Str.
Claws: Str+d8.
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 23" and Climb -1.
Amphibious: Swimming Pace of 22", 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.

Brine dragon, wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+1, Strength d12+6, Vigor d12+2
Skills: Fighting d12+3, Healing d12+5, Notice d12+5, Persuasion d12+5, Survival d12+5, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Beast Friend, Blast (ice storm), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Obscure (fog), Slumber, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Str.
Claws: Str+d8.
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.

Brine dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+3, Spirit d12+2, Strength d12+7, Vigor d12+3
Skills: Fighting d12+3, Healing d12+6, Notice d12+6, Persuasion d12+6, Survival d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self), Beast Friend, Blast (ice storm), Blast (tsunami), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (sleet storm), Flight (feather fall), Lower Trait (Strength), Invisibility, Mind Reading, Obscure (fog), Slumber, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Str; Stun.
Claws: Str+d8; Stun.
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.

Primal cloud dragon

Cloud dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d10, Notice d10, Knowledge (Planes) d8, Persuasion d10, Stealth d12, Swimming d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (2)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Cloud dragon, very young
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d10, Persuasion d12, Stealth d10, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
Immunities: Electricity, sleep and paralysis.

Cloud dragon, young
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Planes) d12, Persuasion d12+2, Stealth d8, Swimming d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (3)
Edges: Ambidextrous, Arcane Background (Magic)
Powers: Obscure (fog cloud)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 23" and Climb -1.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +2: Increases Toughness by +2.

Cloud dragon, juvenile
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+3, Stealth d10, Swimming d10, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 7; Toughness: 13 (3)
Edges: Ambidextrous, Arcane Background (Magic)
Powers: Light (dancing lights), Obscure (fog cloud), Puppet (living humanoids only)
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.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +2: Increases Toughness by +2.

Cloud dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Notice d12+2, Knowledge (Planes) d12+1, Persuasion d12+3, Stealth d8, Swimming d12, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 8; Toughness: 18 (4)
Edges: Ambidextrous, Arcane Background (Magic)
Powers: Light (dancing lights), Obscure (fog cloud), Puppet (living humanoids only)
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.
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 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult cloud dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Knowledge (Planes) d12+2, Persuasion d12+4, Stealth d10, Survival d12+3, Swimming d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Deflection (forcefield), Deflection (blur), Detect Arcana (see invisibility), Light (dancing lights), Invisibility, Obscure (fog cloud), Puppet (living humanoids only)
Tactics: Two Weapons
Special Abilities
Bite: Str+d8.
Claws: Str+d8.
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 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 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Cloud dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Knowledge (Planes) d12+3, Persuasion d12+5, Stealth d10, Survival d12+3, Swimming d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blind (glitterdust), Light (dancing lights), Obscure (fog cloud), Pummel (wind), Puppet (living humanoids only)
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.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
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 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.

Cloud dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Persuasion d12+6, Stealth d8, Survival d12+4, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Blind (glitterdust), Detect Arcana (see invisibility), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Puppet (living humanoids only)
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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.

Cloud dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+5, Knowledge (Planes) d12+4, Persuasion d12+6, Stealth d10, Survival d12+5, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Blind (glitterdust), Detect Arcana (see invisibility), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Puppet, Puppet (living humanoids only), 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.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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.

Cloud dragon, ancient
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+6, Knowledge (Planes) d12+5, Persuasion d12+7, Stealth d10, Survival d12+6, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Blind (glitterdust), Detect Arcana (see invisibility), Dispel, Flight (wind walk), Light (dancing lights), Invisibility, Obscure (fog cloud), Pummel (wind), Puppet, Puppet (living humanoids only), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Sonic.
Claws: Str+d8.
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 28" and Climb -2.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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.

Cloud dragon, wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+6, Knowledge (Planes) d12+6, Persuasion d12+8, Stealth d12, Survival d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Blind (glitterdust), Detect Arcana (see invisibility), Dispel, Flight (wind walk), Light (dancing lights), Invisibility, Obscure (fog), Obscure (fog cloud), Pummel (wind), Puppet, Puppet (living humanoids only), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Sonic.
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 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 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.

Cloud dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+7, Knowledge (Planes) d12+7, Persuasion d12+9, Stealth d10, Survival d12+7, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 32 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Blast (ice storm), Blast (lightning storm), Blind (glitterdust), Detect Arcana (see invisibility), Dispel, Flight (wind walk), Light (dancing lights), Invisibility, Obscure (fog), Obscure (fog cloud), Pummel (wind), Puppet, Puppet (living humanoids only), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Sonic.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 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 +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.

Primal crystal dragon

Crystal dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d12+1
Charisma: +1; Pace: 9; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
Flight: Flying Pace of 13" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sonic, sleep and paralysis.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Crystal dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d8, Stealth d12
Charisma: +4; Pace: 9; Parry: 6; Toughness: 8 (2)
Edges: Quick
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 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sonic, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Young crystal dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d12, Climbing d12+2, Notice d10, Stealth d10
Charisma: +4; Pace: 9; Parry: 6; Toughness: 10 (2)
Edges: Quick
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.

Crystal dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Intimidation d12+1, Climbing d12+3, Notice d12, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 9; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic), Quick
Powers: Blind (glitterdust)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Flight: Flying Pace of 18" and Climb 0.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.

Crystal dragon, young adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12+4, Notice d12, Stealth d10, Spellcasting d8
Charisma: +4; Pace: 9; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Magic), Quick
Powers: Blind (glitterdust)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +3: Increases Toughness by +3.

Adult crystal dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12+2, Climbing d12+4, Notice d12+1, Stealth d10, Spellcasting d10
Charisma: +4; Pace: 9; Parry: 7; Toughness: 16 (4)
Edges: Ambidextrous, Arcane Background (Magic), Quick
Powers: Blind (glitterdust), Deflection (forcefield), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +3: Increases Toughness by +3.

Crystal dragon, mature adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Climbing d12+5, Notice d12+2, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 9; Parry: 8; Toughness: 18 (5)
Edges: Ambidextrous, Arcane Background (Magic), Quick
Powers: Blind (glitterdust), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crystal dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Notice d12+3, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Quick
Powers: Blind (glitterdust), Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crystal dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+7, Notice d12+3, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Blind (glitterdust), Deflection (displacement), Detect Arcana (sense magic), Flight (feather fall), Invisibility
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient crystal dragon
   No description for this creature yet.

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

Crystal dragon, wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+6, Climbing d12+9, Notice d12+5, Stealth d12+1, Survival d12+5, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Blind (glitterdust), Burst (prismatic spray), Confusion (hypnotic pattern), Deflection (displacement), Detect Arcana (sense magic), Dispel, Elemental Manipulation (earth), Fear (phantasmal killer), Flight (feather fall), Invisibility, Obscure (illusion), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Crystal dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+7, Climbing d12+10, Notice d12+6, Stealth d12, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Bolt (lightning bolt), Blind (glitterdust), Burst (prismatic spray), Confusion (hypnotic pattern), Deflection (displacement), Detect Arcana (sense magic), Dispel, Elemental Manipulation (earth), Fear (phantasmal killer), Flight (feather fall), Invisibility, Obscure (illusion), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 28" and Climb -2.
Burrow: Can burrow and reappear within 6".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, sleep and paralysis.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Primal magma dragon

Magma dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d12+1, Swimming d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 5 (1)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str.
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 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Magma dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d10, Stealth d12, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Young magma dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d12, Stealth d12, Swimming d12+1, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4; Fire.
Claws: Str+d4.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 18" and Climb 0.
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 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Magma dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d12+1, Stealth d12, Swimming d12+1, Spellcasting d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4; Fire.
Claws: Str+d4.
Flight: Flying Pace of 18" and Climb 0.
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 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Magma dragon, young adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Climbing d12+2, Notice d12+1, Stealth d10, Swimming d12+2, Spellcasting d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 16 (4)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Deflection (forcefield), Detect Arcana (sense magic)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
Flight: Flying Pace of 23" and Climb -1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult magma dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Climbing d12+3, Notice d12+2, Stealth d12, Swimming d12+3, Spellcasting d12
Charisma: +2; Pace: 7; Parry: 8; Toughness: 17 (4)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (fire), Blind (glitterdust), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Flight (feather fall)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magma dragon, mature adult
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+4, Notice d12+3, Stealth d12+1, Swimming d12+4, Spellcasting d12
Charisma: +2; Pace: 7; Parry: 8; Toughness: 18 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (fire), Blind (glitterdust), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8; Fire.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magma dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+5, Notice d12+4, Stealth d12, Survival d12+4, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Barrier (fire), Blind (glitterdust), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall), Obscure (darkness), Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Magma dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Climbing d12+6, Notice d12+4, Stealth d12, Survival d12+4, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 23 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Barrier (fire), Blind (glitterdust), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall), Obscure (darkness), Teleport
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient magma dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+5, Climbing d12+7, Notice d12+5, Knowledge (Planes) d12+5, Stealth d12+1, Survival d12+5, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Barrier (fire), Blind (glitterdust), Burst (prismatic spray), Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall), Obscure (darkness), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Magma dragon, wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+5, Climbing d12+8, Notice d12+6, Knowledge (Planes) d12+6, Stealth d12+1, Survival d12+6, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Barrier (fire), Blind (glitterdust), Burst (prismatic spray), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall), Obscure (darkness), Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Fire.
Claws: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Magma dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+6, Climbing d12+9, Notice d12+7, Knowledge (Planes) d12+7, Stealth d12+1, Survival d12+7, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Barrier (wind), Barrier (fire), Blind (glitterdust), Burst (prismatic spray), Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Dispel, Flight (feather fall), Obscure (darkness), Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Fire.
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.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Primal umbral dragon

Umbral dragon, wyrmling
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Persuasion d10, 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunities: Cold, sleep, paralysis and death magic.
Size -1: Reduces Toughness by -1.

Umbral dragon, very young
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Notice d12, Persuasion d12, Stealth d10, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 18" and Climb 0.
Immunities: Cold, sleep, paralysis and death magic.

Young umbral dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12+1, Persuasion d12+1, Stealth d10, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 23" and Climb -1.
Immunities: Cold, sleep, paralysis and death magic.
Size +3: Increases Toughness by +3.

Umbral dragon, juvenile
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Persuasion d12+1, Repair d12+1, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
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 23" and Climb -1.
Immunities: Cold, sleep, paralysis and death magic.
Size +3: Increases Toughness by +3.

Umbral dragon, young adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Notice d12+2, Persuasion d12+2, Repair d12+2, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19 (4)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Deflection (forcefield), Detect Arcana (sense magic), Invisibility, Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
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 energy damage.
Immunities: Cold, sleep, paralysis and death magic.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Adult umbral dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Notice d12+3, Persuasion d12+3, Repair d12+3, Stealth d12+1, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (darkness), Shrink
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis and death magic.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Umbral dragon, mature adult
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Invisibility, Obscure (darkness), Quickness, Shrink
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis and death magic.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Umbral dragon, old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Notice d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Invisibility, Obscure (darkness), Quickness, Shrink
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis and death magic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Umbral dragon, very old
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Notice d12+5, Persuasion d12+5, Repair d12+5, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Fear (phantasmal killer), Invisibility, Obscure (darkness), Quickness, Shrink
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 28" and Climb -2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis and death magic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient umbral dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Notice d12+6, Persuasion d12+6, Repair d12+6, Stealth d12+2, Survival d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 26 (7)
Edges: Ambidextrous, Arcane Background (Magic)
Powers: Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Fear (phantasmal killer), Invisibility, Obscure (darkness), Quickness, Shrink, Teleport
Tactics: Two Weapons
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 28" and Climb -2.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Umbral dragon, wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Notice d12+7, Persuasion d12+7, Repair d12+7, Stealth d12+2, Survival d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 27 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Fear (phantasmal killer), Invisibility, Obscure (darkness), Quickness, Shrink, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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.
Flight: Flying Pace of 28" and Climb -2.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunities: Cold, sleep, paralysis and death magic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Umbral dragon, great wyrm
   No description for this creature yet.

Attributes: Agility d4, Smarts d12+3, Spirit d12+3, Strength d12+6, Vigor d12+3
Skills: Fighting d12+4, Notice d12+7, Persuasion d12+7, Repair d12+7, Stealth d12+1, Survival d12+7, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed
Powers: Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Fear (phantasmal killer), Invisibility, Obscure (darkness), Quickness, Shrink, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8; Energy Drain.
Claws: Str+d8; Energy Drain.
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.
Flight: Flying Pace of 28" and Climb -2.
Immunities: Cold, sleep, paralysis and death magic.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

River dragon

Wyrmling river dragon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Stealth d12+1, Survival d8, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Aquatic: Swimming Pace of 13", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Very young river dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Nature) d8, Repair d8, Stealth d12, Survival d10, Swimming d12+2
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Aquatic: Swimming Pace of 14", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Young river dragon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d12, Notice d10, Knowledge (Nature) d10, Repair d10, Stealth d12, Survival d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 10 (3)
Edges: Level Headed, Sweep
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Aquatic: Swimming Pace of 13", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).

Juvenile river dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Nature) d12, Repair d12, Stealth d12, Survival d12, Swimming d12+4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (3)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Aquatic: Swimming Pace of 16", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunity: Fire.
Weakness: Fire (double damage).

Young adult river dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Knowledge (Nature) d12, Repair d12, Stealth d10, Survival d12+1, Swimming d12+5, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Detect Arcana (sense magic), Shrink
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d6.
Tail: Str+d6.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Aquatic: Swimming Pace of 17", and cannot drown.
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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +3: Increases Toughness by +3.

Adult river dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Knowledge (Nature) d12+1, Repair d12+1, Stealth d12, Survival d12+2, Swimming d12+3, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Boost Trait (Agility), Detect Arcana (sense magic), Shrink
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Aquatic: Swimming Pace of 15", and cannot drown.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mature adult river dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+4, Knowledge (Nature) d12+2, Repair d12+2, Stealth d12, Survival d12+2, Swimming d12+7, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 17 (5)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Bolt (magic missile), Deflection (blur), Detect Arcana (sense magic), Dispel, Quickness, Shrink
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Aquatic: Swimming Pace of 19", and cannot drown.
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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Old river 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+3, Notice d12+4, Knowledge (Nature) d12+3, Persuasion d12+3, Repair d12+3, Stealth d10, Survival d12+3, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Bolt (magic missile), Boost Trait (Agility), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Obscure (illusionary terrain), Quickness, Shrink
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Aquatic: Swimming Pace of 20", 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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Very old river 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+5, Knowledge (Nature) d12+3, Persuasion d12+4, Repair d12+3, Stealth d12, Survival d12+4, Swimming d12+9, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (magic missile), Boost Trait (Agility), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Intangibility (gaseous form), Obscure (illusionary terrain), Quickness, Shrink
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Aquatic: Swimming Pace of 21", 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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ancient river dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Nature) d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+2, Survival d12+4, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 23 (6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Barrier (fire), Boost Trait (Agility), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Intangibility (gaseous form), Obscure (illusionary terrain), Quickness, Shrink
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
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 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wyrm river dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+5, Notice d12+7, Knowledge (Nature) d12+5, Persuasion d12+5, Repair d12+5, Stealth d12+1, Survival d12+5, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 24 (7)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (magic missile), Boost Trait (Agility), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Intangibility (gaseous form), Obscure (illusionary terrain), Quickness, Shrink
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Aquatic: Swimming Pace of 22", 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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great wyrm river dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (Nature) d12+6, Persuasion d12+6, Repair d12+6, Stealth d12, Survival d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 27 (8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Barrier (fire), Bolt (magic missile), Boost Trait (Agility), Deflection (forcefield), Deflection (blur), Detect Arcana (sense magic), Dispel, Intangibility (gaseous form), Obscure (illusionary terrain), Quickness, Shrink
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Tail: Str+d8.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Aquatic: Swimming Pace of 22", and cannot drown.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Skincrawler dragon

Skincrawler dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Intimidation d8, Healing d8, Notice d12, Tracking d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 21 (4)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d10.
Claws: Str+d10.
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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 23" and Climb -1.
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 damage.
Immunities: Sleep and paralysis.
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Smoke dragon

Smoke dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Stealth d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 7 (2)
Edges: Alertness
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 9" and Climb 2.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 nauseated damage.
Immunities: Sleep and paralysis.
Size -1: Three feet long; Toughness -1.

Spine dragon

Spine dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Knowledge (Engineering) d12+2, Knowledge (Nature) d12+2, Stealth d8, Throwing d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 25 (5)
Gear: Spines (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Marksman
Powers: Telekinesis
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 28" and Climb -2.
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 damage.
Immunities: Sonic, sleep and paralysis.
Resistances: -4 damage from cold, electricity and fire.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Tidepool dragon

Tidepool dragon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Survival d8, Swimming d12, Spellcasting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Light (dancing lights), Stun (daze)
Special Abilities
Armour +1: Scaly hide.
Bite: Str.
Claws: Str; Attach.
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.
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 fire damage.
Immunities: Sleep and paralysis.
Size -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dragon turtle

Dragon turtle
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Persuasion d12, Stealth d8, Survival d12, Tracking d12, Swimming d12+5
Charisma: -; Pace: 5; Parry: 7; Toughness: 19 (4)
Edges: Level Headed, Sweep
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
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.
Aquatic: Swimming Pace of 17", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Fire, sleep and paralysis.
Size +7: Fifty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wrath dragon (draco sanctus benevolentia)

Wrath dragon (draco sanctus benevolentia)
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Fighting d12+4, Intimidation d12+7, Healing d12+7, Notice d12+7, Knowledge (Religion) d12+6, Knowledge (Planes) d12+6, Persuasion d12+7, Tracking d12+7, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 10; Toughness: 22 (5)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Banish, Banish (plane shift self), Barrier (whirling blades), Boost Trait (bless), Detect Arcana (sense magic), Dispel, Fear, Greater Healing, Invisibility, Summon Ally, Banish (undead)
Tactics: Two Weapons
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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 23" and Climb -1.
Arcane Resistance: +5 to resist opposed magic, and +5 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 2d12 fire damage.
Immunities: Fire, sleep, poison and paralysis.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Dragonfly

Giant dragonfly
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Skin.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 11" and Climb 3.

Giant dragonfly, young
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Stealth d6, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Size -1: Reduces Toughness by -1.

Dragonkin

Dragonkin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d10, Survival d12, Tracking d12
Charisma: +2; Pace: 7; Parry: 7; Toughness: 14 (3)
Gear: Masterwork glaive (Str+d8)
Edges: Combat Reflexes
Special Abilities
Armour +3: Scaly hide.
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 15" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Fire, sleep, paralysis and magic.
Size +3: Twenty feet long; Toughness +3.

Dragonleaf tree

Dragonleaf tree
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d10, Notice d10, Stealth d12, Throwing d10
Charisma: +2; Pace: 1; Parry: 7; Toughness: 13 (2)
Gear: Leaves (Throwing; range 3/6/12; Str+d6; Bleed)
Edges: Level Headed, Marksman, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +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 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)
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Dragonne

Dragonne
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Combat Reflexes, Level Headed, War Cry
Special Abilities
Armour +2: Scales.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 6" and Climb -1.
Size +3: Twelve feet long; Toughness +3.

Dragonnel

Dragonnel
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 17 (3)
Edges: Sweep
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").
Flight: Flying Pace of 13" and Climb -1.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dragonship

Dragonship
   No description for this creature yet.

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

Drake

Coral drake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Nature) d8, Persuasion d8, Stealth d12, Survival d8, Swimming d12+2
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Combat Reflexes, Dodge, Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 14", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 damage.
Immunities: Sleep, poison and paralysis.
Resistance: -2 damage from cold.
Poison: Inflict lethal poison if foe is Shaken or wounded.

Desert drake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Notice d10, Stealth d10, Survival d10, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6; Electricity.
Tail Slap: Str+d6; Push.
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 6" 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.
Flight: Flying Pace of 9" and Climb 0.
Burrow: Can burrow and reappear within 5".
Immunities: Sleep and paralysis.
Resistance: -4 damage from electricity.
Size +3: Fifteen feet long; Toughness +3.

Fire drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size -1: Four feet long; Toughness -1.

Flame drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d6, Survival d10, Tracking d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6; Fire.
Tail Slap: 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 9" and Climb 0.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +3: Twelve feet long; Toughness +3.

Forest drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d6, Tracking d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Tail Slap: 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.
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.
Flight: Flying Pace of 9" and Climb 0.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Acid, sleep and paralysis.
Size +2: Ten feet long; Toughness +2.

Frost drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Level Headed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6; Cold.
Tail Slap: 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 9" and Climb 0.
Burrow: Can burrow and reappear within 5".
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Ice drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (2)
Edges: Arcane Background (Magic)
Powers: Fear, Slumber
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 8" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Immunities: Cold, sleep and paralysis.
Weakness: Fire (double damage).
Size -1: Six feet long; Toughness -1.

Rift drake
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d10, Climbing d12, Notice d12, Stealth d10, Survival d10, Tracking d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 15 (3)
Edges: Level Headed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8; Bleed.
Tail Slap: Str+d8; 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Sleep and paralysis.
Resistance: -6 damage from acid.
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 long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

River drake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d10, Survival d8, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4.
Tail Slap: 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Sleep and paralysis.
Resistance: -4 damage from acid.

Salt drake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d10, Notice d12+2, Stealth d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 11 (2)
Edges: Ambidextrous, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 18" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage damage.
Immunities: Sleep and paralysis.
Size +2: Thirty feet long; Toughness +2.

Sea drake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d8, Notice d10, Stealth d10, Tracking d10, Swimming d12+3
Charisma: -; Pace: 5; Parry: 7; Toughness: 13 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Scaly hide.
Bite: Str+d6; Electricity.
Tail Slap: 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 9" and Climb 0.
Amphibious: Swimming Pace of 15", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Electricity, sleep and paralysis.
Size +3: Fourteen feet long; Toughness +3.

Splinter drake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Stealth d12+1, Throwing d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 16 (3)
Edges: Combat Reflexes, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +3: Dark brown bark.
Bite: Str+d10.
Claws: Str+d10.
Thorn Volley: Throwing; range 12/24/48; Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 piercing damage.
Resistance: -2 damage from fire.
Poison: Inflict 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.

Star drake
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Healing d12, Notice d12+4, Knowledge (Religion) d10, Knowledge (Planes) d12+4, Knowledge (History) d10, Knowledge (Nature) d10, Persuasion d12+5, Repair d12+4, Stealth d10, Survival d12, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 13 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Banish (plane shift self)
Special Abilities
Armour +1: 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 23" and Climb 2.
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 2d8 fire damage.
Immunities: Fire, cold, sleep and paralysis.
Size +3: Increases Toughness by +3.

Draug

Draug
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d8, Survival d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Cutlass (Str+d8)
Edges: Alertness
Special Abilities
Armour +2: Rotting flesh.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
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.

Draugr

Draugr
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d6, Swimming d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (1)
Gear: Leather armour (+1), greataxe (Str+d10; Parry -1; Nausea)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -2 damage from fire.
Nausea: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

❄Draugr captain
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d8, Climbing d10, Notice d8, Stealth d8, Swimming d12+1
Charisma: +2; Pace: 6; Parry: 5; Toughness: 12 (1)
Gear: Leather armour (+1), greataxe (Str+d10; Parry -1; Nausea)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Nausea: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Dread skeleton

Scarwall guard
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Tracking d10, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (2)
Gear: Masterwork greataxe (Str+d10; Parry -1), masterwork light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Level Headed
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.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +3: Increases Toughness by +3.

Dream eater

Dream eater
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d10, Notice d10, Knowledge (Planes) d12, Persuasion d12, Repair d10, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Masterwork rapier (Str+d4; Parry +1)
Edges: Arcane Background (Magic)
Powers: Puppet
Special Abilities
Armour +2: 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.
Flight: Flying Pace of 5" and Climb -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.
Change Form: Can assume an alternate form as a normal action.
Immunity: Poison.
Resistances: -2 damage from cold, electricity and fire.

Dream spectre (nightmare creature)

Dream spectre (nightmare creature)
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12+2, Knowledge (Planes) d8, Persuasion d8, Stealth d12+1, Survival d10
Charisma: +2; Pace: -; Parry: 6; Toughness: 9
Edges: Alertness, Combat Reflexes, Dodge, Level Headed, Quick
Special Abilities
Incorporeal Touch: Str+d4; Charisma Damage.
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.
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.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Drekavac

Drekavac
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d10, Notice d8, Stealth d10, Spellcasting d6
Charisma: +2; Pace: 5; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Strong Willed
Powers: Intangibility (gaseous form)
Special Abilities
Armour +1: Natural armour.
Chilling Grasp Touch: Str+d4; Cold; Disease.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Fear: Anyone who sees this creature must make a Fear check.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Drelb

Drelb
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 6
Edges: Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Nether Chill.
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.
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.
Flight: Flying Pace of 5" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Nether Chill: Make a Vigor roll or suffer a level of Fatigue.

Drow

Common drow
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Stealth d4, Shooting d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 6 (1)
Gear: Leather armour (+1), rapier (Str+d4; Parry +1), medium shield (+1 Parry), hand crossbow (Shooting; range 15/30/60; 2d6; AP 2; Poison)
Edges: Arcane Background (Magic)
Powers: Light (dancing lights), Obscure (darkness)
Special Abilities
Darkvision: No vision penalties for darkness (range 24").
Arcane Resistance: +1 to resist opposed magic, and +1 armour against offensive magic.
Immunity: Sleep.
Poison: Hand crossbow inflicts lethal poison if foe is Shaken or wounded.

Drider
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d12, Climbing d12+2, Notice d12, Repair d12, Stealth d12, Shooting d6, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 6; Toughness: 12 (2)
Gear: Masterwork heavy mace (Str+d6; AP 2), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge
Powers: Armor, Bolt (lightning bolt), Bolt (magic missile), Bolt (ray of frost), Detect Arcana (sense magic), Dispel, Flight (levitate), Light (dancing lights), Lower Trait (Strength), Invisibility, Obscure (darkness), Puppet, Stun (daze)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 24").
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".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Sleep.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Drow noble
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d8, Knowledge (Religion) d6, Repair d6, Shooting d6, Faith d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 8 (2)
Gear: Breastplate (+2), masterwork rapier (Str+d4; Parry +1), medium shield (+1 Parry), hand crossbow (Shooting; range 15/30/60; 2d6; AP 2; Poison)
Edges: Arcane Background (Miracles), Champion
Powers: Boost Trait (bless), Detect Arcana (sense magic), Dispel, Fear, Flight (levitate), Healing, Light (dancing lights), Obscure (darkness), Puppet
Special Abilities
Darkvision: No vision penalties for darkness (range 24").
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Sleep.
Poison: Hand crossbow inflicts lethal poison if foe is Shaken or wounded.

Drowned maiden

Drowned maiden
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d12, Knowledge (History) d4, Stealth d12+1, Swimming d10, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 7; Toughness: 11 (2)
Gear: Hair (Str+d8; Constrict)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Strong Willed
Powers: Disguise (illusion)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Aquatic: Swimming Pace of 10", and cannot drown.

Dryad

Dryad
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Knowledge (Nature) d10, Repair d10, Stealth d12, Survival d8, Shooting d4, Faith d10
Charisma: +4; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Dagger (Str+d4), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Miracles), Beast Master
Powers: Entangle, Puppet, Puppet (living humanoids only), Slumber
Special Abilities
Armour +1: Flesh.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.

Dullahan

Dullahan
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12, Repair d12, Riding d8, Stealth d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9
Gear: Keen longsword (Str+d8; Cold)
Edges: Strong Willed
Special Abilities
Blindsight: Ignore sight-based penalties and gaze 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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Duppy

Duppy
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12, Notice d12, Stealth d12+1
Charisma: +4; Pace: -; Parry: 5; Toughness: 7
Edges: Level Headed, Quick
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Draining.
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 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weaknesses: Resurrection vulnerability and powerless in sunlight.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Dust digger

Dust digger
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d6, Stealth d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Tentacles: Str+d6; Reach 1"; 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.
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".
Size +2: Increases Toughness by +2.

Dwarf

Duergar
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Intimidation d4, Notice d6, Stealth d4, Shooting d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Gear: Chainmail (+2), warhammer (Str+d6; AP 2), medium shield (+1 Parry), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic)
Powers: Invisibility
Special Abilities
Darkvision: No vision penalties for darkness (range 24").
Immunities: Poison and paralysis.
Weakness: Light sensitive.

Dweomercat

Dweomercat
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d12, Climbing d6, Notice d12, Stealth d12+1, Tracking d12, Spellcasting d8
Charisma: +1; Pace: 7; Parry: 8; Toughness: 9 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Detect Arcana (sense magic), Dispel, Teleport
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.

Dweomercat cub
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d4, Notice d6, Stealth d6, Tracking d6, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Detect Arcana (sense magic), Teleport
Special Abilities
Claws: Str.
Bite: Str.
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dybbuk

Dybbuk
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d10, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d12+4, Notice d12+4, Persuasion d12+3, Stealth d12+5, Spellcasting d10
Charisma: +4; Pace: -; Parry: 7; Toughness: 7
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Mind Reading, Puppet, Speak Language, Telekinesis
Special Abilities
Pain Touch Touch: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

D’ziriak

D’ziriak
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Knowledge (Planes) d8, Stealth d8, Survival d8, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy
Powers: Banish (plane shift self)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Eagle

Eagle
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Notice d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Talons: Str+d4.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 11" and Climb 0.
Size -1: Reduces Toughness by -1.

Eagle, giant
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Edges: Alertness, Dodge, Frenzy
Special Abilities
Armour +1: Feathers.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 11" and Climb 0.
Size +2: Fifteen feet tall; Toughness +2.

Eblis

Eblis
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Notice d6, Persuasion d4, Stealth d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Beak (Str+d8)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Quick
Powers: Confusion (hypnotic pattern), Deflection (blur), Disguise (illusion), Obscure (fog cloud)
Special Abilities
Armour +1: Feathers.
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.
Resistance: -1 damage from fire.

Ebon spider

Ebon spider
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d12+1, Climbing d12+6, Notice d12+1, Stealth d12+2
Charisma: -; Pace: 7; Parry: 8; Toughness: 13 (3)
Gear: Bite melee (Str+d8; Poison)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities
Armour +3: Natural armour.
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 5".
Poison: Bite melee inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Ecorche

Ecorche
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Notice d12+3, Stealth d12+3
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (4)
Edges: Combat Reflexes, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +4: Skin.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Acid, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +4: 8½ feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ecstasy feeder

Ecstasy feeder
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: +2; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Leather armour (+1)
Edges: Frenzy
Special Abilities
Claws: Str+d4; Ecstasy Toxin; 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.
Very Tough: +1 Toughness.

Ectoplasm (ghost ooze)

Ectoplasm (ghost ooze)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+2
Skills: Fighting d4
Charisma: -; Pace: -; Parry: 4; Toughness: 11
Special Abilities
Incorporeal Touch: Victims must make a Strength roll or suffer a level of Fatigue.
Blindsight: Ignore sight-based penalties and gaze attacks.
Ethereal: Intangible and can only be hurt by magical attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 6" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Ectoplasmic human

Ectoplasmic human
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4-2
Charisma: -; Pace: 6; Parry: 2; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Horrifying Ooze.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Eel

Electric eel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d12+1
Skills: Fighting d6, Notice d6, Stealth d10, Swimming d8
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Tail Touch: Str+d4; Electricity.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Resistance: -2 damage from electricity.
Electricity: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Six feet long; Toughness -1.

Dire electric eel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 10 (1)
Edges: Quick
Special Abilities
Armour +1: Scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 8", and cannot drown.
Immunity: Electricity.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Gulper eel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
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.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Very Tough: +1 Toughness.
Size +2: Ten feet long; Toughness +2.

Giant moray eel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 12 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
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.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +3: Increases Toughness by +3.

Eel hound

Eel hound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Swimming d10
Charisma: +1; Pace: 6; Parry: 6; Toughness: 7 (1)
Special Abilities
Armour +1: Slime-covered flesh.
Bite: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

Eidolon

Unfettered eidolon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d12, Climbing d10, Notice d10, Knowledge (Planes) d6, Stealth d10
Charisma: -; Pace: 5; Parry: 8; Toughness: 10 (3)
Edges: Ambidextrous, Combat Reflexes, Dodge, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Electricity.
Horns: Str+d4; Electricity.
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.
Flight: Flying Pace of 7" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.

Small unfettered eidolon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Climbing d8, Notice d10, Knowledge (Planes) d6, Stealth d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 9 (3)
Edges: Ambidextrous, Combat Reflexes, Dodge, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Electricity.
Horns: Str+d4; Electricity.
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.
Flight: Flying Pace of 7" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Ei’risai

Ei’risai, ancestor
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+3, Notice d12+2, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 16 (3)
Gear: Secondary attacks (Str+d8; Pandemoniac Corruption)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Burst (prismatic spray), Detect Arcana (sense magic), Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Pandemoniac Corruption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Ei’risai, greater
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d10, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Gear: Secondary attacks (Str+d8; Pandemoniac Corruption)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Burst (prismatic spray), Detect Arcana (sense magic), Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Pandemoniac Corruption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Ei’risai, lesser
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Gear: Secondary attacks (Str+d8; Pandemoniac Corruption)
Edges: Ambidextrous, Combat Reflexes, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Pandemoniac Corruption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Ei’risai, master
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Climbing d12+1, Notice d12, Repair d12, Stealth d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Gear: Secondary attacks (Str+d8; Pandemoniac Corruption)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Burst (prismatic spray), Detect Arcana (sense magic), Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Pandemoniac Corruption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Ei’risai, medial
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Climbing d12, Notice d6, Stealth d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Gear: Secondary attacks (Str+d8; Pandemoniac Corruption)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Teleport
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Pandemoniac Corruption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Pandemoniac Corruption: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Elder thing

Elder thing
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d10, Strength d10, Vigor d12+1
Skills: Fighting d6, Healing d10, Notice d10, Repair d12, Survival d10, Lockpicking d8, Swimming d12+1
Charisma: +2; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Combat Reflexes, Frenzy, Improved Frenzy
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.
Flight: Flying Pace of 5" and Climb -2.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from fire.

Elemental construct

Air elemental construct
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12+4
Charisma: -; Pace: -; Parry: 10; Toughness: 18 (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").
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 wind blast damage.
Immunity: Magic.
Size +7: Nine feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Earth elemental construct
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+6, Vigor d12+4
Skills: Fighting d12+4
Charisma: -; Pace: 6; Parry: 10; Toughness: 22 (4)
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").
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Magic.
Size +8: Ten feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fire elemental construct
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12+4
Charisma: -; Pace: 9; Parry: 10; Toughness: 18 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Burn.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Immunities: Fire and magic.
Weakness: Cold (double damage).
Size +7: Nine feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Water elemental construct
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+4, Swimming d12+1, Innate Powers d6
Charisma: -; Pace: 6; Parry: 10; Toughness: 20 (3)
Edges: Arcane Background (Super Powers), Frenzy
Powers: Dispel (fire effects)
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").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 15", and +2 to resist drowning.
Immunity: Magic.
Size +8: Nine feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Elemental dragon

Elemental air dragon
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Knowledge (Nature) d12+4, Survival d12+4, Spellcasting d8
Charisma: -; Pace: 5; Parry: 9; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep
Powers: Obscure (fog)
Tactics: Two Weapons
Special Abilities
Armour +4: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 15" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elemental earth dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+1
Skills: Fighting d12+3, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Knowledge (Nature) d12+4, Survival d12+4
Charisma: -; Pace: 5; Parry: 9; Toughness: 20 (4)
Edges: Ambidextrous, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" 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 fire damage.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Elemental fire dragon
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Knowledge (Nature) d12+4, Survival d12+4
Charisma: -; Pace: 7; Parry: 9; Toughness: 20 (4)
Edges: Ambidextrous, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Burn.
Claws: Str+d8; Burn.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elemental water dragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d12+3, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Knowledge (Nature) d12+4, Survival d12+4, Swimming d12+2, Spellcasting d6
Charisma: -; Pace: 7; Parry: 9; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep
Powers: Dispel (fire effects)
Tactics: Two Weapons
Special Abilities
Armour +4: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb -1.
Natural Swimmer: Swimming Pace of 12", 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.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Air elemental

Small air elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Knowledge (Planes) d4, Stealth d10
Charisma: -; Pace: -; Parry: 6; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
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.
Size -1: Four feet long; Toughness -1.

Medium air elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Knowledge (Planes) d4, Stealth d10
Charisma: -; Pace: -; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
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.

Large air elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10, Notice d10, Knowledge (Planes) d6, Stealth d10
Charisma: -; Pace: -; Parry: 7; Toughness: 10 (1)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6.
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.
Size +2: Sixteen feet long; Toughness +2.

Huge air elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d10, Knowledge (Planes) d8, Stealth d8
Charisma: -; Pace: -; Parry: 8; Toughness: 15 (1)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Size +6: Thirty-two feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater air elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d12, Knowledge (Planes) d10, Stealth d12
Charisma: -; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Size +6: Thirty-six feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder air elemental
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d12+1, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+2
Charisma: -; Pace: -; Parry: 8; Toughness: 17 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Size +7: Forty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Earth elemental

Small earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Knowledge (Planes) d4, Stealth d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Slam: 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.
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 -1: Four feet long; Toughness -1.

Medium earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d8, Knowledge (Planes) d4, Stealth d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Slam: 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.
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".

Large earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d10, Knowledge (Planes) d6, Stealth d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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 +3: Sixteen feet long; Toughness +3.

Huge earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d10, Knowledge (Planes) d8, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: 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.
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 +7: Thirty-two feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12+3, Notice d12, Knowledge (Planes) d10, Stealth d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 20 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: 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.
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 +8: Thirty-six feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Elder earth elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Climbing d12+5, Notice d12+1, Knowledge (Planes) d12+1, Stealth d10
Charisma: -; Pace: 5; Parry: 8; Toughness: 21 (4)
Edges: Frenzy, Sweep
Special Abilities
Armour +4: Natural armour.
Slams: 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.
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 +8: Forty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fire elemental

Small fire elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Climbing d6, Notice d6, Knowledge (Planes) d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 5 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Four feet long; Toughness -1.

Medium fire elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Climbing d6, Notice d8, Knowledge (Planes) d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).

Large fire elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d8, Climbing d8, Notice d10, Knowledge (Planes) d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 9 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size +2: Sixteen feet long; Toughness +2.

Huge fire elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d12, Intimidation d8, Climbing d10, Notice d10, Knowledge (Planes) d8
Charisma: -; Pace: 9; Parry: 8; Toughness: 14 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size +5: Thirty-two feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater fire elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d12, Climbing d12+1, Notice d12, Knowledge (Planes) d10
Charisma: -; Pace: 9; Parry: 8; Toughness: 16 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size +6: Thirty-six feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder fire elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d12+1, Intimidation d12+1, Climbing d12+4, Notice d12+1, Knowledge (Planes) d12+1
Charisma: -; Pace: 9; Parry: 8; Toughness: 17 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size +7: Forty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Water elemental

Small water elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d8, Swimming d12, Innate Powers d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Edges: Arcane Background (Super Powers)
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
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.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size -1: Four feet long; Toughness -1.

Medium water elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Knowledge (Planes) d4, Stealth d6, Swimming d12, Innate Powers d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Super Powers), Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
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.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.

Large water elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d6, Swimming d12+3, Innate Powers d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Super Powers), Dodge, Frenzy, Sweep, Improved Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: 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.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +2: Sixteen feet long; Toughness +2.

Huge water elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Notice d10, Knowledge (Planes) d8, Stealth d4, Swimming d12+3, Innate Powers d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 16 (2)
Edges: Arcane Background (Super Powers), Dodge, Frenzy, Sweep, Improved Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +6: Thirty-two feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater water elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Notice d12, Knowledge (Planes) d10, Stealth d10, Swimming d12+4, Innate Powers d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 17 (2)
Edges: Arcane Background (Super Powers), Dodge, Frenzy, Quick, Sweep, Improved Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +7: Thirty-six feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder water elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+1, Swimming d12+7, Innate Powers d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (2)
Edges: Arcane Background (Super Powers), Dodge, Frenzy, Quick, Sweep, Improved Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +8: Forty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cold iron elemental

Small cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Knowledge (Planes) d4, Stealth d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Slam: 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.
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 -1: Four feet long; Toughness -1.

Medium cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d8, Knowledge (Planes) d4, Stealth d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Slam: 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.
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".

Large cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d10, Knowledge (Planes) d6, Stealth d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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 +3: Sixteen feet long; Toughness +3.

Huge cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d10, Knowledge (Planes) d8, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: 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.
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 +7: Thirty-two feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12+3, Notice d12, Knowledge (Planes) d10, Stealth d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 20 (3)
Edges: Frenzy, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: 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.
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 +8: Thirty-six feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Elder cold iron elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Climbing d12+5, Notice d12+1, Knowledge (Planes) d12+1, Stealth d10
Charisma: -; Pace: 5; Parry: 8; Toughness: 21 (4)
Edges: Frenzy, Sweep
Special Abilities
Armour +4: Natural armour.
Slams: 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.
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 +8: Forty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gravity elemental

Small gravity elemental
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Throwing d6
Charisma: -; Pace: -; Parry: 6; Toughness: 5
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Special Abilities
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Size -1: Reduces Toughness by -1.

Medium gravity elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d10, Throwing d6
Charisma: -; Pace: -; Parry: 6; Toughness: 7
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Edges: Frenzy
Special Abilities
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.

Large gravity elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d10, Throwing d8
Charisma: -; Pace: -; Parry: 7; Toughness: 10
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Size +2: Increases Toughness by +2.

Huge gravity elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d12, Notice d10, Stealth d10, Throwing d10
Charisma: -; Pace: -; Parry: 8; Toughness: 13
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater gravity elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Notice d12, Stealth d12+1, Throwing d10
Charisma: -; Pace: -; Parry: 8; Toughness: 14
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Sweep
Special Abilities
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder gravity elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12+1, Notice d12+1, Stealth d12+2, Throwing d12
Charisma: -; Pace: -; Parry: 8; Toughness: 14
Gear: Missile (Throwing; range 3/6/12; Str+d6; Damage By Type)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Sweep
Special Abilities
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb 3.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ice elemental

Small ice elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Medium ice elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Knowledge (Planes) d6, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).

Large ice elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Knowledge (Planes) d8, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Level Headed, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Increases Toughness by +2.

Huge ice elemental
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Dodge, Frenzy, Level Headed, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater ice elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12, Notice d10, Knowledge (Planes) d12, Stealth d10, Swimming d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (3)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed, Quick, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder ice elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+1, Notice d12, Knowledge (Planes) d12+1, Stealth d12, Swimming d12+7
Charisma: -; Pace: 5; Parry: 8; Toughness: 19 (3)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed, Quick, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Cold.
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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lightning elemental

Small lightning elemental
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4
Charisma: -; Pace: -; Parry: 5; Toughness: 4
Edges: Level Headed
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.
Size -1: Reduces Toughness by -1.

Medium lightning elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Knowledge (Planes) d4
Charisma: -; Pace: -; Parry: 6; Toughness: 6
Edges: Dodge, Level Headed
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.

Large lightning elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Notice d10, Knowledge (Planes) d8
Charisma: -; Pace: -; Parry: 7; Toughness: 9 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Electricity.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.
Size +2: Increases Toughness by +2.

Huge lightning elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d12, Notice d10, Knowledge (Planes) d10
Charisma: -; Pace: -; Parry: 8; Toughness: 13 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Electricity.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater lightning elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12, Knowledge (Planes) d12
Charisma: -; Pace: -; Parry: 8; Toughness: 14 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Electricity.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder lightning elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+2
Charisma: -; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Electricity.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 13" and Climb 3.
Immunity: Electricity.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magma elemental

Small magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 6 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Medium magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).

Large magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 11 (2)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).
Size +2: Increases Toughness by +2.

Huge magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d10, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Climbing d12+2, Notice d12, Stealth d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder magma elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Climbing d12+4, Notice d12+1, Knowledge (Planes) d12+1, Stealth d10
Charisma: -; Pace: 5; Parry: 8; Toughness: 19 (4)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Burn.
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".
Immunity: Fire.
Weakness: Cold (double damage).
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mud elemental

Small mud elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d6, Knowledge (Planes) d4, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.
Size -1: Reduces Toughness by -1.

Medium mud elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Knowledge (Planes) d4, Stealth d6, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.

Large mud elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d10, Knowledge (Planes) d6, Stealth d6, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.
Size +2: Increases Toughness by +2.

Huge mud elemental
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Climbing d12+1, Notice d10, Knowledge (Planes) d8, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Dodge, Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater mud elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Climbing d12+3, Notice d12, Knowledge (Planes) d12, Stealth d10, Swimming d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 17 (2)
Edges: Dodge, Frenzy, Quick, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder mud elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+1, Climbing d12+4, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (2)
Edges: Dodge, Frenzy, Quick, Sweep, Improved Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Entrap.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Acid.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Negative energy elemental

Small negative energy elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Negative Energy.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size -1: Reduces Toughness by -1.

Medium negative energy elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d10
Charisma: -; Pace: -; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Negative Energy; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Large negative energy elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d12
Charisma: -; Pace: -; Parry: 7; Toughness: 10 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Negative Energy; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Huge negative energy elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d10
Charisma: -; Pace: -; Parry: 8; Toughness: 14 (1)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Negative Energy; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater negative energy elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d12, Knowledge (Religion) d12, Knowledge (Planes) d12, Stealth d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 15 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Negative Energy; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder negative energy elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Notice d12+1, Knowledge (Planes) d12+1, Stealth d12+2, Innate Powers d6
Charisma: -; Pace: -; Parry: 9; Toughness: 16 (2)
Edges: Arcane Background (Super Powers), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Sweep
Powers: Puppet (undead)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Negative Energy; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Positive energy elemental

Small positive energy elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size -1: Reduces Toughness by -1.

Medium positive energy elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d10
Charisma: -; Pace: -; Parry: 6; Toughness: 7 (1)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.

Large positive energy elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d12
Charisma: -; Pace: -; Parry: 7; Toughness: 10 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size +2: Increases Toughness by +2.

Huge positive energy elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d10
Charisma: -; Pace: -; Parry: 8; Toughness: 14 (1)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater positive energy elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d12, Knowledge (Religion) d12, Knowledge (Planes) d12, Stealth d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 15 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder positive energy elemental
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Stealth d12+2
Charisma: -; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Positive Energy.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Psionic elemental

Small psionic elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Knowledge (Planes) d6, Psionics d6
Charisma: -; Pace: -; Parry: 4; Toughness: 5 (1)
Edges: Arcane Background (Psionics)
Powers: Deflection (forcefield), Detect Arcana (sense psionics), Stun (psionic daze)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size -1: Reduces Toughness by -1.

Medium psionic elemental
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Planes) d8, Psionics d6
Charisma: -; Pace: -; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Psionics), Combat Reflexes
Powers: Deflection (forcefield), Detect Arcana (sense psionics), Stun (psionic daze), Teleport
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.

Large psionic elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Knowledge (Planes) d10, Psionics d6
Charisma: -; Pace: -; Parry: 6; Toughness: 11 (2)
Edges: Arcane Background (Psionics), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Bolt (mind thrust), Detect Arcana (sense psionics), Teleport
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size +2: Increases Toughness by +2.

Huge psionic elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12, Knowledge (Planes) d10, Psionics d6
Charisma: +1; Pace: -; Parry: 7; Toughness: 15 (2)
Edges: Arcane Background (Psionics), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Bolt (mind thrust), Detect Arcana (sense psionics), Light/Obscure (control light), Stun (psionic daze), Telekinesis, Teleport
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater psionic elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Psionics d8
Charisma: +4; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Arcane Background (Psionics), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Bolt (mind thrust), Detect Arcana (sense psionics), Light/Obscure (control light), Stun (psionic daze), Telekinesis, Teleport
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder psionic elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Notice d12+3, Knowledge (Planes) d12+2, Persuasion d12+3, Psionics d8
Charisma: +4; Pace: -; Parry: 8; Toughness: 16 (2)
Edges: Alertness, Arcane Background (Psionics), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Bolt (mind thrust), Detect Arcana (sense psionics), Flight (levitate), Light/Obscure (control light), Puppet, Puppet (living humanoids only), Telekinesis, Teleport
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Acid quasi-elemental

Small acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Knowledge (Planes) d4, Stealth d8, Swimming d12, Innate Powers d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 6 (2)
Edges: Arcane Background (Super Powers), Level Headed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.
Size -1: Reduces Toughness by -1.

Medium acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Notice d6, Knowledge (Planes) d4, Stealth d8, Swimming d12, Innate Powers d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Super Powers), Level Headed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.

Large acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d8, Swimming d12, Innate Powers d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Sweep
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.
Size +2: Increases Toughness by +2.

Huge acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d10, Knowledge (Planes) d8, Stealth d8, Swimming d12+3, Innate Powers d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Sweep, Strong Willed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Notice d10, Knowledge (Planes) d10, Stealth d10, Swimming d12+4, Innate Powers d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 16 (2)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder acid quasi-elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Notice d12, Knowledge (Planes) d10, Stealth d10, Swimming d12+4, Innate Powers d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 17 (2)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Acid.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Immunity: Acid.
Weakness: Water.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Lightning quasi-elemental

Small lightning quasi-elemental
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Stealth d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 5 (1)
Edges: Dodge, Frenzy
Special Abilities
Armour +1: Natural armour.
Slams: Str+d4; Electricity.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Electricity.
Weakness: Water.
Resistances: -2 damage from acid and fire.
Size -1: Reduces Toughness by -1.

Medium lightning quasi-elemental
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Notice d10, Stealth d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 7 (1)
Edges: Combat Reflexes, Dodge, Frenzy
Special Abilities
Armour +1: Natural armour.
Slams: Str+d4; Electricity.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Electricity.
Weakness: Water.
Resistances: -2 damage from acid and fire.

Large lightning quasi-elemental
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d12, Notice d12, Knowledge (Planes) d10, Stealth d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 10 (1)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Slams: Str+d6; Electricity.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Electricity.
Weakness: Water.
Resistances: -2 damage from acid and fire.
Size +2: Increases Toughness by +2.

Obsidian quasi-elemental

Small obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (2)
Special Abilities
Armour +2: Natural armour.
Claw: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Size -1: Reduces Toughness by -1.

Medium obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Knowledge (Planes) d4, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Claw: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.

Large obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Knowledge (Planes) d8, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (2)
Edges: Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +2: 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.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Size +3: Increases Toughness by +3.

Huge obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Knowledge (Planes) d8, Stealth d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 18 (3)
Edges: Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +3: Natural armour.
Claws: Str+d10.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Greater obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d10, Knowledge (Planes) d10, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (3)
Edges: Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +3: Natural armour.
Claws: Str+d10.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elder obsidian quasi-elemental
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Notice d12, Knowledge (Planes) d10, Stealth d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 19 (3)
Edges: Frenzy, Sweep, Improved Sweep
Special Abilities
Armour +3: Natural armour.
Claws: Str+d10.
Darkvision: No vision penalties for darkness (range 12").
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).
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Elephant

Elephant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Tracking d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 18 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mammoth
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 21 (3)
Edges: Ambidextrous, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size +8: Twenty-two feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mastodon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 7; Parry: 7; Toughness: 20 (3)
Edges: Strong Willed
Special Abilities
Armour +3: Brown fur.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Oliphant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Intimidation d10, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 18 (2)
Gear: Stamps (Str+d8)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +2: Natural armour.
Tusks: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Elusa hound

Elusa hound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d10, Tracking d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
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.

Emkrah

Emkrah
   No description for this creature yet.

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

Emu

Emu
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Kicks: Str.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.

Battle emu
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d10, Vigor d8
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Kicks: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.

Encephalon gorger

Encephalon gorger
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+2, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d12, Notice d12+2, Knowledge (Planes) d12+1, Persuasion d10, Stealth d10, Survival d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Semi-translucent flesh.
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.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Resistance: -2 damage from cold.

Ercinee

Ercinee
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d6
Skills: Fighting d8, Notice d10, Spellcasting d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Light (dancing lights)
Special Abilities
Armour +2: Radiant feathers.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 11" and Climb 2.
Size +2: Increases Toughness by +2.

Essence reaver

Essence reaver
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+2, Vigor d8
Skills: Fighting d10, Notice d10, Survival d10, Tracking d10, Spellcasting d4
Charisma: -; Pace: 9; Parry: 7; Toughness: 12 (3)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Quick
Powers: Detect Arcana (sense magic)
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Persistent Wound.
Claws: Str+d8; Persistent Wound.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, fear and paralysis.
Size +3: Increases Toughness by +3.

Ethereal filcher

Ethereal filcher
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Lockpicking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Edges: Level Headed
Special Abilities
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").

Ethereal marauder

Ethereal marauder
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Edges: Dodge, Level Headed
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").

Ettercap

Ettercap
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d8, Repair d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Poison.
Claws: Str+d4.
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".
Hardy: A second Shaken result doesn't become a wound.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Advanced ettercap
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12+1, Strength d12, Vigor d12+2
Skills: Fighting d6, Climbing d12+1, Notice d10, Repair d12, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Poison.
Claws: Str+d4.
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".
Hardy: A second Shaken result doesn't become a wound.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Ettin

Ettin
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 12 (2)
Gear: Flails (Str+d8), javelins (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Size +3: Thirteen feet tall; Toughness +3.

Eurypterid

Common eurypterid
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Swimming d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Sting: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Bluetip eurypterid
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Edges: Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Ochre eurypterid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Swimming d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 5 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Sting: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Spiny eurypterid
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Swimming d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 19 (4)
Edges: Frenzy, Level Headed
Special Abilities
Armour +4: Carapace.
Claws: Str+d8.
Sting: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Poison: Sting 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.

Spitting eurypterid
   No description for this creature yet.

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

Evil eye

Evil eye
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d8, Notice d12+2, Repair d12+1, Stealth d12, Survival d12+1
Charisma: -; Pace: 1; Parry: 6; Toughness: 11 (2)
Gear: Lashes (Str+d6)
Edges: Alertness, Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -1 damage from acid, cold, electricity, fire and sonic.
Size +2: Increases Toughness by +2.

Executioner’s hood

Executioner’s hood
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Immunity: Sleep.
Weakness: Light sensitive.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Eye killer

Eye killer
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities
Armour +2: Green fur.
Tail Slap: Str+d6; Constrict.
Eye Ray: Shooting; range 12/24/48; 2d6; Death Gaze.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Weakness: Vulnerable to sunlight.
Death Gaze: Make a Vigor roll or suffer a level of Fatigue.

Umbral eye killer
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8, Shooting d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Arcane Background (Magic)
Powers: Obscure (darkness)
Special Abilities
Armour +2: Green fur.
Tail Slap: Str+d6; Constrict.
Eye Ray: Shooting; range 12/24/48; 2d6; Death Gaze.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Weakness: Vulnerable to sunlight.
Death Gaze: Make a Vigor roll or suffer a level of Fatigue.

Eye of the deep

Eye of the deep
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d12+1, Knowledge (Nature) d12, Stealth d10, Survival d12, Swimming d12+2, Shooting d6, Innate Powers d8
Charisma: -; Pace: 1; Parry: 6; Toughness: 8 (2)
Edges: Arcane Background (Super Powers), Frenzy, Level Headed, Quick, Strong Willed
Powers: Stun (uses Cone Template)
Special Abilities
Armour +2: Natural armour.
Pincers: Str+d6; Constrict.
Bite: Str+d6.
Eye Ray: Shooting; range 12/24/48; 2d6; Spell.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 14", and cannot drown.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Eye tyrant

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

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

Faceless stalker (ugothol)

Faceless stalker (ugothol)
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Stealth d10, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Masterwork longsword (Str+d8)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Level Headed
Powers: Speak Language
Special Abilities
Armour +1: Natural armour.
Slam: 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.
Change Form: Can assume an alternate form as a normal action.

Faceless whale

Faceless whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+8, Vigor d12+4
Skills: Fighting d12, Notice d12+1, Swimming d12+3
Charisma: -; Pace: -; Parry: 8; Toughness: 35 (7)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +7: Natural armour.
Bite: Str+d8.
Tail Slap: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sonic, gaze attacks and visual effects.
Size +18: Seventy feet long; Toughness +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Fachen

Fachen
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d8, Survival d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Battleaxe (Str+d8)
Edges: Sweep, Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fear -1: Anyone who sees this creature must make a Fear check at -1.

Faerie seer

Faerie seer
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d6, Knowledge (Religion) d12+1, Knowledge (History) d12+1, Knowledge (Nature) d12+1, Persuasion d12+1, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 5; Toughness: 7
Gear: Masterwork dagger (Str+d4)
Edges: Arcane Background (Magic), Dodge
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Invisibility, Mind Reading, Slumber, Stun (daze)
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks.

Giant falcon

Giant falcon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: 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.
Flight: Flying Pace of 11" and Climb 0.
Size +2: Nine feet tall; Toughness +2.

False spider

False spider, pedipalp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Pincers: Str+d4; Constrict.
Bite: Str+d4.
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.

False spider, solifugid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Pincers: Str+d4; Constrict.
Bite: Str+d4.
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.

Familiar

Armadillo
   Armadillos are small mammals with short legs, and leathery shells formed from overlapping scales. The master of an armadillo familiar gains +1 natural armour (this doesn't stack with any other armour).

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.

Common bat
   Bats are small mammals with webbed wings capable of sustained flight. The master of a bat familiar gains a +1 bonus to maneuvering Trait rolls during airborne chases.

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.

Cat
   Cats are small furry mammals with flexible bodies, fast reflexes, and retractable claws. The master of a cat familiar gains a +1 bonus to Stealth rolls when attempting to hide or moving quietly.

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.

House centipede
   House centipedes are large insectivores that prefer to live in cool, damp places. The master of a house centipede gains a +1 bonus to Stealth rolls when attempting to hide or moving quietly.

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.

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.

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.

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.

Donkey rat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Stealth d12, Tracking d6, Swimming d10
Charisma: -; Pace: 6; Parry: 2; Toughness: 5
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

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.

Fox
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d8, Stealth d10, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant isopod
   No description for this creature yet.

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

Goat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Climbing d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage when first moving adjacent to foe.
Size -1: Reduces Toughness by -1.

Hawk
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Hedgehog
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d6, Stealth d12+1, Swimming d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 1
Hindrances: Small (M)
Tactics: No melee attacks
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Lizard
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Marine iguana
   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.

Mongoose
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Attach.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Monkey
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Gear: Bite melee (Str+d4)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Blue-ringed octopus
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Stealth d12+3, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Edges: Ambidextrous
Special Abilities
Bite: Str; Poison.
Tentacles: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
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.

Ospray
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Otter
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Owl
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d10, Stealth d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Parrot
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Pig
   No description for this creature yet.

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: 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.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Reduces Toughness by -1.

Platypus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Swimming d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Spur: Str; Poison.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Spur 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.

Raccoon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d6, Vigor d6
Skills: Fighting d4-2, Climbing d8, Tracking d4
Charisma: -; Pace: 5; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12+1, Tracking d4, Swimming d10
Charisma: -; Pace: 4; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Raven
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Rhamphorhynchus
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Dodge, Quick
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.
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.

Greensting scorpion
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d8, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: 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.

Sea krait
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
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.

Seal
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 4; Parry: 2; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -1: Reduces Toughness by -1.

Skunk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Claws: Str.
Spray: Shooting; range 4/8/16; 2d6; Musk.
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.
Musk: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Snail kite
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Scarlet spider
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12+2, Notice d6, Stealth d12+1
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
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 6".
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.

Squirrel
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12
Charisma: -; Pace: 5; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: 1½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Flying squirrel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
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.

Thrush
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Toad
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Stealth d12+2, Tracking d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 1
Hindrances: Small (M)
Tactics: No melee attacks
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Toucan
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 2; Toughness: 5 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Snapping turtle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 4
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Viper
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
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.

Weasel
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Attach.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Faun

Faun
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d8, Survival d6, Shooting d8, Spellcasting d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Dagger (Str+d4), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic), Marksman
Powers: Slumber
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.

Fear guard

Fear guard
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d10, Spellcasting d6
Charisma: +4; Pace: -; Parry: 5; Toughness: 7
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Fear, Lower Trait (Strength), Obscure (darkness)
Special Abilities
Incorporeal Touch: Str+d4; Wis Damage.
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.
Flight: Flying Pace of 6" and Climb 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Fen witch

Fen witch
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Intimidation d10, Climbing d10, Notice d10, Stealth d10, Survival d10, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Alertness, Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Hardy: A second Shaken result doesn't become a wound.

Festrog

Festrog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d8, Notice d6, Stealth d6, Survival d4, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Feed.
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.
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.

Menadoran festrog
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Climbing d6, Notice d6, Survival d4, Tracking d6
Charisma: +2; Pace: 5; Parry: 5; Toughness: 16 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Graygreen flesh.
Bite: Str+d6; Feed; Go for the Throat.
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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
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.
Size +3: Increases Toughness by +3.

Fetch

Fetch
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Climbing d8, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
Armour +1: Pale skin.
Claws: Str+d4; Cold.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Fetchling (kayal)

Fetchling (kayal)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4, Knowledge (Planes) d4, Persuasion d6, Stealth d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Chainmail (+2), dagger (Str+d4)
Edges: Arcane Background (Magic), Assassin, Thief
Powers: Disguise (illusion)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Resistances: -1 damage from cold and electricity.

Fey giant toad

Fey giant toad
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8, Swimming d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Arcane Background (Magic), Quick
Powers: Blind (glitterdust), Entangle, Light (dancing lights)
Special Abilities
Armour +1: Pink skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 2.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Resistances: -2 damage from cold and electricity.
Size +2: Increases Toughness by +2.

Fey wolverine

Fey wolverine
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d8, Knowledge (Nature) d8, Stealth d12, Tracking d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Berserk
Powers: Puppet (living humanoids only)
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").
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 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Very Tough: +1 Toughness.

Fire crab

Small fire crab
   Fire crabs are fairly unaggressive, unless their lair is threatened. They live in volcanos or hot springs.

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; Heat.
Darkvision: No vision penalties for darkness (range 12").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Immunity: Fire.
Weakness: Cold vulnerability.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Fire crab, lesser
   Fire crabs are fairly unaggressive, unless their lair is threatened. They live in volcanos or hot springs.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d10, Swimming d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Claws: Str+d4; Fire; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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.
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Immunity: Fire.
Size -1: Reduces Toughness by -1.

Medium fire crab
   Fire crabs are fairly unaggressive, unless their lair is threatened. They live in volcanos or hot springs.

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; Heat.
Darkvision: No vision penalties for darkness (range 12").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Immunity: Fire.
Weakness: Cold vulnerability.

Fire crab, greater
   Fire crabs are fairly unaggressive, unless their lair is threatened. They live in volcanos or hot springs.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Reddish-brown carapace.
Claws: Str+d6; Fire; Constrict.
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.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Fire.
Size +2: Increases Toughness by +2.

Fire lizard

Fire lizard
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Stealth d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Edges: Sweep
Special Abilities
Armour +2: Scales.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
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 2d10 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Fire nymph

Fire nymph
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Knowledge (Planes) d8, Knowledge (Nature) d8, Persuasion d8, Stealth d6, Survival d8, Throwing d4, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 4; Toughness: 7 (1)
Gear: Masterwork dagger (Str+d4; Burn), masterwork dagger (Throwing; range 3/6/12; Str+d4; Burn)
Edges: Arcane Background (Magic), Dodge
Powers: Deflection (forcefield)
Special Abilities
Armour +1: Lightly skin.
Slam: 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: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Fire.
Weakness: Fire (double damage).

Fire phantom

Fire phantom
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Gear: Fire blast (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Berserk, Frenzy, Level Headed
Special Abilities
Armour +2: Charred flesh.
Slams: Str+d4; Fire.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.

Fire snake

Fire snake
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Reddish-orange scales.
Bite: Str+d4; Paralysis.
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 5".
Immunity: Fire.
Weakness: Cold (double damage).
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -1: Six feet long; Toughness -1.

Fire whale

Fire whale
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Notice d12, Swimming d12+4
Charisma: -; Pace: -; Parry: 7; Toughness: 20 (3)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Tail Slap: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fish

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

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10, Shooting d4
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Special Abilities
Bite: Str+d4.
Water Spray: Shooting; range 4/8/16; 2d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Aquatic: Swimming Pace of 10", and cannot drown.

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

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
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.
Aquatic: Swimming Pace of 10", and cannot drown.

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

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12, Swimming d12
Charisma: -; Pace: -; Parry: 7; Toughness: 12 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Grey skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Eight feet long; Toughness +2.

Dragonfish
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Brown scales.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size -1: Two feet long; Toughness -1.

Gar
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Bite: Str+d4; 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.

Giant gar
   No description for this creature yet.

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

Giant pike
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
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.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +2: Nine feet long; Toughness +2.

Piranha
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Tracking d8, Swimming d8
Charisma: -; Pace: -; Parry: 4; Toughness: 5 (1)
Gear: Short sword (Str+d6; Con Bleed)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: 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.
Aquatic: Swimming Pace of 8", and cannot drown.
Size -1: Reduces Toughness by -1.

Piranha swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d8, Tracking d8, Swimming d8, Innate Powers d12
Charisma: -; Pace: -; Parry: 4; Toughness: 6
Edges: Alertness, Arcane Background (Super Powers), Level Headed
Powers: Stun (distraction)
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.
Aquatic: Swimming Pace of 8", and cannot drown.
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)

Quipper
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 2; Toughness: 2
Hindrances: Small (M)
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Stumble fish
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Swimming d6
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 6", and cannot drown.
Size -1: Reduces Toughness by -1.

Giant tiger barb
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Tracking d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 9 (1)
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.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Fifteen feet long; Toughness +2.

Flail snail

Flail snail
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d6, Tracking d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (3)
Edges: Frenzy, Improved 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").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunity: Poison.
Resistance: -2 damage from fire.
Size +2: Sixty feet long; Toughness +2.

Flame-spawned troll

Flame-spawned troll
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Intimidation d8, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Fire.
Claws: Str+d6; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +3: Nine feet tall; Toughness +3.

Flea, giant

Flea, giant
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2
Charisma: -; Pace: 5; Parry: 2; Toughness: 4
Special Abilities
Touch: Str; Draining.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Fleshdreg

Fleshdreg
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Quick
Special Abilities
Armour +1: Transparent flesh.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Size -1: Four feet tall; Toughness -1.

Fleshdreg swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d8, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d6, Stealth d10, Tracking d6, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 9 (1)
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Stun (distraction)
Special Abilities
Armour +1: Squirming flesh.
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.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.

Floating eye

Floating eye
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d12, Swimming d10
Charisma: -; Pace: -; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
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.
Hypnotic Gaze: All creatures within 12" must make a Spirit roll to resist.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Flumph

Flumph
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Persuasion d4, Stealth d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d4; Acid Injection.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 5" and Climb 3.
Size -1: Reduces Toughness by -1.

Fly

Giant fly
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4; Disease.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 9" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Disease and mind-affecting effects.
Disease: Make a Vigor roll or become afflicted.

Giant maggot
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d6, Vigor d10
Skills: Fighting d4-2
Charisma: -; Pace: 4; Parry: 2; Toughness: 7
Special Abilities
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 1".
Immunities: Disease and mind-affecting effects.

Giant horsefly
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 9" and Climb 2.
Immunity: Mind-affecting effects.
Size +2: Eight feet long; Toughness +2.

Flying polyp

Flying polyp
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Knowledge (Engineering) d12+2, Knowledge (History) d12+2, Knowledge (Nature) d12+3, Repair d12+3, Stealth d12, Swimming d6, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 19 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Improved Frenzy, Level Headed
Powers: Barrier (wind), Flight (wind walk), Obscure (fog), Pummel (wind)
Special Abilities
Armour +3: Flesh.
Tentacle: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their 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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 9" and Climb 3.
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.
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 2d10 wind blast damage.
Immunities: Acid, cold, sonic, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Flytrap

Dire flytrap
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 18 (3)
Edges: Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +3: Natural armour.
Slam: Str+d10; Grab.
Bite: Str+d10.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant flytrap
   No description for this creature yet.

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

Fogwarden

Fogwarden
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Intimidation d8, Notice d8, Stealth d12+2, Spellcasting d8
Charisma: -; Pace: -; Parry: 2; Toughness: 6
Edges: Arcane Background (Magic), Dodge
Powers: Summon Ally (skeletons and zombies)
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 7" and Climb 2.
Immunities: Electricity, cold and poison.
Weakness: Vulnerable to sunlight.

Foo dog

Foo dog
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Natural armour.
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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Sleep, disease, poison and paralysis.

Foo lion

Foo lion
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (1)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
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.
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.
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: Sleep, disease, poison and paralysis.
Size +3: Increases Toughness by +3.

Forester’s bane

Forester’s bane
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12+2
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 13 (2)
Gear: Stalks (Str+d8)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Leaves Touch: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
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.
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.

Forge spurned

Forge spurned
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Intimidation d8, Climbing d6, Notice d10, Repair d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9
Gear: Masterwork adamantine warhammer (Str+d6; AP 2), soul chain (Str+d8; Fire)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Forgefiend (scanderig)

Forgefiend (scanderig)
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Climbing d12+2, Notice d12, Repair d12, Stealth d10, Lockpicking d12, Spellcasting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Barrier (stone), Barrier (fire), Elemental Manipulation (earth), Obscure (darkness)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Rend Armor.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Burrow: Can burrow and reappear within 5".
Immunities: Fire and poison.
Resistances: -2 damage from acid and cold.
Size +3: Ten feet tall; Toughness +3.

Forgotten one

Forgotten one
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Knowledge (Nature) d10, Repair d8, Stealth d12+2, Survival d8, Throwing d4, Spellcasting d8
Charisma: +4; Pace: 5; Parry: 5; Toughness: 2
Gear: Shortspear (Str+d6; Poison), shortspear (Throwing; range 3/6/12; Str+d6; Poison)
Hindrances: Small (M)
Edges: Arcane Background (Magic)
Powers: Deflection (blur)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Poison: Shortspear and shortspear inflict lethal poison if foe is Shaken or wounded.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Forked cat

Forked cat
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d12, Climbing d10, Notice d10, Knowledge (Religion) d6, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 8 (2)
Edges: Arcane Background (Magic), Frenzy, Quick, Strong Willed
Powers: Blast (lightning storm), Detect Arcana (see invisibility), Fear, Light (dancing lights), Lower Trait (curse), Invisibility, Intangibility (gaseous form), Obscure (darkness), Pummel (wind), Puppet (living humanoids only), Voice on the Wind (dream message)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Bite: 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.
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: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Forlarren

Forlarren
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.

Formian

Formian hive queen
   No description for this creature yet.

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

Formian royal guard
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Climbing d12+1, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Stealth d12+1, Survival d12, Throwing d8, Spellcasting d10
Charisma: +2; Pace: 8; Parry: 7; Toughness: 13 (3)
Gear: Returning javelin (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed
Powers: Mind Reading, Teleport
Special Abilities
Armour +3: Brownish-red carapace.
Sting: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunities: Cold, poison and petrification.
Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Seven feet long; Toughness +2.

Formian taskmaster
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Intimidation d12, Climbing d10, Notice d12, Persuasion d12, Stealth d10
Charisma: +4; Pace: 7; Parry: 5; Toughness: 10 (2)
Edges: Alertness, Dodge
Special Abilities
Armour +2: Brownish-red carapace.
Sting: Str+d4; Poison.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunities: Cold, poison and petrification.
Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Formian warrior
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Repair d8, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Dodge
Special Abilities
Armour +1: Brownish-red carapace.
Sting: Str+d4; Poison.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunities: Cold, poison and petrification.
Resistances: -2 damage from electricity, fire and sonic.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Formian worker
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d6, Knowledge (Engineering) d6, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Brownish-red carapace.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunities: Cold, poison and petrification.
Resistances: -2 damage from electricity, fire and sonic.
Size -1: Reduces Toughness by -1.

Fox

Fox
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d8, Stealth d10, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Firefoot fennec
   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: 7; 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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Frog

Giant frog
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4, Stealth d6, Tracking d4, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7
Edges: Quick
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.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Giant dire frog
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Notice d6, Stealth d4, Tracking d6, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Mottled skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Ten feet long; Toughness +3.

Giant abyssal dire frog
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8, Swimming d12, Innate Powers d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 16 (3)
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Smite (Good)
Special Abilities
Armour +3: Blackish-green skin.
Bite: Str+d8; Grab.
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.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Arcane Resistance: +1 to resist opposed magic, and +1 armour against offensive magic.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Killer frog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d8, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Green skin.
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.
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.
Size -1: Reduces Toughness by -1.

Frog, poisonous
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d10, Swimming d8
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
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.

Poisonous frog swarm
   No description for this creature yet.

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

Froghemoth

Froghemoth
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12, Stealth d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 21 (4)
Edges: Ambidextrous, Level Headed, Quick, Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Electricity (double damage).
Resistance: -2 damage from fire.
Size +8: Ten feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Electric froghemoth
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12, Stealth d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 21 (4)
Edges: Ambidextrous, Level Headed, Quick, Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Constrict.
Tentacles: Str+d8; Reach 1"; Electrical Discharge; Constrict.
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.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Electricity (double damage).
Resistance: -2 damage from fire.
Electrical Discharge: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Tadhemoth
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Tentacles: Str+d6; Reach 1"; Grab.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Electricity and fire.
Resistance: -2 damage from fire.
Size +2: Increases Toughness by +2.

Woghemoth
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Electricity.
Resistance: -1 damage from fire.
Size -1: Reduces Toughness by -1.

Frost man

Frost man
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d6, Survival d8, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Gear: Leather armour (+1), morningstar (Str+d6), longbow (Shooting; range 15/30/60; 2d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Immunity: Cold.
Weakness: Fire (double damage).

Frost mite swarm

Frost mite swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Notice d12, Stealth d12+1, Innate Powers d12
Charisma: -; Pace: -; Parry: 4; Toughness: 8
Edges: Arcane Background (Super Powers), Level Headed, Strong Willed
Powers: Stun (distraction)
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 5" and Climb 2.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Fire and cold.
Weakness: Fire (double damage).
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.

Frost worm

Frost worm
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12+1, Stealth d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 21 (4)
Edges: Combat Reflexes, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Cold.
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).
Burrow: Can burrow and reappear within 4".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size +8: Thirty-five feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Advanced frost worm
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Notice d12+1, Stealth d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 21 (4)
Edges: Combat Reflexes, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Cold.
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).
Burrow: Can burrow and reappear within 4".
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size +8: Thirty-five feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Frostfallen mammoth

Frostfallen mammoth
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 24 (4)
Special Abilities
Armour +4: Natural armour.
Horns: Str+d8; Cold.
Slam: Str+d8; Cold.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fungal crawler

Fungal crawler
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 6
Edges: Level Headed
Special Abilities
Bite: Str+d4; Poison.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunities: Sleep, poison, shapechanging, paralysis and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Three feet long; Toughness -1.

Fungal lizardfolk

Fungal lizardfolk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Swimming d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Club (Str+d8), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Create Spawn: Anything slain by this creature is doomed to rise as some form of ghoul-like undead.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Inflict lethal poison if foe is Shaken or wounded.

Fungoid

Fungoid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Mushroom flesh.
Slams: Str+d4.
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.
Resistance: -2 damage from electricity.

Phantom fungus

Phantom fungus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Fungus queen

Fungus queen
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d10, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 7; Toughness: 12 (3)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed
Powers: Disguise (illusion), Mind Reading, Puppet, Puppet (living humanoids only), Speak Language
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4.
Tentacles: Str+d4; Reach 1"; 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.
Create Spawn: Anything slain by this creature is doomed to rise as some form of ghoul-like undead.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Electricity.
Resistances: -2 damage from acid and cold.

Sheet fungus

Sheet fungus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d6, Notice d6, Stealth d8
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 2.

Violet fungus

Violet fungus
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; Reach 1"; Rot.
Low Light Vision: No penalties for dim or dark lighting.
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.
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.

Fye

Fye
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Spellcasting d4
Charisma: +1; Pace: -; Parry: 4; Toughness: 7
Edges: Arcane Background (Magic)
Powers: Fear, Mind Reading
Special Abilities
Incorporeal Touch: Str+d4; Possession.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
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 8" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Possession: Make a Spirit roll or suffer a level of Fatigue.

Fyr

Fyr
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Repair d6, Stealth d8, Survival d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Gear: Butt (Str+d8)
Edges: Alertness, Arcane Background (Magic)
Powers: Puppet (animals only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Size -1: Reduces Toughness by -1.

Gallows tree

Gallows tree
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12+3, Stealth d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 22 (4)
Edges: Frenzy, Improved Frenzy, Level Headed, Sweep, Improved Sweep
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gallows tree zombie
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Gray-green skin.
Slams: 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Galvo

Galvo
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d12+1, Notice d10, Stealth d12, Swimming d12, Shooting d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Gear: Eel dart (Shooting; range 3/6/12; 2d4; Electricity)
Edges: Combat Reflexes, Dodge, Marksman
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Electricity.
Slams: Str+d4; Electricity.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Electricity.

Gambado

Gambado
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Alertness
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").

Gargiya

Gargiya
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d6, Stealth d6, Swimming d12+2
Charisma: -; Pace: 5; Parry: 7; Toughness: 21 (4)
Edges: Quick
Special Abilities
Armour +4: Rippling scales.
Bite: Str+d8; Constrict.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
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.
Aquatic: Swimming Pace of 14", and cannot drown.
Immunity: Fire.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gargoyle

Gargoyle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.

Four-armed gargoyle
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12, Stealth d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Gargoyle brute
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Stealth d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Fungus gargoyle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
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 damage.
Resistance: -1 damage from fire.
Very Tough: +1 Toughness.

Gemstone gargoyle
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Intimidation d8, Notice d10, Stealth d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 10 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Resistances: -2 damage from acid, cold, electricity and fire.

Green guardian
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
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.

Gargoyle guardian
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claw: 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.
Flight: Flying Pace of 9" and Climb -1.
Size +3: Increases Toughness by +3.

Kapoacinth
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d10, Swimming d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 6", and cannot drown.

Margoyle
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d10, Survival d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
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.
Very Tough: +1 Toughness.

Garipan

Garipan
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Stealth d12+3, Spellcasting d8
Charisma: -; Pace: 5; Parry: 8; Toughness: 11 (3)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Barrier (fire)
Special Abilities
Armour +3: Stone skin.
Bite: Str+d4; Burn.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 8" and Climb 2.
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 2d6 fire damage.
Immunity: Poison.
Weakness: Sonic (double damage).
Resistances: -1 damage from acid, cold, fire and sonic.

Garmunchi

Garmunchi
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d12+1, Vigor d6
Skills: Fighting d10, Survival d10, Throwing d8
Charisma: +2; Pace: 7; Parry: 7; Toughness: 9 (1)
Gear: Large masterwork greatclub (Str+d8), large masterwork shortspear (Throwing; range 3/6/12; Str+d6)
Edges: War Cry
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Very Tough: +1 Toughness.
Size +2: Eight feet tall; Toughness +2.

Garuda

Garuda
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+1, Repair d10, Stealth d12+1, Survival d10, Shooting d12
Charisma: +2; Pace: 6; Parry: 8; Toughness: 9 (1)
Gear: Shock longbow (Shooting; range 15/30/60; 2d6; Electricity)
Edges: Marksman
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").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 11" and Climb 2.

Gashadokuru

Gashadokuru
   No description for this creature yet.

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

Gelatinous cube

Gelatinous cube
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
Slam: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Gelatinous cube (ebony)
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
Slam: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Gelatinous cube (electric)
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
Slam: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Acid: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Gelatinous cube (frost)
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
Slam: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Cold vulnerability.
Size +2: Increases Toughness by +2.

Gelid beetle

Greater gelid beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d10, Stealth d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Cold.
Darkvision: No vision penalties for darkness (range 12").
Immunity: Cold.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Lesser gelid beetle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Cold.
Darkvision: No vision penalties for darkness (range 12").
Immunity: Cold.
Weakness: Cold (double damage).

Genie

Abasheen genie
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+1, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12+1, Knowledge (Planes) d12+1, Knowledge (Nobility) d12+1, Persuasion d12, Repair d12, Spellcasting d12
Charisma: +2; Pace: 5; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Puppet (living humanoids only)
Special Abilities
Armour +2: Natural armour.
Slams: 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 8" and Climb 3.
Size +2: Eight feet tall; Toughness +2.

Amir (noble jann)
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d10, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d12, Knowledge (Planes) d12, Persuasion d6, Repair d12, Riding d10, Stealth d12, Shooting d6, Spellcasting d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Chainmail (+2), scimitar (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Beast Friend, Detect Arcana (sense magic), Invisibility, Intangibility
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 5" and Climb 3.
Resistance: -2 damage from fire.

Djinni
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Planes) d10, Repair d10, Stealth d10, Spellcasting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Elemental Manipulation (water), Flight (wind walk), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6.
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.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Acid.
Size +2: Ten feet tall; Toughness +2.

Cheitan djinni
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d10, Knowledge (Planes) d10, Repair d10, Stealth d10, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 6; Toughness: 12 (2)
Gear: Masterwork scimitar (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed
Powers: Banish (plane shift self), Barrier (fire), Detect Arcana (sense magic), Elemental Manipulation (water), Flight (wind walk), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Bronze skin.
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.
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 9" and Climb 3.
Immunity: Acid.
Resistance: -2 damage from fire.
Size +3: Increases Toughness by +3.

Efreeti
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Repair d12, Stealth d8, Spellcasting d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 13 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Barrier (fire), Detect Arcana (sense magic), Invisibility, Intangibility (gaseous form)
Special Abilities
Armour +2: Crimson skin.
Slams: Str+d6; Fire.
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.
Flight: Flying Pace of 7" and Climb 3.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Size +3: Twelve feet tall; Toughness +3.

Hawanar genie
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+3, Vigor d8
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12+1, Knowledge (Nobility) d12+1, Persuasion d12+1, Repair d10, Spellcasting d8
Charisma: -; Pace: 5; Parry: 8; Toughness: 12 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Barrier (fire), Elemental Manipulation (water), Flight (wind walk), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8; Fire.
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.
Flight: Flying Pace of 8" and Climb 3.
Immunities: Acid and fire.
Weakness: Cold (double damage).
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Janni
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d10, Vigor d8
Skills: Fighting d6, Notice d10, Repair d10, Riding d6, Stealth d6, Shooting d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Chainmail (+2), scimitar (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Banish (plane shift self), Beast Friend, Invisibility, Intangibility
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 5" and Climb 3.
Resistance: -2 damage from fire.

Cheitan janni
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d12+2, Vigor d8
Skills: Fighting d6, Notice d10, Knowledge (Planes) d10, Repair d10, Riding d6, Stealth d8, Shooting d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Chainmail (+2), scimitar (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Banish (plane shift self), Beast Friend, Detect Arcana (sense magic), Invisibility, Intangibility
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Flight: Flying Pace of 7" and Climb 3.
Resistance: -4 damage from fire.

Noble efreet
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d12+1, Repair d12+1, Stealth d8, Spellcasting d8
Charisma: -; Pace: 5; Parry: 8; Toughness: 14 (2)
Gear: Chainmail shirt (+2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Barrier (fire), Blast (ice storm), Detect Arcana (sense magic), Invisibility, Intangibility (gaseous form)
Special Abilities
Slams: Str+d6; Fire.
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.
Flight: Flying Pace of 7" and Climb 3.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +3: Twelve feet tall; Toughness +3.

Marid
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Repair d12+1, Stealth d12, Swimming d12+4, Spellcasting d8
Charisma: +1; Pace: 5; Parry: 8; Toughness: 13 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Blue-green skin.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Sixteen feet tall; Toughness +3.

Pasha (noble shaitan)
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d12+1, Climbing d12+3, Notice d12+2, Knowledge (Engineering) d12+2, Knowledge (Planes) d12, Repair d12+2, Spellcasting d8
Charisma: +1; Pace: 5; Parry: 8; Toughness: 13 (3)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Banish (plane shift self), Barrier (stone), Blast (earthquake), Blind (glitterdust), Disguise (illusion), Elemental Manipulation (earth)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Burrow: Can burrow and reappear within 9".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Electricity.
Size +2: Increases Toughness by +2.

Shahzada (noble marid)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d12+1, Notice d12+1, Knowledge (Planes) d12+1, Persuasion d12+1, Repair d12+1, Stealth d12, Swimming d12+4, Spellcasting d8
Charisma: +1; Pace: 5; Parry: 8; Toughness: 13 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed
Powers: Banish (plane shift self), Blast (ice storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Elemental Manipulation (water), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Shaitan
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Climbing d12+3, Notice d12, Knowledge (Engineering) d12, Repair d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 13 (3)
Edges: Frenzy, Level Headed
Special Abilities
Armour +3: Skin.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Burrow: Can burrow and reappear within 9".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size +2: Eleven feet tall; Toughness +2.

Noble djinni (vizier)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12+2, Vigor d8
Skills: Fighting d10, Notice d12, Knowledge (Planes) d12, Knowledge (Nobility) d8, Repair d12, Stealth d10, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Level Headed, Strong Willed
Powers: Banish (plane shift self), Elemental Manipulation (water), Flight (wind walk), Invisibility, Intangibility (gaseous form), Obscure (illusion)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6.
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.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Acid.
Size +3: Increases Toughness by +3.

Geon

Geon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Climbing d12+1, Notice d10, Knowledge (Planes) d10, Stealth d8, Survival d10, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy
Powers: Barrier (stone), Elemental Manipulation (earth)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Resistance: -1 damage from fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Get of iblis

Get of iblis
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Climbing d12+2, Notice d12+3, Swimming d12+2
Charisma: -; Pace: 7; Parry: 8; Toughness: 23 (4)
Edges: Combat Reflexes, Sweep, Improved Sweep
Special Abilities
Armour +4: Pallid flesh.
Bite: Str+d8; Devour Elemental.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gholdako

Gholdako
   No description for this creature yet.

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

Ghoran

Ghoran
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4, Notice d6, Faith d8
Charisma: +2; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Rapier (Str+d4; Parry +1)
Edges: Arcane Background (Miracles)
Powers: Disguise (illusion), Puppet (living humanoids only), Stun (daze)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Ghorazagh

Ghorazagh
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+3
Skills: Fighting d12, Climbing d12, Notice d12+2, Stealth d12+1, Survival d12+2
Charisma: +1; Pace: 7; Parry: 8; Toughness: 15 (3)
Edges: Ambidextrous, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 6").
Flight: Flying Pace of 7" and Climb 3.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Hardy: A second Shaken result doesn't become a wound.
Weakness: Sonic (double damage).
Size +3: Increases Toughness by +3.

Ghost

Ghost
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12+1, Knowledge (Nobility) d10, Knowledge (History) d10, Stealth d8
Charisma: +4; Pace: -; Parry: 5; Toughness: 8
Edges: Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Corrupting Touch: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Ghoul

Ghoul
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d8, Stealth d8, Swimming d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
Armour +1: Pallid flesh.
Bite: Str+d4; Disease; 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.
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.

Lacedon (aquatic ghoul)
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d8, Stealth d8, Swimming d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Disease; 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.
Aquatic: Swimming Pace of 6", and cannot drown.
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.

Skaveling
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +2: Decayed flesh.
Bite: Str+d6; Disease; Paralysis.
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" 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.
Disease: Make a Vigor roll or become afflicted.
Size +3: Increases Toughness by +3.

Cinder ghoul
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8
Charisma: +4; Pace: -; Parry: 6; Toughness: 13 (2)
Edges: Dodge, Level Headed, Quick
Special Abilities
Armour +2: Burnt flesh.
Slam: Str+d6; Fire; Burn; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 3.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Corpulent ghoul
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d10, Knowledge (Religion) d8, Stealth d12, Tracking d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 11 (1)
Gear: Leather armour (+1)
Edges: Assassin, Combat Reflexes, Dodge, Thief
Special Abilities
Bite: Str+d4; 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.
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
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.
Very Tough: +1 Toughness.

Dust ghoul
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Climbing d12+2, Notice d12+1, Knowledge (Planes) d10, Stealth d12+1
Charisma: +1; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Decaying 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.
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.
Burrow: Can burrow and reappear within 5".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Ghast
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d8, Swimming d6
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Disease; 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.
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.

Ghoul-stirge
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Drawn skin.
Bite: 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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Ghoul wolf
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d6, Survival d4, Tracking d8, Swimming d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (1)
Special Abilities
Armour +1: Dark fur.
Bite: Str+d4; Paralysis; 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.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Dire ghoul wolf
   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, Stealth d8, Survival d6, Tracking d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 17 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d10; Paralysis; 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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
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.
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 +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ghul

Ghul
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d12, Persuasion d8, Stealth d10, Survival d8
Charisma: +4; Pace: 7; Parry: 6; Toughness: 12 (2)
Special Abilities
Armour +2: Leathery flesh.
Bite: Str+d4.
Cursed Claws: Str+d4; Bleed.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.
Resistance: -2 damage from 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)

Great ghul
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d12, Persuasion d8, Stealth d10, Survival d10, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Arcane Background (Magic), Level Headed
Powers: Invisibility
Special Abilities
Armour +2: Decayed skin.
Bite: Str+d4; Fire.
Cursed Claws: Str+d4; Fire; Bleed.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
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".
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.
Resistance: -2 damage from 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)
Very Tough: +1 Toughness.

Giant

Abberant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Intimidation d10, Notice d8, Survival d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (2)
Gear: Huge greatclub (Str+d10)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Size +3: Fourteen feet tall; Toughness +3.

Ash giant
   No description for this creature yet.

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

Bronze giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Climbing d12, Notice d12+2, Repair d8, Throwing d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 20 (3)
Gear: Longsword (Str+d8), spear (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Flesh.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Resistance: -4 damage from fire.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cave giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Intimidation d8, Climbing d6, Notice d6, Throwing d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Gear: Battleaxe (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Weakness: Light sensitive.
Size +3: Ten feet tall; Toughness +3.

Cloud giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12+1, Notice d12+1, Persuasion d8, Repair d10, Tracking d12+1, Throwing d8, Faith d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 20 (3)
Gear: Morningstar (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Sweep, Improved Sweep, Strong Willed
Powers: Flight (levitate), Obscure (fog cloud)
Special Abilities
Armour +3: Pale skin.
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 +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Warden of wind
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12, Intimidation d12+6, Climbing d12+4, Notice d12+3, Persuasion d12+1, Repair d10, Tracking d12+3, Throwing d10, Spellcasting d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 20 (3)
Gear: Full plate (+3), helmet (+3), morningstar (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Flight (levitate), Obscure (fog cloud)
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.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Desert giant
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Notice d8, Survival d12+1, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 15 (2)
Gear: Masterwork scimitars (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Dodge, Improved Dodge, Two-Fisted
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Immunity: Fire.
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ferrous giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+6, Vigor d12+3
Skills: Fighting d12+1, Notice d12+4, Repair d12+4, Faith d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 21 (4)
Gear: Greataxe (Str+d10; Parry -1), x (Str+d8)
Edges: Arcane Background (Miracles), Sweep, Improved Sweep, Strong Willed
Powers: Flight (levitate)
Special Abilities
Armour +4: Ruddy skin.
Low Light Vision: No penalties for dim or dark lighting.
Immunities: Fire and mind-affecting effects.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fire giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Climbing d12, Notice d12, Repair d8, Throwing d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 16 (3)
Gear: Platemail (+3), greatsword (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Sweep, Improved Sweep, Strong Willed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Fire giant king
   No description for this creature yet.

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

Forest giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+1
Skills: Fighting d10, Intimidation d12+6, Climbing d12+8, Notice d12+3, Survival d12+3, Throwing d8, Faith d12
Charisma: -; Pace: 8; Parry: 7; Toughness: 19 (3)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles)
Powers: Barrier (thorns), Wall Walker
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Acid.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Frost giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d8, Climbing d10, Notice d10, Repair d8, Stealth d4, Throwing d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 15 (2)
Gear: Chainmail (+2), greataxe (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Improved Sweep
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Immunity: Cold.
Weakness: Fire (double damage).
Size +4: Fifteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hill giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d6, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (2)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Sweep
Special Abilities
Armour +2: Filthy fur.
Low Light Vision: No penalties for dim or dark lighting.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Runeslave hill giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Climbing d12, Notice d8, Throwing d6
Charisma: -; Pace: 9; Parry: 6; Toughness: 15 (2)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +2: Flesh.
Low Light Vision: No penalties for dim or dark lighting.
Immunities: Fear and fatigue.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Inverted giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d12+1, Notice d8
Charisma: +1; Pace: 6; Parry: 7; Toughness: 20 (4)
Edges: Level Headed, Sweep, Strong Willed
Special Abilities
Armour +4: Translucent flesh.
Bite: Str+d8; Grab.
Claws: Str+d8; Energy.
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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Resistances: -2 damage from cold, electricity and fire.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jack-in-irons giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12+1, Notice d12+4, Survival d10, Throwing d12
Charisma: -; Pace: 7; Parry: 8; Toughness: 21 (4)
Gear: Spiked greatclub (Str+d8; Daze), rock (Throwing; range 3/6/12; Str+d6)
Edges: Quick, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Daze: Make a Vigor roll at -3 or suffer a level of Fatigue.
Size +8: Twenty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jungle giant
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Climbing d10, Notice d12, Repair d8, Stealth d10, Survival d10, Shooting d12
Charisma: -; Pace: 7; Parry: 8; Toughness: 17 (2)
Gear: Masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Frenzy, Marksman
Special Abilities
Armour +2: Decorated skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Immunities: Disease and poison.
Size +7: Seventeen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Marsh giant
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d10, Stealth d6, Swimming d12, Throwing d8, Faith d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (2)
Gear: Gaff (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Combat Reflexes, Strong Willed
Powers: Lower Trait (curse), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brineborn marsh giant
   No description for this creature yet.

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

Rune giant
   No description for this creature yet.

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

Sand giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Notice d12+4, Survival d12+2, Tracking d12+4, Throwing d10, Faith d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 21 (3)
Gear: Greatsword (Str+d10; Parry -1), rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Miracles), Sweep, Improved Sweep, Strong Willed
Powers: Blast (earthquake)
Special Abilities
Armour +3: Tan skin.
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 +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sea giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Climbing d12, Notice d12+1, Knowledge (Nature) d8, Repair d10, Stealth d10, Swimming d12+2, Throwing d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 16 (3)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Green skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shadow giant
   No description for this creature yet.

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

Smoke giant
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d4, Throwing d6, Spellcasting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Gear: Heavy mace (Str+d6; AP 2), rock (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Obscure (fog cloud)
Special Abilities
Armour +2: Soot-colored skin.
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +3: Nine feet tall; Toughness +3.

Snow giant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d6, Survival d8, Throwing d4
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Gear: Great axe (Str+d6), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Sweep, Improved Sweep
Special Abilities
Armour +2: Skin.
Low Light Vision: No penalties for dim or dark lighting.
Immunity: Cold.
Size +3: Increases Toughness by +3.

Stone giant
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d10, Notice d10, Stealth d6, Throwing d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Quick Draw, Strong Willed
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Storm giant
   No description for this creature yet.

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

Taiga giant
   No description for this creature yet.

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

Volcano giant
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Climbing d12+1, Notice d12+1, Knowledge (Nature) d10, Throwing d10, Faith d8
Charisma: -; Pace: 7; Parry: 9; Toughness: 21 (4)
Gear: Gargantuan longspear (Str+d6; Reach 1"; Parry +1; Crit), rock (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Miracles), Hard to Kill, Sweep, Strong Willed
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +4: Brown skin.
Low Light Vision: No penalties for dim or dark lighting.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +8: Eighteen feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wood giant
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d10, Knowledge (Nature) d8, Stealth d8, Survival d8, Shooting d6, Spellcasting d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Gear: Leather armour (+1), longsword (Str+d8), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Marksman, Strong Willed
Powers: Beast Friend, Puppet (animals only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Size +2: Fourteen feet tall; Toughness +2.

Gibbering mouther

Gibbering mouther
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12+2
Skills: Fighting d6, Notice d10, Swimming d8, Innate Powers d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
Edges: Arcane Background (Super Powers), Frenzy, Improved Frenzy
Powers: Confusion (gibbering)
Special Abilities
Armour +2: Formless flesh.
Bites: 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.
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.
Natural Swimmer: Swimming Pace of 5", 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.

Gigas clam

Gigas clam
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d10, Swimming d12+4, Shooting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 20 (4)
Gear: Siphon dart (Shooting; range 3/6/12; 2d4; Poison)
Edges: Combat Reflexes, Marksman, Quick
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Slams: 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.
Aquatic: Swimming Pace of 16", and cannot drown.
Immunities: Disease and poison.
Poison: Siphon dart 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.

Gillman

Gillman
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4, Swimming d10, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 6
Gear: Spear (Str+d6; Reach 1"; Parry +1), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Special Abilities
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Weakness: Water dependency.

Girallon

Girallon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: White fur.
Bite: Str+d6.
Claws: Str+d6; Rend.
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 7".
Very Tough: +1 Toughness.
Size +2: Eight feet tall; Toughness +2.

High girallon
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d10, Climbing d12+1, Notice d10, Knowledge (Religion) d12, Stealth d6, Survival d10, Tracking d10, Throwing d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 13 (2)
Gear: Masterwork throwing axe (Str+d6), masterwork throwing axes (Str+d8), masterwork throwing axes (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Strong Willed, Two-Fisted
Powers: Detect Arcana (see invisibility), Dispel, Fear, Invisibility, Obscure (darkness), Puppet, Teleport
Tactics: Two Weapons
Special Abilities
Armour +2: White fur.
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".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Size +3: Nine feet tall; Toughness +3.

Girtablilu

Girtablilu
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d10, Climbing d12+1, Notice d12, Knowledge (History) d6, Repair d8, Stealth d10, Survival d12, Throwing d8, Faith d8
Charisma: -; Pace: 8; Parry: 8; Toughness: 13 (2)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1), masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Miracles), Dodge, Improved Dodge, Level Headed, Quick
Powers: Summon Ally (animals and elementals)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; 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.
Size +2: Thirteen feet long; Toughness +2.

Glacier toad

Glacier toad
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d6, Tracking d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Quick
Special Abilities
Armour +2: Blue flesh.
Bite: Str+d6; Cold; 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 6", and +2 to resist drowning.
Immunity: Cold.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Glass wyrm

Glass wyrm
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Notice d12+3, Knowledge (Planes) d12+1, Persuasion d12+1, Stealth d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 15 (4)
Edges: Alertness, Ambidextrous, Level Headed, Sweep
Tactics: Two Weapons
Special Abilities
Armour +4: 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").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 slashing damage.
Immunities: Sleep and paralysis.
Weakness: Sonic (double damage).
Size +3: Increases Toughness by +3.

Gloom crawler

Gloom crawler
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Inky-black flesh.
Bite: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Gang Up bonuses.
Weakness: Vulnerable to sunlight.
Very Tough: +1 Toughness.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gloomwing

Gloomwing
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
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 7" and Climb 2.
Size +2: Increases Toughness by +2.

Gnarlwood

Gnarlwood
   No description for this creature yet.

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

Gnasher lizard

Gnasher lizard
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12, Stealth d10, Tracking d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
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.
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 +3: Ten feet long; Toughness +3.

Gnoll

Gnoll
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d4, Throwing d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), medium shield (+1 Parry), spear (Throwing; range 3/6/12; Str+d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").

Giant demon gnoll
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Intimidation d10, Notice d6, Throwing d4, Innate Powers d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (3)
Gear: Splint mail (+3), javelin (Throwing; range 3/6/12; Str+d6; Range Increment)
Edges: Arcane Background (Super Powers), Frenzy
Powers: Smite (Good)
Special Abilities
Claws: Str+d6.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Resistances: -1 damage from cold and fire.
Size +2: Increases Toughness by +2.

Flind
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d4, Notice d4, Shooting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (2)
Gear: Scale mail (+2), flindbar (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").

Gnoph-keh

Gnoph-keh
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Climbing d12+3, Notice d12+2, Stealth d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15 (4)
Edges: Frenzy, Improved Frenzy, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Claws: 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.
Immunity: Cold.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Goblin

Goblin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Riding d10, Stealth d10, Swimming d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Leather armour (+1), short sword (Str+d6), medium shield (+1 Parry), short bow (Shooting; range 12/24/48; 2d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Size -1: Three feet tall; Toughness -1.

Arctic goblin
   No description for this creature yet.

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

Caveling goblin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d10, Riding d6, Stealth d10, Survival d10, Swimming d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Frenzy, Level Headed
Special Abilities
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Reduces Toughness by -1.

Deep goblin
   No description for this creature yet.

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

Gibberling goblin
   No description for this creature yet.

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

Hellion goblin
   No description for this creature yet.

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

Lasher goblin
   No description for this creature yet.

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

Monkey goblin
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d10, Survival d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Leather armour (+1), kukri (Str+d8), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Berserk
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Reduces Toughness by -1.

Thorn goblin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Riding d10, Stealth d10, Swimming d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Short sword (Str+d6), medium shield (+1 Parry), short bow (Shooting; range 12/24/48; 2d6)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Thorns: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
Size -1: Reduces Toughness by -1.

Goblin dog

Goblin dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d4, Stealth d6, Tracking d4
Charisma: -; Pace: 8; Parry: 4; Toughness: 8
Special Abilities
Bite: Str+d4; Allergic Reaction.
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.
Immunity: Disease.
Allergic Reaction: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Goblin naga

Goblin naga
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d10, Repair d10, Stealth d12+1
Charisma: +2; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Dodge, Quick
Special Abilities
Armour +1: Rust-coloured scales.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Immunity: Poison.

Goblin snake

Goblin snake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d10, Tracking d6, Swimming d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
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.
Burrow: Can burrow and reappear within 1".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Gohl (hydra cloud)

Gohl (hydra cloud)
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d12, Intimidation d10, Notice d12+3
Charisma: -; Pace: -; Parry: 8; Toughness: 13 (3)
Edges: Ambidextrous, Frenzy, Level Headed, Quick, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Gray flesh.
Bites: Str+d6; Acid.
Tentacles: Str+d6; 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.
Flight: Flying Pace of 6" and Climb 2.
Size +2: Increases Toughness by +2.

Golden cat

Golden cat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Golden fur.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -1: Reduces Toughness by -1.

Golden guardian

Golden guardian
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d4; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Electricity and fire.

Golem

Adamantine golem
   No description for this creature yet.

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

Alchemical golem
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Gear: Bomb (Throwing; range 3/6/12; Str+d6; Energy Damage)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Alchemy.
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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Embalming golem
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 15 (3)
Gear: Bomb (Throwing; range 3/6/12; Str+d6; Energy Damage)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Alchemy.
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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Behemoth golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d10, Strength d12+7, Vigor d12+5
Skills: Fighting d12+2
Charisma: -; Pace: 6; Parry: 9; Toughness: 34 (7)
Special Abilities
Armour +7: Natural armour.
Tusks: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Immunity: Magic.
Size +17: Forty feet tall; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Bone golem
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
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.
Immunity: Magic.
Size +2: Increases Toughness by +2.

Brass golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Spellcasting d4
Charisma: -; Pace: 7; Parry: 8; Toughness: 22 (5)
Gear: Brass falchion (Str+d8; Fire)
Edges: Arcane Background (Magic)
Powers: Detect Arcana (see invisibility), Invisibility
Special Abilities
Armour +5: Natural armour.
Slam: Str+d8; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire and magic.
Size +8: Twenty-four feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Cannon golem
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Throwing d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 17 (4)
Edges: Frenzy
Special Abilities
Armour +4: 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.
Immunity: Magic.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Carrion golem
   No description for this creature yet.

Attributes: Agility d8, 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: Rotting flesh.
Slams: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Disease: Make a Vigor roll or become afflicted.

Carrion golem mount
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Edges: Frenzy
Special Abilities
Armour +2: Molded flesh.
Slams: Str+d8; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
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.

Carrion golem (stand-in)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Innate Powers d6
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Super Powers), Frenzy
Powers: Disguise (impersonate master)
Special Abilities
Armour +2: Flesh.
Slams: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Disease: Make a Vigor roll or become afflicted.

Carrion golem (weaponized)
   No description for this creature yet.

Attributes: Agility d8, 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; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Disease: Make a Vigor roll or become afflicted.

Caryatid golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 11 (4)
Gear: Masterwork adamantine scythe (Str+d8)
Special Abilities
Armour +4: 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.

Clay golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (4)
Edges: Berserk, Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d6; Cursed Wound.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Cursed Wound: Magical healing on these wounds suffers a -2 penalty.
Size +3: Eight feet tall; Toughness +3.

Clockwork golem
   No description for this creature yet.

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; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Coral golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
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: Nine feet tall; Toughness +3.

Flagstone golem
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Stun.
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.
Size +3: Ten feet tall; Toughness +3.

Flesh golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Edges: Berserk, 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.
Immunity: Magic.
Size +2: Eight feet tall; Toughness +2.

Faceless flesh golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Edges: Berserk, Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6.
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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Size +2: Increases Toughness by +2.

Girallon flesh golem
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Berserk, Frenzy, Improved Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Rend.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Magic.
Size +3: Increases Toughness by +3.

Flesh golem hound
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (3)
Edges: Berserk
Special Abilities
Armour +3: Natural armour.
Bite: 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.
Immunity: Magic.

Fossil golem
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12
Charisma: -; Pace: 6; Parry: 8; Toughness: 19 (4)
Edges: Combat Reflexes, Frenzy
Special Abilities
Armour +4: Natural armour.
Bites: Str+d8; Petrification.
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.
Petrification: Make a Vigor roll or be turned to stone.
Size +7: Twenty feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Furnace golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 22 (5)
Edges: Frenzy
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8; Fire; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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.
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 fire damage.
Immunities: Fire and magic.
Resistance: -4 damage from cold.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gelatinous golem
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (3)
Edges: Frenzy, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Acid; Paralysis.
Low Light Vision: No penalties for dim or dark lighting.
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.
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.
Immunities: Electricity and magic.
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 +3: Eight feet tall; Toughness +3.

Glass golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: 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 +2: Ten feet tall; Toughness +2.

Ice golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Cold.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
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 2d6 cold damage.
Immunities: Cold and magic.
Weakness: Fire (double damage).

Iron golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (5)
Edges: Frenzy
Special Abilities
Armour +5: 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 2d10 damage.
Immunity: Magic.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Iron golem archer
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Throwing d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (5)
Gear: Arrows of wrath (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +5: 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.
Flight: Flying Pace of 9" and Climb 3.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Iron maiden golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 16 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magnesium golem
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Dexterity Damage.
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.
Weakness: Rust vulnerability.
Dexterity Damage: Make a Vigor roll or suffer a level of Fatigue.

Marrowstone golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Negative Energy.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to rise as some form of ghoul-like undead.
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.
Size +2: Increases Toughness by +2.

Mask golem
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Spellcasting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick
Powers: Detect Arcana (see invisibility), Invisibility
Special Abilities
Armour +1: Natural armour.
Slams: 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.
Immunity: Magic.
Weakness: Sonic (double damage).

Mithral golem
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3
Charisma: -; Pace: 8; Parry: 9; Toughness: 21 (4)
Edges: Dodge, Improved Dodge, 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").
Fast Runner: Roll d8 when running instead of d6.
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.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mummy golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d4; 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.
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: Cold.
Weakness: Fire (double damage).

Noqual golem
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3
Charisma: -; Pace: 7; Parry: 9; Toughness: 23 (5)
Edges: Frenzy
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8; Spell Sunder.
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.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ooze golem
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; Acid.
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).
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +3: Ten feet tall; Toughness +3.

Quantium golem
   No description for this creature yet.

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

Rope golem
   No description for this creature yet.

Attributes: Agility d6, 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; 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.
Immunity: Magic.
Weakness: Fire (double damage).

Stone golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 16 (4)
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.
Immunity: Magic.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stone guardian golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (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").
Invisible: Enemies suffer -4 to their attacks.
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.
Resistances: -1 damage from cold, electricity and fire.

Tallow golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: 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.
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: Cold.
Weakness: Fire (double damage).

Wax golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Skin.
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.
Immunity: Magic.
Weakness: Fire (double damage).

Sentient wax golem
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Repair d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Level Headed, Quick
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.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Magic.
Weakness: Fire (double damage).

Witch-doll golem
   No description for this creature yet.

Attributes: Agility d6, 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: Human skin.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Magic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wood golem
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d12, Strength d12, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 6; Parry: 6; 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 splinters damage.
Immunity: Magic.
Weakness: Fire (double damage).

Gorbel

Gorbel
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Reddish skin.
Claws: Str+d4; Grab.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 9" and Climb 0.
Immunity: Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Gorgimera

Gorgimera
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d10, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: Natural armour.
Dragon Bite: Str+d6.
Lion 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 varies damage.
Size +2: Increases Toughness by +2.

Metallic gorgimera
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d10, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Dragon Bite: Str+d6.
Lion 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 varies damage.
Size +2: Increases Toughness by +2.

Gorgon

Gorgon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (3)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Horn: Str+d6.
Hooves: 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.
Gore: +4 damage when first moving adjacent to foe.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 negates damage.
Size +3: Six feet tall; Toughness +3.

❄Euryale
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+5, Notice d12+4, Knowledge (Planes) d12+4, Persuasion d12+5, Repair d12+4, Stealth d12+2, Survival d12+4
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (6)
Edges: Ambidextrous, Frenzy, Level Headed, Quick, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly flesh.
Claws: Str+d8; Grab.
Bite: Str+d8.
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 8" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunities: Sleep, shapechanging and paralysis.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Sthenno
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+1, Survival d12+3
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (6)
Edges: Ambidextrous, Frenzy, Level Headed, Quick, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly flesh.
Claws: Str+d8; Grab.
Bite: Str+d8.
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 8" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunities: Sleep, shapechanging and paralysis.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gorgoni

Gorgoni
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Repair d8, Stealth d8, Tracking d10, Shooting d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Scimitar (Str+d8), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Alertness, Arcane Background (Magic), Berserk, Level Headed
Powers: Stun (distraction)
Special Abilities
Armour +1: Natural armour.
Bite: 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.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Gorilla bear

Gorilla bear
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
Armour +2: Dark fur.
Claws: Str+d6; Constrict.
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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Very Tough: +1 Toughness.
Size +2: Eight feet tall; Toughness +2.

Gorynych

Gorynych
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+1, Notice d12+2, Knowledge (Nature) d12, Persuasion d12+1, Repair d12, Stealth d12, Swimming d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 20 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Quick, Strong Willed
Powers: Disguise (shapechange), Dispel, Light (dancing lights), Lower Trait (curse), Puppet (living humanoids only)
Special Abilities
Armour +4: Scaly hide.
Bites: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Flight: Flying Pace of 13" and Climb -1.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
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 fire damage.
Immunities: Fire, sleep, poison and paralysis.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Grave risen

Grave risen
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Summon Ally (skeletons and zombies)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Blood Poisoning.
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.
Blood Poisoning: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Gray nisp

Gray nisp
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d10, Stealth d10, Tracking d10, Swimming d12+3, Spellcasting d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Sweep
Powers: Confusion, Entangle, Mind Reading
Special Abilities
Armour +3: Slick skin.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Aquatic: Swimming Pace of 15", and cannot drown.
Size +3: Nine feet tall; Toughness +3.

Gray render

Gray render
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d10, Survival d6, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (3)
Special Abilities
Armour +3: Hairless skin.
Bite: Str+d8.
Claws: 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.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Graymalkin

Greymalkin
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d6, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Alertness, Frenzy, Level Headed
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.
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.
Size +2: Eight feet long; Toughness +2.

Slinker
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Edges: Strong Willed
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Reduces Toughness by -1.

Tether
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d12, Tracking d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 5
Edges: Strong Willed
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Reduces Toughness by -1.

Gremlin

Gremlin
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Repair d6, Stealth d10, Lockpicking d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 5 (1)
Gear: Shortsword (Str+d6)
Edges: Assassin
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Size -1: 3½ feet tall; Toughness -1.

Fuath (gremlin)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Climbing d6, Notice d6, Stealth d10, Swimming d10, Faith d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 6 (1)
Gear: Dart (Shooting; range 3/6/12; 2d4)
Edges: Arcane Background (Miracles), Frenzy, Level Headed
Powers: Elemental Manipulation (water), Slumber
Special Abilities
Armour +1: Natural armour.
Claws: Str.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Weakness: Fire (double damage).
Resistance: -2 damage from cold.
Very Tough: +1 Toughness.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Grimple (gremlin)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Climbing d10, Notice d6, Stealth d12, Swimming d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 4
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 5" and Climb -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Jinkin (gremlin)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d6, Repair d10, Stealth d12, Lockpicking d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
Gear: Short sword (Str+d6)
Edges: Arcane Background (Magic), Assassin, Dodge
Powers: Teleport
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Very Tough: +1 Toughness.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Nuglub (gremlin)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d8, Climbing d8, Notice d8, Repair d8, Stealth d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab.
Claws: Str+d4; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Grab: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Very Tough: +1 Toughness.
Size -1: 2½ feet tall; Toughness -1.

Pugwampi (gremlin)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Repair d6, Riding d4, Stealth d12+1, Lockpicking d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 4
Gear: Dagger (Str+d4), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic), Level Headed
Powers: Beast Friend
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Arcane Resistance: +1 to resist opposed magic, and +1 armour against offensive magic.
Very Tough: +1 Toughness.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Vexgit (gremlin)
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Climbing d10, Notice d6, Knowledge (Engineering) d4, Repair d6, Stealth d10, Lockpicking d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 6 (1)
Gear: Warhammer (Str+d6; AP 2)
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 24").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Very Tough: +1 Toughness.
Size -2: 1½ feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Grick

Grick
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Tentacles: Str+d4; Reach 1".
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 5".

Jungle grick
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d12, Stealth d10, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Combat Reflexes
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Tentacles: Str+d4; Reach 1".
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 5".
Very Tough: +1 Toughness.

Griffon

Griffon
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Talons: 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.
Flight: Flying Pace of 11" and Climb 0.
Size +2: Eight feet long; Toughness +2.

Half-fiend griffon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d12+1, Stealth d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Magic), Strong Willed
Powers: Smite (Good), Obscure (darkness)
Special Abilities
Armour +2: Black fur.
Bite: Str+d6.
Talons: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 2.
Immunity: Poison.
Resistances: -2 damage from acid, cold, electricity and fire.
Size +2: Increases Toughness by +2.

Grig

Grig
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 4
Gear: Short sword (Str+d6), longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge
Powers: Disguise (illusion), Entangle, Invisibility
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Size -2: 1½ feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dark ice grig
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4-2, Notice d6, Repair d6, Stealth d8, Spellcasting d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 7 (2)
Gear: Short sword (Str+d6), longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge
Powers: Disguise (illusion), Entangle, Invisibility
Special Abilities
Armour +2: Natural armour.
Claws: Str; Cold.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 6" and Climb -1.
Weakness: Fire (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Grig swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d12, Repair d10, Stealth d12+3, Spellcasting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 8 (1)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Stun (distraction), Disguise (illusion), Entangle, Invisibility
Special Abilities
Armour +1: Blue skin.
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb -1.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.

Grim reaper

Grim reaper
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12+1, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Notice d12+6, Knowledge (Planes) d12+5, Persuasion d12+7, Stealth d12+4, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 16 (3)
Gear: Scythe (Str+d8; Death Touch)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Deflection (forcefield), Invisibility, Summon Ally
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
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.
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.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Death Touch: Make a Vigor roll at -2 or suffer a level of Fatigue.
Size +3: Fifteen feet tall; Toughness +3.

Grimlock

Grimlock
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d6, Survival d6, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Battleaxe (Str+d8)
Edges: Alertness
Special Abilities
Armour +1: Natural armour.
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.
Immunities: Gaze attacks and visual effects.

Grimm

Grimm
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+4, Climbing d12+2, Healing d10, Notice d12+4, Persuasion d12+1, Stealth d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Hard to Kill, Level Headed, Strong Willed
Powers: Blast (lightning storm), Obscure (darkness)
Special Abilities
Armour +3: Black flesh.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Grimstalker

Grimstalker
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d10, Knowledge (Nature) d10, Stealth d12+1, Survival d8
Charisma: +1; Pace: 7; Parry: 6; Toughness: 9 (1)
Edges: Assassin, Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +1: Brown skin.
Claws: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Poison: Claws inflict lethal poison if foe is Shaken or wounded.

Grindylow

Grindylow
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d12, Swimming d10, Throwing d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 6 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), spear (Throwing; range 3/6/12; Str+d6)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.
Size -1: Four feet long; Toughness -1.

Grippli

Grippli
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Healing d8, Notice d6, Stealth d10, Survival d8, Tracking d8, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Leather armour (+1), short sword (Str+d6), dart (Shooting; range 3/6/12; 2d4)
Edges: Beast Master, Woodsman
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Two feet tall; Toughness -1.

Groaning spirit

Groaning spirit
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+1, Notice d12+1, Knowledge (Religion) d12, Stealth d12
Charisma: -; Pace: -; Parry: 6; Toughness: 7
Edges: Alertness, Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Chill Touch.
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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
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 6" and Climb 3.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Chill Touch: Make a Vigor roll or suffer a level of Fatigue.

Grodair

Grodair
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Knowledge (Nature) d8, Survival d8, Swimming d12+2, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Water blast (Throwing; range 3/6/12; Str+d6; Push)
Edges: Combat Reflexes, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Tentacles: Str+d4; Reach 1"; Go for the Throat.
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.
Go for the Throat: Target least armoured location on a raise.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.

Gro’kosh

Gro’kosh
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12, Knowledge (Nature) d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 11 (3)
Edges: Frenzy, Improved Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Vines: Str+d6; Reach 1".
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.

Gronk

Gronk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d8, Survival d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Horn: Str+d6.
Slams: 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.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Nine feet tall; Toughness +2.

Grootslang

Grootslang
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12, Notice d12+4, Stealth d10, Tracking d12+4, Swimming d12+9
Charisma: -; Pace: 7; Parry: 9; Toughness: 24 (5)
Gear: Stomps (Str+d8)
Edges: Ambidextrous, Dodge, Improved Dodge, Sweep
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 24").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Twenty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gryph

Gryph
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4.
Claw: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 2.
Size -1: Three feet tall; Toughness -1.

Guardian doll

Guardian doll
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 3
Gear: Doll (Str+d6; Cold; Paralysis)
Edges: Arcane Background (Magic), Level Headed
Powers: Bolt (ray of frost), Flight (levitate), Puppet (living humanoids only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Cold.
Weaknesses: Fire (double damage) and mind-affecting effects.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Graven guardian

Graven guardian
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Spellcasting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Gear: Keen scimitar (Str+d8; Bleed)
Edges: Arcane Background (Magic)
Powers: Quickness
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive 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)

Guecubu

Guecubu
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d12+1, Knowledge (Nature) d10, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +2: Rotting flesh.
Bite: Str+d4; Misfortune.
Slams: Str+d4; Misfortune.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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: Electricity, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -2 damage from cold.
Misfortune: Make a Spirit roll or suffer a level of Fatigue.
Misfortune: Make a Spirit roll or suffer a level of Fatigue.

Gug

Gug
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Climbing d12, Notice d12+4, Stealth d12, Survival d12+2
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Combat Reflexes
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Disease and poison.
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gug savant

Gug savant
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Climbing d12, Notice d12+4, Stealth d12, Survival d12+2, Spellcasting d6
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes
Powers: Invisibility
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Disease and poison.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gutslug

Gutslug
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (1)
Edges: Assassin
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab; Draining.
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.
Flight: Flying Pace of 8" and Climb 3.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Hadhayosh

Hadhayosh
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Notice d12+3
Charisma: -; Pace: 7; Parry: 9; Toughness: 25 (6)
Edges: Ambidextrous, Combat Reflexes, Sweep, Improved Sweep
Tactics: Two Weapons
Special Abilities
Armour +6: Skin.
Horns: Str+d8.
Bite: Str+d8; Fire.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, acid, fire and sonic.
Weakness: Cold vulnerability.
Size +10: Fifty-two feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Hag

Annis hag
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d12+1, Notice d10, Persuasion d8, Stealth d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic)
Powers: Disguise (shapechange), Obscure (fog cloud)
Special Abilities
Armour +3: A-coloured skin.
Bite: Str+d8.
Claws: Str+d8; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Boreal annis hag
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Intimidation d12+1, Notice d10, Persuasion d8, Stealth d8, Tracking d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Magic)
Powers: Disguise (shapechange), Obscure (fog cloud)
Special Abilities
Armour +3: White skin.
Bite: Str+d8; Cold.
Claws: Str+d8; Cold.
Darkvision: No vision penalties for darkness (range 12").
Trackless: Leaves no tracks in its natural environment.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Blood hag
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+2, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d12+1, Persuasion d10, Repair d10, Stealth d12, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 7; Toughness: 11 (3)
Gear: Blood-drinking hair (Str+d8; Grab)
Edges: Arcane Background (Magic), Strong Willed
Powers: Disguise (illusion), Lower Trait (curse), Invisibility, Speak Language
Special Abilities
Armour +3: Leathery flesh.
Claws: Str+d4.
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.
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.
Hardy: A second Shaken result doesn't become a wound.

Green hag
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d12, Stealth d10, Swimming d12+1, Spellcasting d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy
Powers: Disguise (shapechange), Light (dancing lights), Invisibility, Speak Language
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Weakness.
Darkvision: No vision penalties for darkness (range 18").
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Weakness: Make a Vigor roll or suffer a level of Fatigue.

Mute hag
   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+2, Healing d10, Notice d12+2, Knowledge (History) d12+1, Knowledge (Nature) d10, Persuasion d12+1, Repair d12, Stealth d12+1, Tracking d12+2, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 12 (1)
Edges: Alertness, Arcane Background (Magic), Frenzy
Powers: Detect Arcana (sense magic), Dispel (plant trappings only), Healing, Lower Trait (curse), Invisibility, Mind Reading, Obscure (fog)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Bleed.
Bite: 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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, cold, sleep, fear and gaze attacks.
Weakness: Fire (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)
Very Tough: +1 Toughness.
Size +1: Seven feet tall; Toughness +1.

Night hag
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Intimidation d12, Notice d12, Knowledge (Planes) d12, Persuasion d10, Repair d12, Riding d12, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 6; Toughness: 12 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy
Powers: Bolt (magic missile), Detect Arcana (sense magic), Lower Trait (Strength), Invisibility, Intangibility, Slumber
Special Abilities
Armour +3: Natural armour.
Claws: Str+d4.
Bite: Str+d4; Disease.
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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Fire, cold, sleep and fear.
Disease: Make a Vigor roll or become afflicted.

Pit hag
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12, Strength d12+1, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Knowledge (Planes) d12+1, Persuasion d10, Repair d12+2, Stealth d12+3
Charisma: +4; Pace: 7; Parry: 8; Toughness: 11 (3)
Gear: Pitchfork (Str+d8)
Edges: Alertness, Dodge, Level Headed, Strong Willed
Special Abilities
Armour +3: Blistered skin.
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.
Immunities: Fire and poison.

Sea hag
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: Algae-colored skin.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.

Half-celestial unicorn

Half-celestial unicorn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2
Charisma: -; Pace: -; Parry: 2; Toughness: 5
Tactics: No melee attacks

Dracolisk

Dracolisk
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (3)
Edges: Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
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 0.
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 2d6 acid damage.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, sleep and paralysis.

Half ogre

Half ogre
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d4, Climbing d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Gear: Greatsword (Str+d10; Parry -1), longspear (Str+d6; Reach 1"; Parry +1)
Special Abilities
Armour +1: Toned skin.
Darkvision: No vision penalties for darkness (range 12").

Giant hamster

Giant hamster
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Tan fur.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 4".
Immunity: Disease.
Size +2: Increases Toughness by +2.

Hanged man

Hanged man
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Rope (Throwing; range 3/6/12; Str+d6; Entangle)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Pale skin.
Claws: Str+d4.
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.

Hangman tree

Hangman tree
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 19 (3)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Vines: Str+d8; Reach 1"; Constrict; Pull.
Blindsight: Ignore sight-based penalties and gaze attacks.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Weakness: Electricity (double damage).
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.
Size +7: Thirty feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced hangman tree
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d6, Notice d12+1, Stealth d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 20 (3)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Vines: Str+d8; Reach 1"; Constrict; Pull.
Blindsight: Ignore sight-based penalties and gaze attacks.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Weakness: Electricity (double damage).
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Harpy

Harpy
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d8, Notice d8
Charisma: +2; Pace: 5; Parry: 6; Toughness: 6 (1)
Gear: Leather armour (+1), morningstar (Str+d8)
Edges: Dodge
Special Abilities
Talons: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 11" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.

Harridan

Harridan
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Climbing d12+1, Notice d12+1, Persuasion d10, Stealth d10
Charisma: +1; Pace: 9; Parry: 7; Toughness: 18 (3)
Gear: Breastplate (+3), masterwork greatsword (Str+d10; Parry -1)
Edges: Ambidextrous, Dodge, Improved Dodge, Strong Willed
Special Abilities
Claws: Str+d10.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Harvest haunt

Harvest haunt
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d10, Knowledge (Nature) d10, Stealth d12+3, Survival d8, Spellcasting d8
Charisma: +4; Pace: 5; Parry: 5; Toughness: 3
Edges: Alertness, Arcane Background (Magic), Dodge
Powers: Invisibility
Special Abilities
Blighting Touch: Str; Negative Energy.
Low Light Vision: No penalties for dim or dark lighting.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Haunt

Haunt
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d10, Notice d10, Stealth d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 7
Edges: Dodge, Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Cold; Dex.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Havero

❄Havero
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d12+4, Strength d12+6, Vigor d12+3
Skills: Fighting d12+3, Notice d12+6
Charisma: +4; Pace: 5; Parry: 9; Toughness: 35 (9)
Gear: Variable (Str+d8; See Below)
Edges: Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +9: Natural armour.
Darkvision: No vision penalties for darkness (range 20").
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Flight: Flying Pace of 9" and Climb -2.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +7 to resist opposed magic, and +7 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold and mind-affecting effects.
Weakness: Light sensitive.
Resistances: -6 damage from acid, electricity and fire.
Very Tough: +1 Toughness.
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.

Havero tentacle
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
Tentacle: Str+d8; 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Immunities: Cold, poison and mind-affecting effects.
Resistances: -2 damage from acid and fire.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hawk

Hawk
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Heat swarm

Heat swarm
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d12, Knowledge (Planes) d10, Stealth d12+1, Survival d10, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers), Dodge, Level Headed
Powers: Stun (distraction)
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.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Fire.
Weakness: Cold (double damage).

Hedgehog

Hedgehog
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d6, Stealth d12+1, Swimming d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 1
Hindrances: Small (M)
Tactics: No melee attacks
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Helix moth

Helix moth, mature
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Acid; 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.
Flight: Flying Pace of 9" and Climb 2.
Poison: Tail sting inflicts lethal poison if foe is Shaken or wounded.
Size +5: Twenty feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Helix moth, larva
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab; Acid.
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.
Size +2: Increases Toughness by +2.

Hellcat

Hellcat
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d12+1, Stealth d12+1, Survival d12, Tracking d12+1, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Resistance: -2 damage from fire.
Size +3: Nine feet long; Toughness +3.

Giant hellgrammite

Giant hellgrammite
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d4, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Constrict.
Tail Slap: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Size +2: Ten feet long; Toughness +2.

Hell hound

Hell hound
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d10, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Edges: Level Headed
Special Abilities
Armour +2: Reddish-brown fur.
Bite: Str+d4; Fire.
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.
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 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).

Nessian warhound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d10, Stealth d12+2, Survival d10, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (2)
Gear: Chainmail (+2)
Edges: Alertness, Level Headed
Special Abilities
Bite: Str+d8; Fire.
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hell moth

Hell moth
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 14 (2)
Edges: Hard to Kill, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 7" and Climb 0.
Resistance: -4 damage from fire.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Hellwasp swarm

Hellwasp swarm
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Notice d6, Stealth d12+3, Innate Powers d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 8
Edges: Arcane Background (Super Powers), Dodge, Level Headed, Strong Willed
Powers: Stun (distraction)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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.
Resistance: -2 damage from fire.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.

Herald of the pirate queen

❄Herald of the pirate queen
   This seemingly haunted pirate ship flickers with ominous lights, but there is no crew. The vessel is actually a living creature with malevolent intelligence, capable of raising and lowering its own sails, opening and closing its doors, and even throwing people overboard if it wishes, using telekinesis. It can be negotiated with, demanding payment in the form of treasure, and is capable of moving underwater when it wishes.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, Vigor d12+4
Skills: Fighting d12+1, Notice d12+2, Knowledge (Engineering) d10, Knowledge (Planes) d10, Knowledge (Nature) d10, Survival d12+2, Tracking d12+2, Swimming d12+9, Throwing d12, Spellcasting d6
Charisma: +2; Pace: -; Parry: 8; Toughness: 31 (5)
Gear: Telekinesis (Throwing; range 3/6/12; Str+d6; Varies)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed
Powers: Banish (plane shift self), Divination (commune with nature), Light (dancing lights), Invisibility, Obscure (fog cloud), Puppet (living humanoids only), Summon Ally, Telekinesis, Teleport
Special Abilities
Armour +5: Natural armour.
Incorporeal Touch: Str+d8; Electricity; Fire.
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.
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.
Natural Swimmer: Swimming Pace of 10", and +2 to resist drowning.
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.
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.

Herd animal

Antelope
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 9; Parry: 2; Toughness: 5
Edges: Quick
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.
Size -1: Four feet long; Toughness -1.

Aurochs
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (1)
Special Abilities
Armour +1: Natural armour.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Size +3: Increases Toughness by +3.

Mountain aurochs
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 19 (2)
Special Abilities
Armour +2: 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.
Gore: +4 damage when first moving adjacent to foe.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Storval aurochs
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+3
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 18 (1)
Special Abilities
Armour +1: 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.
Gore: +4 damage when first moving adjacent to foe.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Bison/buffalo
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Special Abilities
Armour +2: Fur.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dire bison
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 8; Parry: 6; Toughness: 19 (2)
Edges: Alertness
Special Abilities
Armour +2: Black fur.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Camel
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 8
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Size +2: Increases Toughness by +2.

Deer
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10, Tracking d10, Swimming d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Edges: Dodge, Improved Dodge
Special Abilities
Horns: Str+d4.
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.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.

Elk
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 7
Edges: Quick
Special Abilities
Horns: Str+d4.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.

Giant elk
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Natural armour.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

River elk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Quick
Special Abilities
Armour +1: Natural armour.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size +2: Six feet tall; Toughness +2.

Goat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Climbing d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage when first moving adjacent to foe.
Size -1: Reduces Toughness by -1.

Dire goat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (2)
Gear: Head butt (Str+d8)
Edges: Alertness
Special Abilities
Armour +2: Whitish-brown fur.
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.

Grangeri
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 19 (2)
Edges: Alertness
Special Abilities
Armour +2: Natural armour.
Bite: 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 +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Moose
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Gear: Head butt (Str+d8)
Special Abilities
Armour +2: Natural armour.
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.
Size +2: Eight feet tall; Toughness +2.

Scythe horn
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Gear: Antlers (Str+d8)
Edges: Strong Willed
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.
Size +3: Thirteen feet long; Toughness +3.

Sheep
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8
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.

Ram
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Special Abilities
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.

Dire ram
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Hippocampus

Hippocampus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Tail Slap: 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.
Aquatic: Swimming Pace of 10", and cannot drown.
Size +2: Increases Toughness by +2.

Hippogriff

Hippogriff
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Dodge
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 13" and Climb 0.
Size +2: Eleven feet long; Toughness +2.

Hippopotamus

Hippopotamus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: 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.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Increases Toughness by +2.

Behemoth hippopotamus
   No description for this creature yet.

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

Dire hippopotamus (behemoth)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Tracking d12+2, Swimming d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 20 (3)
Edges: Level Headed
Special Abilities
Armour +3: 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 7", 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.
Very Tough: +1 Toughness.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hoar fox

Hoar fox
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Hoar spirit

Hoar spirit
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Alertness, Frenzy
Special Abilities
Armour +2: Pale skin.
Claws: Str+d4; Cold; Glaciate.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Glaciate: Make a Vigor roll or suffer a level of Fatigue.

Hobgoblin

Hobgoblin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d4, Stealth d6, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (1)
Gear: Studded leather armour (+1), longsword (Str+d8), medium shield (+1 Parry), longbow (Shooting; range 15/30/60; 2d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Very Tough: +1 Toughness.

Hodag

Hodag
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d4, Tracking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Ambidextrous, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Burrow: Can burrow and reappear within 4".
Size +2: Increases Toughness by +2.

Hollow serpent

Hollow serpent
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d4, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Climbing d12+4, Notice d12+1, Stealth d12+1
Charisma: +4; Pace: 8; Parry: 8; Toughness: 18 (3)
Edges: Dodge, Frenzy, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: Str+d8; Grab.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Homunculus

Homunculus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4, Stealth d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 3
Edges: Quick
Special Abilities
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.

Alchemy beetle
   Alchemical beetles are metal insects the size of a small dog.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Steel shell.
Bite: Str+d4; Energy Damage.
Claws: Str+d4.
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: Reduces Toughness by -1.

Iron defender
   Iron defenders are wolf-like constructs built to serve as guardians.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (2)
Special Abilities
Armour +2: Iron plates.
Bite: 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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Size -1: Reduces Toughness by -1.

Snapjaw homunculus
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d12
Charisma: -; Pace: 5; Parry: 4; Toughness: 3
Edges: Dodge, Quick
Special Abilities
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.

Horse

Light riding horse
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 10
Edges: Frenzy
Special Abilities
Hooves: 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.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Six feet tall; Toughness +2.

Warhorse
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Size +2: Increases Toughness by +2.

Draft (heavy) horse
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d4, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 12 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str.
Hooves: 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.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Six feet tall; Toughness +2.

Fiendish heavy war horse
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d12, Strength d12+1, Vigor d12+2
Skills: Fighting d6, Notice d8, Tracking d8, Innate Powers d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (1)
Edges: Arcane Background (Super Powers)
Powers: Smite (Good)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Hooves: 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.
Fast Runner: Roll d8 when running instead of d6.
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: -1 damage from cold and fire.
Size +2: Increases Toughness by +2.

Pony
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 6
Edges: Frenzy
Special Abilities
Hooves: 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.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.

War pony
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.

Hound of hell

Hound of hell
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4; 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.
Invisible: Enemies suffer -4 to their attacks.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Evil: Affected by powers and abilities that work on evil creatures.

Hound of tindalos

Hound of tindalos
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d12, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12+1, Knowledge (Planes) d12, Stealth d12+1, Survival d12+1, Spellcasting d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 9 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Invisibility, Obscure (fog cloud), Quickness
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.
Ripping Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Poison and mind-affecting effects.

Howler

Howler
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d6
Charisma: -; Pace: 9; Parry: 5; Toughness: 10 (1)
Edges: Combat Reflexes, Level Headed, War Cry
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Quills: Str+d6; Pain.
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: Increases Toughness by +2.

Huecuva

Huecuva
   No description for this creature yet.

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

Huggermugger

Huggermugger
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Gear: Hook-blade (Str+d6)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Size -1: Four feet tall; Toughness -1.

Huldra

Huldra
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d10, Knowledge (Nature) d10, Stealth d10, Tracking d10, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Environmental Protection (heat and cold), Puppet (living humanoids only), Slumber, Stun (daze)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Tail Slap: Str+d4; Damage.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Resistance: -2 damage from cold.

Humbaba

Humbaba
   No description for this creature yet.

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

Hydra

5-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

6-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

7-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

8-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

9-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

10-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

11-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

12-headed hydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12+1, Tracking d12+1, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

5-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

6-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

7-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

8-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

9-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

10-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

11-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

12-headed cryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Tracking d12+1, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 cold damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

5-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

6-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

7-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

8-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

9-headed pryohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

10-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

11-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Tracking d12, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

12-headed pyrohydra
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Tracking d12+1, Swimming d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Edges: Combat Reflexes, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bites: 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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new heads at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or cold attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or cold weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Fire.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hydrus

Hydrus
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Invasion.
Spittle: Shooting; range 3/6/12; 2d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Spittle inflicts lethal poison if foe is Shaken or wounded.
Size -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Hyena

Hyena
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Tan-colored fur.
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.

Dire hyena
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; 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.
Size +2: Six feet tall; Toughness +2.

Hyaenodon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d4, Survival d6, Tracking d10
Charisma: -; Pace: -; Parry: 6; Toughness: 15 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Go for the Throat: Target least armoured location on a raise.
Very Tough: +1 Toughness.
Size +4: Eight feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ifrit

Ifrit
   No description for this creature yet.

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

Iku-turso

Iku-turso
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d12, Survival d10, Swimming d12
Charisma: +2; Pace: 5; Parry: 6; Toughness: 10 (2)
Edges: Combat Reflexes, Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Disease.
Claws: 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.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.

Incutilis

Incutilis
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d12+1, Swimming d12+1
Charisma: -; Pace: 1; Parry: 5; Toughness: 4 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Crimson-streaked flesh.
Tentacles: Str; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Amphibious: Swimming Pace of 13", 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.

Inevitable

Arbiter
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge (Planes) d6, Persuasion d8, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Gear: Short sword (Str+d6)
Edges: Arcane Background (Magic)
Powers: Divination
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 0.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Kolyarut
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Knowledge (Planes) d12, Persuasion d12+2, Survival d12+1, Spellcasting d6
Charisma: +1; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Bastard sword (Str+d8)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Disguise (illusion), Entangle, Fear, Invisibility, Puppet
Special Abilities
Armour +3: 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.

Lhaksharut
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+6, Knowledge (Planes) d12+4, Repair d12+3, Throwing d12+1, Spellcasting d8
Charisma: +4; Pace: -; Parry: 10; Toughness: 21 (4)
Gear: Wounding spear (Str+d6; Reach 1"; Parry +1; Bleed), wounding longsword (Str+d8; Bleed), energy bolts (Throwing; range 3/6/12; Str+d6; Energy)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Two-Fisted
Powers: Banish (plane shift self), Deflection (forcefield), Detect Arcana (sense magic), Dispel, Teleport
Special Abilities
Armour +4: Natural armour.
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 9" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
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.

Marut
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Intimidation d12+3, Notice d12+3, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Persuasion d12+3, Survival d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 17 (4)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Banish (plane shift self), Blast (earthquake), Dispel, Fear, Teleport
Special Abilities
Armour +4: Revealing flesh.
Slams: Str+d8; Electricity or Sonic; Blindness or Deafness.
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.
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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Zelekhut
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+3, Vigor d10
Skills: Fighting d12, Notice d12+1, Persuasion d12, Survival d12, Spellcasting d6
Charisma: +2; Pace: 8; Parry: 8; Toughness: 13 (2)
Gear: Chains (Str+d8; Electricity; Go for the Throat)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Dispel, Entangle, Fear
Special Abilities
Armour +2: Natural armour.
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.
Go for the Throat: Target least armoured location on a raise.
Flight: Flying Pace of 9" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Inphidian

Common inphidian
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d10, Repair d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +1: Blue-green scales.
Snake-hand Bites: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Poison: Snake-hand bites inflict lethal poison if foe is Shaken or wounded.

Cobra-back inphidian
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Repair d8, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Frenzy
Special Abilities
Armour +2: Green scales.
Snake-hand Bites: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Hardy: A second Shaken result doesn't become a wound.
Poison: Snake-hand bites inflict lethal poison if foe is Shaken or wounded.

Dancer inphidian
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Alertness, Frenzy
Special Abilities
Armour +1: Green scales.
Snake-hand Bites: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Poison: Snake-hand bites inflict lethal poison if foe is Shaken or wounded.

Night adder inphidian
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d12, Knowledge (Nature) d8, Repair d10, Stealth d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Confusion (hypnotic pattern), Fear, Obscure (darkness), Puppet
Special Abilities
Armour +1: Black scales.
Snake-hand Bites: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Hardy: A second Shaken result doesn't become a wound.
Poison: Snake-hand bites inflict lethal poison if foe is Shaken or wounded.

Rattler inphidian
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12+2, Notice d12, Persuasion d8, Stealth d10, Swimming d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy
Special Abilities
Armour +1: Flesh.
Snake-hand Bites: Str+d4; Poison.
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.
Poison: Snake-hand bites inflict lethal poison if foe is Shaken or wounded.
Size +1: Increases Toughness by +1.

Intellect devourer

Intellect devourer
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d6, Strength d8, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Stealth d12+4
Charisma: +2; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Assassin, Frenzy, Improved Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Blindsight: Ignore sight-based penalties and gaze attacks.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Fire and mind-affecting effects.
Resistances: -4 damage from cold, electricity and sonic.
Very Tough: +1 Toughness.
Size -1: Three feet long; Toughness -1.

Invisible stalker

Invisible stalker
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d10, Notice d10, Knowledge (Planes) d10, Stealth d12, Survival d10, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slams: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.

Advanced invisible stalker
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Healing d10, Notice d10, Knowledge (Planes) d10, Stealth d12, Survival d10, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slams: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.

Irlgaunt

Irlgaunt
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Climbing d12+5, Notice d12+2, Stealth d12+2, Survival d12+2, Swimming d12+3, Throwing d8, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (3)
Gear: Gastrolith (Throwing; range 3/6/12; Str+d6; Acid)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +3: Red flesh.
Slams: Str+d8; Acid.
Bite: Str+d8.
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".
Immunities: Acid and cold.
Size +4: Thirteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant isopod

Giant isopod
   No description for this creature yet.

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

Jabberwock

Jabberwock
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12+4, Strength d12+6, Vigor d12+5
Skills: Fighting d12+3, Intimidation d12+7, Notice d12+7, Knowledge (Nature) d12+4, Tracking d12+7, Shooting d12+2
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (6)
Edges: Dodge, Improved Dodge
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8; Grab.
Eye Rays: Shooting; range 12/24/48; 2d8; Burn.
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.
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.
Grab: Pin your opponent if you hit with a raise, 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 11" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Resistances: -6 damage from acid, electricity and sonic.
Size +8: Thirty-five feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lesser jabberwock
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d12+3, Strength d12+5, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+5, Tracking d12+5, Shooting d12+1
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (6)
Edges: Dodge, Improved Dodge
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8.
Claws: Str+d8; Grab.
Eye Rays: Shooting; range 12/24/48; 2d8; Fire; Burn.
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.
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.
Grab: Pin your opponent if you hit with a raise, 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 11" and Climb -1.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunity: Fire.
Weakness: Cold (double damage).
Resistances: -6 damage from acid, electricity and sonic.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jack-o-lantern

Jack-o-lantern
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Edges: Dodge, Improved Dodge, Frenzy
Special Abilities
Slams: 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Jaculi

Jaculi
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.

Jadeling

Jadeling
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d10, Persuasion d10, Swimming d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4.
Claws: Str+d4.
Flight: Flying Pace of 13" and Climb 0.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acid damage.
Immunities: Acid, sleep and paralysis.
Size -1: Reduces Toughness by -1.

Marsh jelly

Marsh jelly
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 9 (2)
Edges: Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; Reach 1"; 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.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flight: Flying Pace of 6" and Climb 0.
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.

Jubilex-touched marsh jelly
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+4, Stealth d12+1, Tracking d12+4
Charisma: -; Pace: 1; Parry: 7; Toughness: 13 (2)
Edges: Alertness, Frenzy, Improved Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d6; Reach 1"; Acid; 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.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flight: Flying Pace of 6" 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.
Resistances: -2 damage from acid, cold and fire.
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Jelly

Mustard jelly
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses, gaze attacks and visual effects.
Resistance: -2 damage from cold.
Size +2: Increases Toughness by +2.

Ochre jelly
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d8, Vigor d12+2
Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 11
Special Abilities
Slam: Str+d6; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Size +2: Increases Toughness by +2.

Stunjelly
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d8, Vigor d12+2
Skills: Fighting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 11
Special Abilities
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.
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.

Tar jelly
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d4, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d12, Stealth d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
Slam: Str+d4; 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 6".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Whip jelly
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12
Skills: Fighting d4, Climbing d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 9 (1)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
Tendrils: Str+d4; Reach 1"; Acid.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Jellyfish

Death’s head jellyfish
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Edges: Frenzy
Special Abilities
Tentacles: Str+d4; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 8", and cannot drown.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Mind-affecting effects.
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Jellyfish, giant
   No description for this creature yet.

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

Monstrous jellyfish
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Stealth d6, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d6; Reach 1"; Poison; Grab.
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
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.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Sapphire jellyfish
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 19 (3)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +3: Natural armour.
Tentacles: Str+d8; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 12", and cannot drown.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity and mind-affecting effects.
Poison: Tentacles inflict 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.

Tiny monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d12+1, Swimming d8
Charisma: -; Pace: -; Parry: 2; Toughness: 3
Special Abilities
Tentacle: Str; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Tentacle 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.

Small monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d12, Swimming d8
Charisma: -; Pace: -; Parry: 4; Toughness: 5
Special Abilities
Tentacle: Str+d4; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Tentacle inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Medium monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d10, Swimming d8
Charisma: -; Pace: -; Parry: 4; Toughness: 6
Special Abilities
Tentacle: Str+d4; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Tentacle inflicts lethal poison if foe is Shaken or wounded.

Large monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Tentacle: Str+d6; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Tentacle inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Huge monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d4, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (1)
Special Abilities
Armour +1: Natural armour.
Tentacle: Str+d8; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Tentacle inflicts 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.

Gargantuan monstrous sea wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d10, Notice d6, Stealth d10, Swimming d10
Charisma: -; Pace: -; Parry: 7; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
Tentacle: Str+d8; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Tentacle inflicts lethal poison if foe is Shaken or wounded.
Size +9: Increases Toughness by +9.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Jellyfish swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Stealth d12+4, Swimming d8, 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.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Jinmenju

Jinmenju
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d12+1
Charisma: -; Pace: 4; Parry: 6; Toughness: 20 (4)
Edges: Combat Reflexes, Level Headed, Quick
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Jorogumo

Jorogumo
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Climbing d12+4, Notice d12+1, Persuasion d12+1, Stealth d12+1, Swimming d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 12 (3)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge, Strong Willed
Powers: Entangle, Lower Trait (curse), Mind Reading, Puppet, Puppet (living humanoids only), Summon Ally (animals and elementals)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Poison.
Claws: Str+d4.
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 8".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Immunity: Poison.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Jubear

Jubear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d8, Stealth d4, Survival d6, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 16 (3)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +3: Fur.
Claws: Str+d8; Grab.
Bite: 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.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Acid.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Jubjub bird

Jubjub bird
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12+2
Skills: Fighting d12+1, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 8; Parry: 8; Toughness: 22 (5)
Edges: Combat Reflexes, Dodge, Improved Dodge, Sweep, Strong Willed
Special Abilities
Armour +5: Purple feathers.
Bite: Str+d8; Grab.
Talons: 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.
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.
Flight: Flying Pace of 5" and Climb -1.
Immunity: Acid.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Juggernaut

Juggernaut
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3
Charisma: -; Pace: 11; Parry: 9; Toughness: 25 (6)
Gear: Crush (Str+d8; Dc)
Special Abilities
Armour +6: 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.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Human juju zombie

Human juju zombie
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Climbing d12, Notice d6, Stealth d8, Survival d4, Lockpicking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Gear: Masterwork short sword (Str+d6)
Edges: Assassin, Dodge, Level Headed, Thief
Special Abilities
Armour +1: Leathery skin.
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: Electricity, cold, sleep, paralysis, mind-affecting effects, magic, aging, bleeding and death magic.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Jupiter bloodsucker

Jupiter bloodsucker
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 1; Parry: 4; Toughness: 9 (2)
Gear: Vine leaves (Str+d8; Draining; Grab)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Draining: Make a Vigor roll or suffer a level of Fatigue.

Jyoti

Jyoti
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d8, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Healing d12, Notice d12+1, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Stealth d12+1, Shooting d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Ghost touch spear (Str+d6; Reach 1"; Parry +1; Fire)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Strong Willed
Powers: Armor, Healing, Teleport
Special Abilities
Armour +2: Permanent armour spell.
Bite: Str+d4; Fire.
Ray: Shooting; range 12/24/48; 2d6; By Spell.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunities: Disease and poison.
Resistances: -2 damage from acid, cold, electricity, fire and sonic.

Kakuen-taka

Kakuen-taka
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12, Strength d10, Vigor d12
Skills: Fighting N/A (automatically hits, 2d12 damage within a MBT), Intimidation d12+3, Notice d12+5, Stealth d10, Survival d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 9
Edges: Dodge, Level Headed, Quick, Strong Willed
Special Abilities
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.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
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.
Immunity: Poison.
Resistances: -2 damage from acid, cold, electricity and fire.
Dimensional Snare: Make a Spirit roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Kamadan

Kamadan
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Size +2: Nine feet long; Toughness +2.

Dusk kamadan
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge
Special Abilities
Armour +2: Black fur.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 damage.
Size +3: Nine feet long; Toughness +3.

Kamadan, poisonous
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Edges: Dodge, Frenzy
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.
Size +2: Nine feet long; Toughness +2.

Polar kamadan
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge
Special Abilities
Armour +2: White fur.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
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 2d8 damage.
Size +3: Nine feet long; Toughness +3.

Kami

Dosojin kami
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d12, Notice d6, Knowledge (Nature) d12, Persuasion d12, Survival d12, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Strong Willed
Powers: Conceal Arcana, Dispel, Elemental Manipulation (earth), Invisibility, Obscure (illusion), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.

Fukujin kami
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Knowledge (Nature) d8, Persuasion d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Gear: Short sword (Str+d6)
Edges: Alertness, Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

❄Jinushigami
   No description for this creature yet.

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

Kaminari kami
   No description for this creature yet.

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

Kodama
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d12, Survival d10, Spellcasting d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Arcane Background (Magic), Assassin, Frenzy
Powers: Entangle, Puppet (animals only)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Distracting Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.
Size -1: Three feet tall; Toughness -1.

Shikigami kami
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d4, Healing d8, Notice d10, Knowledge (Nature) d6, Stealth d12, Survival d8, Throwing d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5 (1)
Gear: Improvised weapon (Str+d6), improvised weapon (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Magic), Improvisational Fighter, Strong Willed
Powers: Divination (commune with nature), Invisibility
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Suijin kami
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+4, Knowledge (Nature) d12+3, Persuasion d12+2, Survival d12+4, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Quick
Powers: Beast Friend, Dispel, Elemental Manipulation (water), Telekinesis
Special Abilities
Armour +4: Rainbow-colored scales.
Bite: Str+d6.
Tail Slap: 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.
Flight: Flying Pace of 9" and Climb 3.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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 2d8 damage.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.
Size +3: Twenty feet tall; Toughness +3.

Toshigami
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d12+2, Healing d12+3, Notice d12+3, Knowledge (Nature) d12+3, Persuasion d12+4, Stealth d12+4, Survival d12+3, Spellcasting d10
Charisma: +4; Pace: 9; Parry: 11; Toughness: 11 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; Touch of Ages), quarterstaff (Str+d4; Reach 1"; Parry +1; Touch of Ages)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick, Strong Willed, Two-Fisted
Powers: Healing, Quickness
Special Abilities
Armour +3: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Flight: Flying Pace of 9" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.
Touch of Ages: Make a Vigor roll at -1 or suffer a level of Fatigue.
Touch of Ages: Make a Vigor roll at -1 or suffer a level of Fatigue.

Zuishin
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Healing d12+1, Notice d12+1, Knowledge (Nature) d12, Stealth d12+1, Shooting d12, Spellcasting d6
Charisma: +4; Pace: -; Parry: 8; Toughness: 10 (2)
Gear: Breastplate (+2), holy halberd (Str+d8; Reach 1"), holy composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Level Headed, Marksman, Strong Willed
Powers: Detect Arcana (see invisibility), Dispel, Greater Healing, Healing, Invisibility, Teleport
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 0.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Shapechanging, petrification, mind-affecting effects and bleeding.
Resistances: -2 damage from acid, electricity and fire.

Kampfult

Kampfult
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (2)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Tendrils: Str+d4; Reach 1"; 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Kangaroo

Kangaroo
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Kick: 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.

Kappa

Kappa
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Healing d6, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Edges: Frenzy
Special Abilities
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.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Resistances: -1 damage from acid and cold.
Size -1: Reduces Toughness by -1.

Kapre

Kapre
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d12+2, Stealth d12+1, Survival d8, Lockpicking d12+1, Spellcasting d8
Charisma: +4; Pace: 8; Parry: 7; Toughness: 19 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Hard to Kill, Quick, Strong Willed
Powers: Invisibility
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").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Karrnathi undead

❄Karrnathi battlemaster
   Karrnathi battlemasters are the corpses of karrnathi generals infused with potent necromatic energy, making them tougher and faster than normal undead. Their eyes glow crimson, and they possess an alien intelligence. Karrnathi battlemasters are encased in stone armour covered in thorny spikes, and often lead other karrnathi undead into battle.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Intimidation d12+1, Climbing d12+4, Notice d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 19 (3)
Edges: Command, Frenzy, Natural Leader
Special Abilities
Armour +3: Stone covered in thorny spikes.
Slams: Str+d10; Stun.
Darkvision: No vision penalties for darkness (range 12").
Thorns: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
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.
Stun: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Karrnathi skeleton
   Karrnathi skeletons are the corpses of elite karrnathi soldiers infused with potent necromatic energy, making them tougher and faster than normal skeletons. Their eyes glow crimson, and they possess an alien intelligence.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Gear: Breastplate (+3), masterwork scimitar (Str+d8), masterwork scimitar (Str+d8)
Edges: Florentine, Two-Fisted
Tactics: Two Weapons
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Karrnathi skeleton archer
   Karrnathi skeletons are the corpses of elite karrnathi soldiers infused with potent necromatic energy, making them tougher and faster than normal skeletons. Their eyes glow crimson, and they possess an alien intelligence.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (3)
Gear: Breastplate (+3), masterwork scimitar (Str+d8), masterwork scimitar (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Marksman, Two-Fisted
Tactics: Two Weapons
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Karrnathi zombie
   Karrnathi zombies are the corpses of elite karrnathi soldiers infused with potent necromatic energy, making them tougher and faster than normal zombies. Their eyes glow crimson, and they possess an alien intelligence.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d4, Notice d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (3)
Gear: Platemail (+3), helmet (+3), masterwork longsword (Str+d8), medium shield (+1 Parry)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Karrnathi zombie archer
   Karrnathi zombies are the corpses of elite karrnathi soldiers infused with potent necromatic energy, making them tougher and faster than normal zombies. Their eyes glow crimson, and they possess an alien intelligence.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d4, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (3)
Gear: Platemail (+3), helmet (+3), masterwork longsword (Str+d8), medium shield (+1 Parry), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Marksman
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Kathlin

Kathlin
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
Hooves: Str+d4.
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.
Fast Runner: Roll d8 when running instead of d6.
Size +2: Increases Toughness by +2.

Kech

Kech
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d10, Stealth d10, Shooting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Longbow (Shooting; range 15/30/60; 2d6)
Edges: Dodge, Improved Dodge
Special Abilities
Armour +1: Leathery skin.
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".

Kelp devil

Kelp devil
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Gear: Fronds (Str+d8; Grab)
Edges: Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
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.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Electricity.
Resistance: -2 damage from fire.
Size +7: Ten feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Kelpie

Kelpie
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d10
Charisma: +2; Pace: 7; Parry: 6; Toughness: 8 (1)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +1: Transparent skin.
Slams: Str+d4; 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.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Resistance: -2 damage from fire.

Khaei

Khaei
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d12, Throwing d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Gear: Club (Str+d6), sling (Throwing; range 4/8/16; Str+d4)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Deflection (blur), Light (dancing lights)
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Size -1: Four feet tall; Toughness -1.

Khala

Khala
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Nature) d12+4, Persuasion d12+4, Stealth d12+2, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 17 (4)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed
Powers: Blast (ice storm), Deflection (forcefield), Obscure (fog), Puppet
Special Abilities
Armour +4: Scaly hide.
Bites: Str+d8; Disease.
Tail: 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.
Flight: Flying Pace of 12" and Climb 2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Cold, sleep, disease, paralysis and magic.
Weakness: Fire (double damage).
Resistances: -2 damage from acid and electricity.
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.

Khargra

Khargra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d12, Survival d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (3)
Edges: Frenzy, Level Headed
Special Abilities
Armour +3: Metallic scales.
Claws: Str+d4; Grab.
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.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 6".
Immunities: Fire and cold.
Very Tough: +1 Toughness.
Size -1: Five feet long; Toughness -1.

Kijimuna

Kijimuna
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Stealth d12, Survival d6, Swimming d10, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 6
Gear: Spear (Str+d6; Reach 1"; Parry +1), net (Throwing; range 3/6/12; Str+d6; Special)
Edges: Dodge
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Size -1: Three feet tall; Toughness -1.

Killmoulis

Killmoulis
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d8, Repair d6, Stealth d12+2
Charisma: -; Pace: 7; Parry: 2; Toughness: 3
Gear: Needle (Str+d4)
Hindrances: Small (M)
Edges: Dodge
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Kirin

Kirin
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d12+2, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12+1, Knowledge (History) d10, Persuasion d12, Tracking d12+1, Faith d12
Charisma: +4; Pace: 9; Parry: 7; Toughness: 12 (2)
Edges: Arcane Background (Miracles), Strong Willed
Powers: Bolt (lightning bolt), Detect Arcana (sense magic), Disguise (illusion), Dispel, Elemental Manipulation (water), Fear, Flight (wind walk), Healing, Intangibility (gaseous form), Pummel (wind)
Special Abilities
Armour +2: Draconic scales.
Horns: Str+d6.
Hooves: 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.
Gore: +4 damage when first moving adjacent to foe.
Flight: Flying Pace of 15" and Climb 2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Resistances: -2 damage from cold, electricity and fire.
Size +2: Increases Toughness by +2.

❄Emperor kirin
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+3, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+3, Knowledge (History) d12+2, Persuasion d12+4, Tracking d12+3, Faith d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 15 (2)
Edges: Arcane Background (Miracles), Strong Willed
Powers: Barrier (wind), Bolt (lightning bolt), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Elemental Manipulation (water), Fear, Flight (wind walk), Healing, Intangibility (gaseous form), Pummel (wind), Quickness
Special Abilities
Armour +2: Draconic scales.
Horns: Str+d6.
Hooves: 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.
Gore: +4 damage when first moving adjacent to foe.
Flight: Flying Pace of 15" and Climb 2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Resistances: -2 damage from cold, electricity and fire.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Kobold

Kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Black kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Swimming d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Black dragonbreath kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Swimming d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acid damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Blue kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Blue dragonbreath kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 lightning damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Green kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Green dragonbreath kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 poisonous gas damage.
Weakness: Light sensitive.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Red kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Edges: Brave
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Red dragonbreath kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Edges: Brave
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

White kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: +1; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

White dragonbreath kobold
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: +1; Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 cold damage.
Weakness: Light sensitive.
Size -1: Reduces Toughness by -1.

Kongamato

Kongamato
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12, Climbing d12+1, Notice d12+2, Stealth d10, Survival d12+1
Charisma: +2; Pace: 7; Parry: 8; Toughness: 21 (4)
Edges: Ambidextrous, Level Headed, Quick
Tactics: Two Weapons
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
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.
Flight: Flying Pace of 19" and Climb 0.
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 damage.
Immunities: Sleep, paralysis and magic.
Resistances: -2 damage from acid, cold, electricity and fire.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Korir-kokembe

Korir-kokembe
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+2, Notice d12+1, Knowledge (Nature) d10, Repair d10, Stealth d10, Survival d10, Tracking d12+1, Swimming d12+3, Spellcasting d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 18 (3)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Entangle
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8; Disease; Constrict.
Claws: Str+d8; 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.
Fear -2: Anyone who sees this creature must make a Fear check at -2.
Flight: Flying Pace of 11" and Climb 2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Immunities: Sleep, disease, paralysis and magic.
Disease: Make a Vigor roll or become afflicted.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Korred

Korred
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d12, Repair d10, Stealth d12, Throwing d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Club (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Size -1: Reduces Toughness by -1.

Kraken

Kraken
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+1, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Knowledge (Nature) d12+3, Stealth d10, Swimming d12+8, Spellcasting d12
Charisma: +4; Pace: 4; Parry: 8; Toughness: 26 (6)
Gear: Arms (Str+d8; Constrict)
Edges: Ambidextrous, Arcane Background (Magic), Frenzy, Level Headed, Sweep
Powers: Obscure (fog), Puppet
Tactics: Two Weapons
Special Abilities
Armour +6: Natural armour.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 20", and cannot drown.
Immunities: Cold, poison and mind-affecting effects.
Size +10: One hundred feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Krenshar

Krenshar
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Intimidation d4, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
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.

Kuah-lij

Kuah-lij
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4, Repair d12, Swimming d4, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Gear: Dagger (Str+d4), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Mr Fix It
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Kuru

Kuru
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d6, Climbing d6, Notice d6, Survival d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Gear: Club (Str+d8)
Edges: Berserk, Quick
Special Abilities
Bite: Str+d4; Cannibalistic Vitality.
Low Light Vision: No penalties for dim or dark lighting.
Weakness: Light sensitive.

Kyton

Augur kyton
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Intimidation d6, Notice d8, Stealth d12+1, Spellcasting d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 5 (1)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Divination
Special Abilities
Armour +1: Natural armour.
Horns: Str; Bleed.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
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 -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

❄Eremite kyton
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+6, Healing d12+4, Notice d12+6, Knowledge (Religion) d12, Knowledge (Planes) d12+4, Knowledge (Nature) d12, Persuasion d12+6, Repair d12+4, Stealth d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 14 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Barrier (whirling blades), Greater Healing, Telekinesis, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d4; Pain.
Claws: Str+d4; Grab; Pain.
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 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.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold and fear.

Evangelist kyton
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d10, Intimidation d10, Climbing d10, Notice d12, Repair d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Gear: Chains (Str+d8)
Edges: Alertness, Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +1: Pale flesh.
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.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.

Interlocutor kyton
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Intimidation d12+2, Healing d12+2, Notice d12+2, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 15 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Strong Willed
Powers: Banish (plane shift self), Healing
Special Abilities
Armour +3: Twisted flesh.
Claws: Str+d6; Bleed.
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.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
Poison: 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)
Size +3: Nine feet tall; Toughness +3.

Ostiarius kyton
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d12, Healing d12, Notice d12, Knowledge (Planes) d12, Persuasion d12, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 7 (1)
Gear: Touches (Str+d6; Bleed), medium shield (+1 Parry)
Edges: Alertness, Arcane Background (Magic), Berserk, Frenzy, Level Headed, Strong Willed
Powers: Banish (plane shift self), Deflection (forcefield), Obscure (darkness)
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.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold and 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)

Termagant kyton
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12+3, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+3, Healing d12+4, Notice d12+4, Stealth d12+1
Charisma: +4; Pace: 5; Parry: 8; Toughness: 18 (4)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Bleed.
Tentacles: Str+d8; Reach 1"; Grab.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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 3.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Unnerving Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
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.

Lamia

Lamia
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Religion) d6, Persuasion d6, Stealth d12, Survival d10
Charisma: -; Pace: 9; Parry: 6; Toughness: 10 (2)
Gear: Dagger (Str+d4)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities
Armour +2: Natural armour.
Touch: Str+d6; Wisdom Drain.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Hardy: A second Shaken result doesn't become a wound.
Size +2: Six feet tall; Toughness +2.

❄Lamia matriarch
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Climbing d10, Persuasion d10, Repair d12, Swimming d10, Faith d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (2)
Gear: Scimitars (Str+d8; Wisdom Drain On First Hit Each Round)
Edges: Arcane Background (Miracles), Two-Fisted
Powers: Armor, Bolt (magic missile), Detect Arcana (sense magic), Healing, Light (dancing lights), Invisibility, Puppet, Quickness, Slumber, Stun (daze), Voice on the Wind (dream message)
Special Abilities
Armour +2: Natural armour.
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".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunity: Mind-affecting effects.
Size +2: Increases Toughness by +2.

Lamia-kin

Hungerer lamia-kin
   No description for this creature yet.

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

Kuchrima lamia-kin
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Tracking d12+1, Shooting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 10 (2)
Gear: Masterwork large composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Level Headed, Marksman
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Disease.
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 9" and Climb 2.
Immunities: Disease and magic.
Disease: Make a Vigor roll or become afflicted.

Lammasu

Lammasu
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12, Persuasion d10, Spellcasting d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (3)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Strong Willed
Powers: Boost Trait (bless), Detect Arcana (sense magic), Healing, Invisibility, Teleport
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Wings: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 0.
Size +3: Eight feet long; Toughness +3.

Land lamprey

Land lamprey
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Attach.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Size -1: Three feet long; Toughness -1.

Landwalker shark

Landwalker shark
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; 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.
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 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Lantern goat

Lantern goat
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 10 (1)
Gear: Head butt (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Hooves: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Gruff lantern goat
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12+1, Stealth d12
Charisma: +2; Pace: 6; Parry: 7; Toughness: 16 (2)
Gear: Head butt (Str+d8)
Edges: Alertness, Dodge, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Hooves: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Larabay

Larabay
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d10, Notice d12+4, Knowledge (Nature) d12+2, Persuasion d12+2, Stealth d12+3, Spellcasting d10
Charisma: +2; Pace: 6; Parry: 8; Toughness: 11 (2)
Gear: Rapier (Str+d4; Parry +1; Mischief)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Invisibility, Obscure (illusionary terrain), Obscure (illusion), Pummel (wind), Puppet
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 8" and Climb 2.
Change Form: Can assume an alternate form as a normal action.
Befuddling Gaze: All creatures within 12" must make a Spirit roll to resist.
Resistances: -2 damage from cold, electricity and fire.
Mischief: Make a Spirit roll or suffer a level of Fatigue.

Lashunta

Lashunta
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d4, Persuasion d6, Repair d8, Spellcasting d12
Charisma: +1; Pace: 6; Parry: 3; Toughness: 6
Gear: Masterwork quarterstaff (Str+d4; Reach 1"; Parry +1), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic)
Powers: Armor, Bolt (magic missile), Detect Arcana (sense magic), Mind Reading, Puppet (living humanoids only), Stun (daze)
Special Abilities
Very Tough: +1 Toughness.

Lava child

Lava child
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d8, Knowledge (Planes) d4, Knowledge (Nature) d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Bite: Str+d4; Fire.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Burrow: Can burrow and reappear within 4".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire and magic.
Weaknesses: Cold (double damage) and water.

Lead skeleton

Lead skeleton
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Slams: Str+d4.
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.
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: Electricity, acid, fire, cold and magic.

Leech

Giant leech
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d4, Tracking d4, Swimming d8
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4; Attach.
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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.

Leech swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d10, Strength d8, Vigor d12
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Stealth d12, Swimming d10, Innate Powers d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 8
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunity: Mind-affecting effects.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Lejnth

Lejnth
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Spellcasting d8
Charisma: +4; Pace: 10; Parry: 8; Toughness: 10 (2)
Gear: Sword arms (Str+d8), hasted sword arm (Str+d8)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Obscure (darkness), Quickness, 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.
Evil: Affected by powers and abilities that work on evil creatures.
Weakness: Acid (double damage).

Lemkin

Lemkin
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Notice d12+1, Knowledge (Nature) d12+1, Stealth d12+2, Tracking d12+1, Throwing d8, Spellcasting d6
Charisma: +4; Pace: 7; Parry: 5; Toughness: 7 (2)
Gear: Blowgun (Throwing; range 3/6/12; Str+d6; Poison)
Edges: Arcane Background (Magic), Dodge
Powers: Conceal Arcana, Disguise (shapechange), Flight (feather fall), Healing, Light (dancing lights), Obscure (illusionary terrain)
Tactics: No melee attacks
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Trackless: Leaves no tracks in its natural environment.
Immunity: Poison.
Poison: Blowgun inflicts lethal poison if foe is Shaken or wounded.
Size -1: Three feet tall; Toughness -1.

Leng spider

Leng spider
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+2, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d12, Climbing d12+6, Notice d12+2, Repair d12+1, Throwing d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19 (3)
Gear: Masterwork flail (Str+d6), masterwork bolas (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Marksman, Strong Willed
Powers: Disguise (illusion), Dispel, Invisibility, Obscure (illusion), Speak Language
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; 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.
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 7".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sonic and poison.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +7: Eighteen feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Advanced leng spider
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d12+3, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Climbing d12+6, Notice d12+2, Repair d12+2, Throwing d12, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (3)
Gear: Masterwork flail (Str+d6), masterwork bolas (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Marksman, Strong Willed
Powers: Disguise (illusion), Dispel, Invisibility, Obscure (illusion), Speak Language
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; 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.
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 7".
Immunities: Cold, sonic and poison.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +8: Eighteen feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Leprechaun

Leprechaun
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d12+1, Knowledge (Nature) d8, Stealth d12, Spellcasting d8
Charisma: +1; Pace: 7; Parry: 5; Toughness: 5
Gear: Club (Str+d6)
Edges: Arcane Background (Magic), Level Headed
Powers: Light (dancing lights), Invisibility
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Size -1: Reduces Toughness by -1.

Leshy

Fungus leshy
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4, Stealth d10, Survival d4, Throwing d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 6
Gear: Puffball (Throwing; range 3/6/12; Str+d6; Spores)
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Spores: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Two feet tall; Toughness -1.

Gourd leshy
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Stealth d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 6
Gear: Seed (Throwing; range 3/6/12; Str+d6; Ensnare)
Edges: Assassin
Special Abilities
Slam: Str+d4; Ensnare.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Leaf leshy
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d6, Survival d4, Throwing d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 5
Gear: Shortspear (Str+d6), seedpods (Throwing; range 3/6/12; Str+d6; Deafen)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 4" and Climb -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Size -1: Reduces Toughness by -1.

Seaweed leshy
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d8, Survival d4, Swimming d8, Shooting d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Edges: Arcane Background (Magic), Assassin
Powers: Entangle
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Water Jet: Shooting; range 12/24/48; 2d4; Blind; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can assume an alternate form as a normal action.
Immunities: Electricity and sonic.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Leucrotta

Leucrotta
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Climbing d10, Stealth d8, Tracking d4
Charisma: +2; Pace: 9; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Hooves: 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".
Immunities: Disease and poison.
Size +3: Increases Toughness by +3.

Lich

❄Lich
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+1, Notice d12+3, Knowledge (Planes) d12+1, Repair d12+1, Stealth d12+3, Spellcasting d12
Charisma: +1; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Arcane Background (Magic), Quick, Strong Willed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (Strength), Invisibility, Obscure (darkness), Puppet, Teleport, Zombie
Special Abilities
Armour +2: Permanent armour spell.
Touch: Str+d4; Paralyzing Touch.
Darkvision: No vision penalties for darkness (range 12").
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.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

❄Lich shade
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+1, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d12+1, Notice d12+1, Knowledge (Religion) d12+1, Repair d12+1, Stealth d12+1
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Combat Reflexes, Dodge, Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Cold.
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).
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from cold and electricity.

❄Demilich
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+1, Strength d4, Vigor d4
Skills: Fighting d8, Notice d12+4, Knowledge (Religion) d12+1, Knowledge (Planes) d12, Knowledge (History) d12, Repair d12+2, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 6; Toughness: 5 (1)
Edges: Alertness, Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Lower Trait (curse), Telekinesis
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Electricity, acid, cold, sleep, shapechanging, paralysis, mind-affecting effects, magic, aging, bleeding and death magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

❄Awakened demilich
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+1, Strength d4, Vigor d4
Skills: Fighting d6, Intimidation d12+1, Notice d12+4, Knowledge (Planes) d12+1, Repair d12+1, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Quick, Strong Willed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (curse), Invisibility, Obscure (darkness), Puppet, Telekinesis, Teleport, Zombie
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Electricity, acid, cold, sleep, shapechanging, paralysis, mind-affecting effects, magic, 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.

Linnorm

Cairn linnorm
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Climbing d12+5, Notice d12+3, Stealth d12+3, Tracking d12+3, Swimming d12+6
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (5)
Edges: Level Headed, Quick, Sweep, Improved Sweep
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 13" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Acid, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Linnorm, crag
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d12, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Notice d12+2, Tracking d12+2, Swimming d12+7
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (4)
Edges: Combat Reflexes, Level Headed, Quick, Sweep
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
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.
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 13" and Climb 0.
Natural Swimmer: Swimming Pace of 9", 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Fire, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Fafnheir
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12, Spirit d12+3, Strength d12+8, Vigor d12+5
Skills: Fighting d12+4, Intimidation d12+7, Notice d12+9, Knowledge (History) d12+6, Knowledge (Nature) d12+6, Stealth d12+3, Tracking d12+9, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 10; Toughness: 35 (7)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Banish (plane shift self), Dispel
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 13" and Climb 0.
Burrow: Can burrow and reappear within 6".
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +7 to resist opposed magic, and +7 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Electricity, fire, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
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.

Fjord linnorm
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Notice d12+3, Tracking d12+3, Swimming d12+7
Charisma: +4; Pace: 6; Parry: 8; Toughness: 23 (4)
Edges: Combat Reflexes, Level Headed, Quick
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 13" and Climb 0.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Cold, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gare linnorm
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d12, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Climbing d12+4, Notice d12+3, Stealth d4, Tracking d12+3, Swimming d12+8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (4)
Edges: Level Headed
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 20", 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.
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 fire damage.
Immunities: Fire, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ice linnorm
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12+1, Strength d12+6, Vigor d12+4
Skills: Fighting d12+2, Climbing d12+8, Notice d12+3, Tracking d12+3, Swimming d12+2
Charisma: +4; Pace: 7; Parry: 9; Toughness: 31 (5)
Edges: Combat Reflexes, Level Headed, Quick
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
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.
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 13" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Natural Swimmer: Swimming Pace of 7", 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Cold, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +16: Ninety feet long; Toughness +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Taiga linnorm
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+3, Notice d12+4, Stealth d12, Tracking d12+4, Swimming d12+10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 33 (6)
Edges: Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 13" and Climb 0.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Electricity, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +17: Fifty 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.

Tarn linnorm
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d12+3, Strength d12+7, Vigor d12+4
Skills: Fighting d12+3, Notice d12+7, Stealth d12+1, Tracking d12+7, Swimming d12+10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 33 (6)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +6: Scaly hide.
Bites: Str+d8; Poison.
Claws: Str+d8.
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.
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.
Flight: Flying Pace of 13" and Climb 0.
Amphibious: Swimming Pace of 22", 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Acid, sleep, poison, shapechanging, paralysis, Gang Up bonuses, curses and mind-affecting effects.
Poison: Bites inflict lethal poison if foe is Shaken or wounded.
Size +17: 120 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.

Tor linnorm
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d6, Spirit d12+3, Strength d12+8, Vigor d12+5
Skills: Fighting d12+4, Climbing d12+3, Notice d12+6, Stealth d12+2, Tracking d12+6, Swimming d12+10
Charisma: +4; Pace: 7; Parry: 10; Toughness: 34 (6)
Edges: Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Poison.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 13" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 damage.
Immunities: Fire, sleep, poison, paralysis, curses and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +18: Fifty feet long; Toughness +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Lion beast of chaos

Lion beast of chaos
   No description for this creature yet.

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: 12 (2)
Edges: Berserk, Frenzy, Level Headed
Special Abilities
Armour +2: Blackened fur.
Claws: Str+d6.
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.
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.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Immunity: Fear.
Size +3: Increases Toughness by +3.

Livestone

Livestone
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Stealth d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 10
Special Abilities
Slam: Str+d6.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis, petrification and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Living lake

❄Living lake
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d12+8, Vigor d12+5
Skills: Fighting d12+2, Notice d12+7, Knowledge (Nature) d12+5, Stealth d12, Survival d12+7
Charisma: +1; Pace: 6; Parry: 9; Toughness: 34 (5)
Edges: Alertness, Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +5: Natural armour.
Slams: Str+d10; 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.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses, gaze attacks and visual effects.
Very Tough: +1 Toughness.
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.

Living spell

Living spell (novice)
   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: 4; Toughness: 5
Special Abilities
Slam: Str+d4; Spell Effect.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Living spell (seasoned)
   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: 8
Special Abilities
Slam: Str+d6; Spell Effect.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Living spell (veteran)
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 13 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d8; Spell Effect.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Living spell (heroic)
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d8; Spell Effect.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Living spell (legendary)
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d8; Spell Effect.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lizard

Lizard
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant chameleon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d12+1
Charisma: -; Pace: 7; Parry: 5; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Size +2: Eleven feet long; Toughness +2.

Giant frilled lizard
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tail: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Giant gecko
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d12+2, Notice d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".

Blood lizard
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Special Abilities
Armour +2: 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.

Monitor lizard
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Hardy: A second Shaken result doesn't become a wound.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Lizardfolk

Lizardfolk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Swimming d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Morningstar (Str+d8), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Green scales.
Bite: Str+d4.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Cliffborn lizardfolk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Swimming d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Morningstar (Str+d8), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Sandfolk lizardfolk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Swimming d8, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Morningstar (Str+d8), medium shield (+1 Parry)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Horny scales.
Bite: Str+d4.
Spittle: Shooting; range 3/6/12; 2d4; Poison.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Poison: Spittle inflicts lethal poison if foe is Shaken or wounded.

Unseen lizardfolk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d10, Swimming d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Morningstar (Str+d8), medium shield (+1 Parry), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Skin.
Bite: Str+d4.
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

❄Lizard king
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d6, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (2)
Gear: War trident (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous
Special Abilities
Armour +2: Green scales.
Bite: Str+d6.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Monstrous lobster

Monstrous lobster
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d12, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (3)
Special Abilities
Armour +3: Natural armour.
Combat Claw: Str+d8; Constrict.
Claw: Str+d8.
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.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Locathah

Locathah
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Repair d6, Survival d6, Swimming d8, Shooting d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 6 (1)
Gear: Longspear (Str+d6; Reach 1"; Parry +1), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.

Locust swarm

Locust 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), Notice d6, Innate Powers d10
Charisma: -; Pace: 4; 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 6" and Climb -1.

Lorelei

Lorelei
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+4
Skills: Fighting d8, Climbing d12+2, Notice d12+3, Stealth d12+1, Swimming d12+2, Spellcasting d6
Charisma: +4; Pace: 5; Parry: 6; Toughness: 18 (4)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Strong Willed
Powers: Mind Reading (speak with dead), Obscure (fog cloud)
Special Abilities
Armour +4: Natural armour.
Tentacles: Str+d8; Reach 1"; Poison.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Aquatic: Swimming Pace of 14", and cannot drown.
Immunity: Sonic.
Resistance: -2 damage from cold.
Poison: Tentacles 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.

Lukwata

Lukwata
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Notice d8, Tracking d8, Swimming d12+4
Charisma: -; Pace: -; Parry: 8; Toughness: 19 (3)
Edges: Strong Willed
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").
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.
Aquatic: Swimming Pace of 16", and cannot drown.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lurker in light

Lurker in light
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d8, Notice d12, Knowledge (Planes) d10, Stealth d12+1, Survival d10, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Alertness, Arcane Background (Magic), Assassin, Frenzy, Level Headed
Powers: Light (dancing lights)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 6" and Climb 0.
Immunity: Cold.
Size -1: Three feet tall; Toughness -1.

Lurking ray

Executioner’s hood
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Immunity: Sleep.
Weakness: Light sensitive.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Lurker above
   No description for this creature yet.

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

Trapper
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d12+3, Stealth d12+1, Tracking d12+3
Charisma: -; Pace: 4; Parry: 6; Toughness: 20 (3)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +3: Natural armour.
Slam: Str+d8; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 7" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Hardy: A second Shaken result doesn't become a wound.
Weakness: Light sensitive.
Resistances: -2 damage from cold 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.

Lusca

Lusca
   No description for this creature yet.

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

Lycanthrope (werebat)

Werebat (human form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d6, Climbing d4, Survival d8, Tracking d8, Swimming d4, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Chainmail (+2), masterwork bastard sword (Str+d8), medium shield (+1 Parry), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Combat Reflexes, Sweep
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.
Change Form: Can assume an alternate form as a normal action.

Werebat (hybrid form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Intimidation d6, Climbing d4, Survival d8, Tracking d8, Swimming d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Chainmail (+2)
Edges: Brave, Combat Reflexes, Sweep
Special Abilities
Bite: Str+d4; Infection.
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.
Flight: Flying Pace of 7" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (werebear)

Werebear (human form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d8, Healing d8, Notice d8, Knowledge (Nature) d8, Stealth d8, Survival d8, Tracking d8, Swimming d8, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Chainmail (+2), masterwork battleaxe (Str+d8), masterwork throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Woodsman
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.
Fast Runner: Roll d8 when running instead of d6.
Change Form: Can assume an alternate form as a normal action.

Werebear (hybrid form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Climbing d8, Healing d8, Notice d8, Knowledge (Nature) d8, Stealth d4, Survival d8, Tracking d8, Swimming d10, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Gear: Chainmail (+2), masterwork battleaxe (Str+d8), masterwork throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Marksman, Woodsman
Special Abilities
Bite: Str+d6; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Fast Runner: Roll d8 when running instead of d6.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Size +3: Increases Toughness by +3.

Lycanthrope (wereboar)

Wereboar (human form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d6, Notice d8, Knowledge (Nature) d6, Tracking d8, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (1)
Gear: Studded leather armour (+1), dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Berserk
Special Abilities
Bite: Str+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.
Change Form: Can assume an alternate form as a normal action.
Very Tough: +1 Toughness.

Wereboar (hybrid form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Intimidation d6, Notice d8, Knowledge (Nature) d6, Tracking d8, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Gear: Studded leather armour (+1), dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Berserk
Special Abilities
Bite: Str+d4; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Very Tough: +1 Toughness.

Lycanthrope (werecrocodile)

Werecrocodile (human form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d4, Stealth d4, Survival d6, Tracking d6, Swimming d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Breastplate (+2), battleaxe (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.

Werecrocodile (hybrid form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d4, Stealth d4, Survival d6, Tracking d6, Swimming d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Breastplate (+2), battleaxe (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Brave, Level Headed
Special Abilities
Bite: Str+d4; Grab; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Sprint: Roll d10 when running instead of d6.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (wererat)

Wererat (human form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d4, Climbing d6, Notice d8, Stealth d8, Tracking d8, Swimming d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Studded leather armour (+1), short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Assassin, Dodge, Thief
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.

Wererat (hybrid form)
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d4, Climbing d8, Notice d8, Stealth d8, Tracking d8, Swimming d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Studded leather armour (+1), short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Assassin, Dodge, Thief
Special Abilities
Bite: Str+d4; Disease; Curse of Dc.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.
Disease: Make a Vigor roll or become afflicted.

Lycanthrope (wereshark)

Wereshark (human form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d12+1
Skills: Fighting d8, Climbing d8, Notice d8, Survival d8, Tracking d8, Swimming d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 10 (2)
Gear: Chainmail (+2), masterwork trident (Str+d6; Reach 1"; Parry +1)
Edges: Berserk
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.
Change Form: Can assume an alternate form as a normal action.

Wereshark (hybrid form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Climbing d8, Notice d8, Survival d8, Tracking d8, Swimming d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 11 (2)
Gear: Chainmail (+2), masterwork trident (Str+d6; Reach 1"; Parry +1)
Edges: Berserk
Special Abilities
Bite: Str+d4; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lycanthrope (weretiger)

Weretiger (human form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Climbing d8, Notice d10, Stealth d10, Survival d8, Tracking d10, Swimming d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Studded leather armour (+1), masterwork short sword (Str+d6), masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Assassin, Dodge, Level Headed, Thief
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.

Weretiger (hybrid form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d6, Climbing d10, Notice d10, Stealth d8, Survival d8, Tracking d10, Swimming d4, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Gear: Masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Assassin, Dodge, Level Headed, Thief
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab; Infection.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.
Size +3: Increases Toughness by +3.

Lycanthrope (werewolf)

Werewolf (human form)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d6, Climbing d4, Notice d6, Tracking d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Chainmail (+2), longsword (Str+d8), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Brave, Combat Reflexes, Level Headed, Sweep
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Change Form: Can assume an alternate form as a normal action.

Werewolf (hybrid form)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d6, Climbing d6, Notice d6, Tracking d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Chainmail (+2), longsword (Str+d8), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Brave, Combat Reflexes, Level Headed, Sweep
Special Abilities
Bite: Str+d4; Go for the Throat; Infection.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Go for the Throat: Target least armoured location on a raise.
Change Form: Can assume an alternate form as a normal action.
Infection: Victims who suffer one or more wounds must make a Vigor roll. On a failure, they become a werebeast on the next full moon.

Lythic

Lythic
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Frenzy
Special Abilities
Armour +2: Natural armour.
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.
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".

Madadh

Madadh
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Lockpicking d10, Shooting d4, Spellcasting d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 5 (1)
Gear: Scimitar (Str+d6), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic)
Powers: Beast Friend
Special Abilities
Armour +1: Nut-brown skin.
Low Light Vision: No penalties for dim or dark lighting.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Maftet

Maftet
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d10, Notice d10, Knowledge (History) d8, Stealth d12+1, Spellcasting d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 10 (2)
Gear: Masterwork scimitar (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Two-Fisted
Powers: Armor, Boost Trait (Agility)
Special Abilities
Armour +2: Permanent armour spell.
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.
Size +1: Seven feet tall; Toughness +1.

Magmin

Magmin
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Melee Touch: Str+d4; Burn.
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.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Four feet tall; Toughness -1.

Magmoid

Magmoid
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d12, Notice d12
Charisma: -; Pace: 7; Parry: 8; Toughness: 11 (2)
Edges: Dodge, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Fire.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Fire.
Weakness: Cold (double damage).
Size +2: Increases Toughness by +2.

Magnesium spirit

Magnesium spirit
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d12
Skills: Fighting d6, Intimidation d8, Notice d10, Knowledge (Planes) d10, Stealth d10, Survival d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 8
Edges: Level Headed
Special Abilities
Incorporeal Tail Slap: Str+d4; Str Damage.
Ethereal: Intangible and can only be hurt by magical 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.
Weakness: Water.

Manananggal

Manananggal
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d10, Notice d12, Knowledge (Religion) d10, Repair d6, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Quick
Powers: Fear, Light (dancing lights), Obscure (darkness), Slumber
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
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.
Flight: Flying Pace of 13" and Climb 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Light sensitive.

Mandragora

Mandragora
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (1)
Edges: Quick
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Grab.
Slam: Str+d4; Poison.
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.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Resistances: -1 damage from acid, cold and electricity.
Poison: Slam inflicts lethal poison if foe is Shaken or wounded.
Size -1: Three feet tall; Toughness -1.

Immense mandragora
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+8, Vigor d12+4
Skills: Fighting d12, Climbing d12+3, Notice d10
Charisma: -; Pace: 7; Parry: 8; Toughness: 22 (2)
Gear: Vine whips (Str+d8; Poison)
Edges: Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Resistances: -1 damage from acid, cold and electricity.
Poison: Vine whips inflict lethal poison if foe is Shaken or wounded.
Size +10: Thirty-five feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mandragora swarm
   No description for this creature yet.

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

Mandrill

Mandrill
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Reduces Toughness by -1.

Manimal triceratops

Manimal triceratops
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12, Climbing d12+1, Notice d12+3, Survival d12+1, Tracking d12+3, Swimming d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 18 (3)
Gear: Greatclub (Str+d8)
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: Twenty feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mantari

Mantari
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d4
Charisma: -; Pace: 1; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Tail Sting: Str+d4.
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.

Manticore

Manticore
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Survival d6, Tracking d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Size +2: Ten feet long; Toughness +2.

Advanced manticore
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12, Stealth d6, Survival d6, Tracking d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Size +3: Increases Toughness by +3.

Boreal manticore
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d8, Stealth d4, Survival d6, Tracking d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Cold.
Claws: Str+d6; Cold.
Spikes: Throwing; range 15/30/60; Str+d6; Cold; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Trackless: Leaves no tracks in its natural environment.
Flight: Flying Pace of 8" and Climb -2.
Immunity: Cold.
Weakness: Fire (double damage).
Size +3: Increases Toughness by +3.

Poisonous manticore
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Notice d8, Survival d6, Tracking d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Claws: Str+d6; Poison.
Spikes: Throwing; range 15/30/60; Str+d6; Poison; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Immunity: Poison.
Poison: Bite, claws and spikes inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Mantidrake

Mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Immunities: Sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Black mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 acid damage.
Immunities: Acid, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Blue mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 lightning damage.
Immunities: Electricity, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Green mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 poisonous gas damage.
Immunities: Sleep, poison and paralysis.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +3: Twelve feet long; Toughness +3.

Red mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Fire, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

White mantidrake
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d4, Notice d12, Survival d6, Tracking d12, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Spikes: Throwing; range 15/30/60; Str+d6; SBT.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
Immunities: Cold, sleep and paralysis.
Size +3: Twelve feet long; Toughness +3.

Mantis

Giant mantis
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 7" and Climb -1.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Size +2: Seven feet tall; Toughness +2.

Deadly giant mantis
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Climbing d12+1, Notice d6
Charisma: -; Pace: 9; Parry: 7; Toughness: 28 (4)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Claws: Str+d8; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Size +15: Forty feet tall; Toughness +15.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Giant drake-eating mantis
   No description for this creature yet.

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

Marble snake

Marble snake
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d12+1, Notice d10, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Whitish-gray scales.
Bite: Str+d6.
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".
Very Tough: +1 Toughness.
Size +2: Ten feet long; Toughness +2.

Mawler

Mawler
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 5 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: 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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Medusa

Medusa
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12, Stealth d10, Shooting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (1)
Gear: Dagger (Str+d4), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Level Headed, Marksman
Special Abilities
Armour +1: Natural armour.
Snake Bite: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Poison: Snake bite inflicts lethal poison if foe is Shaken or wounded.

Greater medusa
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Dagger (Str+d4), composite shortbow (Shooting; range 12/24/48; 2d6)
Edges: Marksman
Special Abilities
Armour +2: Green scales.
Darkvision: No vision penalties for darkness (range 12").
Petrifying Gaze: All creatures within 12" must make a Vigor roll or be permanently turned to stone.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Megafauna

Archelon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: 4; Parry: 6; Toughness: 17 (3)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +3: 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.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +6: Twelve feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Arsinoitherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 16 (3)
Edges: Hard to Kill
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.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Six feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Baluchitherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 20 (3)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +3: Natural armour.
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.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Basilosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+7, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Swimming d12+5
Charisma: -; Pace: -; Parry: 7; Toughness: 24 (5)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
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.
Natural Swimmer: Swimming Pace of 8", 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: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brontotherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 20 (2)
Edges: Strong Willed
Special Abilities
Armour +2: 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.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +8: Fourteen feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gylptodon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (3)
Edges: Frenzy
Special Abilities
Armour +3: 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.
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.

Megalania
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Tracking d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Edges: Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Megaloceros
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Quick
Special Abilities
Armour +2: Natural armour.
Horns: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage when first moving adjacent to foe.
Size +2: Six feet tall; Toughness +2.

Megatherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Climbing d12, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 18 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Zeuglodon
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Swimming d12+4
Charisma: -; Pace: -; Parry: 7; Toughness: 22 (3)
Edges: Dodge, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: 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.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Fifty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Melfesh monster

Melfesh monster
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d12, Knowledge (Planes) d4, Stealth d12, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Marksman, Quick
Powers: Conceal Arcana, Deflection (blur), Detect Arcana (see invisibility), Invisibility
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from electricity and fire.
Poison: Inflict lethal poison if foe is Shaken or wounded.

Memory child

Memory child
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d8, Notice d12, Knowledge (Planes) d10, Knowledge (History) d10, Persuasion d6, Stealth d12, Survival d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Alertness, Arcane Background (Magic), Quick, Strong Willed
Powers: Mind Reading
Special Abilities
Armour +1: Natural armour.
Touch: Str+d4; Thought Consumption.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Mephit

Air mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Deflection (blur), Pummel (wind), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
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 2d4 half damage.
Size -1: Reduces Toughness by -1.

Dust mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Barrier (wind), Deflection (blur), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 8" and Climb 3.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Size -1: Reduces Toughness by -1.

Earth mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Size -1: Reduces Toughness by -1.

Fire mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Ice mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Bolt (magic missile), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size -1: Reduces Toughness by -1.

Lightning mephit
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d6, Persuasion d6, Stealth d8, Spellcasting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Bolt (lightning bolt), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claw: 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 9" and Climb 3.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
Immunity: Electricity.
Weakness: Water.

Magma mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Ooze mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Swimming d6, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Size -1: Reduces Toughness by -1.

Salt mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Blind (glitterdust), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Size -1: Reduces Toughness by -1.

Smoke mephit
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d6, Persuasion d8, Stealth d8, Spellcasting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Deflection (blur), Summon Ally
Special Abilities
Armour +1: Soot-colored skin.
Claw: 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 3.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 fire damage.
Immunity: Fire.
Weakness: Cold (double damage).

Steam mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Deflection (blur), Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 0.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Water mephit
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10, Swimming d6, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed
Powers: Summon Ally
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 half damage.
Size -1: Reduces Toughness by -1.

Mercane

Mercane
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d10, Knowledge (Planes) d12, Persuasion d8, Repair d12, Spellcasting d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Masterwork large falchion (Str+d8)
Edges: Arcane Background (Magic), Dodge
Powers: Banish (plane shift self), Invisibility, Teleport
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.
Size +2: Ten feet tall; Toughness +2.

Merfolk

Merfolk
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4, Swimming d10, Shooting d4
Charisma: -; Pace: 1; Parry: 6; Toughness: 7 (1)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

Mi-go

Mi-go
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12+3, Spirit d8, Strength d10, Vigor d12+2
Skills: Fighting d8, Healing d8, Notice d10, Repair d12, Stealth d12, Lockpicking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Assassin, Combat Reflexes, Dodge, Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
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.
Flight: Flying Pace of 8" and Climb 2.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Immunity: Cold.
Resistances: -2 damage from electricity and fire.

Midnight peddler

Midnight peddler
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d6, Vigor d10
Skills: Fighting d8, Notice d12, Knowledge (Planes) d10, Knowledge (History) d8, Persuasion d8, Repair d10, Survival d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Dodge, Level Headed
Special Abilities
Armour +2: Natural armour.
Touch: Str+d4; Death Chill.
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.

Mihstu

Mihstu
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d8, Vigor d12+2
Skills: Fighting d10, Notice d10, Knowledge (Planes) d10, Stealth d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Frenzy, Improved Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d4; Reach 1"; 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 5" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Electricity.
Weakness: Cold (double damage).

Mimi

Mimi
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Repair d6, Stealth d12, Survival d4, Spellcasting d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 5 (1)
Gear: Short sword (Str+d6)
Edges: Arcane Background (Magic), Dodge
Powers: Invisibility
Special Abilities
Armour +1: White skin.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 8" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Cold.
Weakness: Fire (double damage).
Size -2: One foot tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Mimic

Mimic
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Adhesive.
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.
Immunity: Acid.

Failed-apotheosis mimic
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Climbing d12+6, Notice d12+2, Swimming d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 20 (3)
Edges: Frenzy, Level Headed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d10.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Acid.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Minor reaper

Minor reaper
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d12, Climbing d10, Notice d12+1, Stealth d12+2
Charisma: +2; Pace: 6; Parry: 8; Toughness: 11 (2)
Gear: Scythe (Str+d8; Death Touch)
Edges: Combat Reflexes, Level Headed, Quick, Sweep
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Death Touch: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Minotaur

Minotaur
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d4, Survival d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Greataxe (Str+d10; Parry -1)
Special Abilities
Armour +2: Shaggy fur.
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Minotaur crossbowman
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d4, Survival d10, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Greataxe (Str+d10; Parry -1), minotaur double crossbow (Shooting; range 15/30/60; 2d8; AP 2)
Special Abilities
Armour +2: Shaggy fur.
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Bleeding horror minotaur
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d10, Stealth d4, Survival d10
Charisma: +1; Pace: 6; Parry: 4; Toughness: 15 (3)
Gear: Greataxe (Str+d10; Parry -1)
Special Abilities
Armour +3: Natural armour.
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +2: Seven feet tall; Toughness +2.

❄Minotaur elder
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d8, Notice d12+2, Stealth d4, Survival d12+2, Shooting d8, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 13 (2)
Gear: Scale mail (+2), greataxe (Str+d10; Parry -1), minotaur double crossbow (Shooting; range 15/30/60; 2d8; AP 2; Sidebar)
Edges: Arcane Background (Magic), Sweep
Powers: Barrier (stone), Elemental Manipulation (earth), Obscure (fog cloud)
Special Abilities
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Half-fiend minotaur
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d8, Notice d12, Knowledge (Religion) d6, Stealth d8, Survival d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Gear: Greataxe (Str+d10; Parry -1)
Edges: Arcane Background (Magic)
Powers: Smite (Good), Obscure (darkness)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Poison.
Resistances: -2 damage from acid, cold, electricity and fire.
Size +3: Increases Toughness by +3.

Mire brute

Mire brute
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+2, Notice d12+6, Stealth d12, Swimming d12+5, Innate Powers d6
Charisma: -; Pace: 5; Parry: 9; Toughness: 20 (3)
Edges: Alertness, Arcane Background (Super Powers), Frenzy, Sweep, Improved Sweep, Strong Willed
Powers: Dispel (fire effects)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d10; Grab.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Impale: +4 damage when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Fire.
Resistance: -3 damage from cold.
Size +8: Twelve feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Missing lynx

Missing lynx
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d12, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Edges: Dodge
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.
Invisible: Enemies suffer -4 to their attacks.
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.
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".

Mite

Mite
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Climbing d8, Notice d6, Riding d4, Stealth d10, Tracking d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 4
Gear: Dagger (Str+d4), dart (Shooting; range 3/6/12; 2d4)
Edges: Marksman
Special Abilities
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Weakness: Light sensitive.
Size -1: Three feet tall; Toughness -1.

Pestie
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Tracking d6, Shooting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 4
Gear: Dagger (Str+d4), dart (Shooting; range 3/6/12; 2d4)
Edges: Assassin
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Weakness: Light sensitive.
Size -1: Two feet tall; Toughness -1.

Mobat

Mobat
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Flight: Flying Pace of 7" and Climb 2.
Size +2: Increases Toughness by +2.

Mobogo

Mobogo
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Swimming d12+1, Spellcasting d4
Charisma: +1; Pace: 6; Parry: 7; Toughness: 19 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Strong Willed
Powers: Beast Friend, Elemental Manipulation (water), Entangle (plant growth), Obscure (fog cloud), Pummel (wind), Puppet (animals only)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Swamp Stride: Swamps and marshy terrain are not treated as difficult ground.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 6" and Climb -2.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +7: Eighteen feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mockingfey

Mockingfey
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Edges: Arcane Background (Magic), Frenzy
Powers: Stun (daze)
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Mohrg

Mohrg
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+2, Notice d12+2, Stealth d12+2, Swimming d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Grab.
Tongue Melee Touch: Str+d4; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Demonic mohrg
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12+3, Notice d12+2, Stealth d12+4, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 13 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Powers: Smite (Good), Obscure (darkness), Summon Ally
Special Abilities
Armour +2: Natural armour.
Slams: 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.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from acid, cold, electricity and fire.
Very Tough: +1 Toughness.

Unhallowed mohrg
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+2, Notice d12+2, Stealth d12+2, Swimming d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Grab.
Tongue Melee Touch: Str+d4; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Mold

Mindslaver mold
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d4, Vigor d12
Skills: Fighting d4-2, Climbing d8, Notice d8, Stealth d12, Throwing d4, Spellcasting d8
Charisma: -; Pace: 1; Parry: 2; Toughness: 7
Gear: Spore pod (Throwing; range 3/6/12; Str+d6; Spores)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Puppet (living humanoids only)
Tactics: No melee attacks
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Cold.
Resistance: -2 damage from acid.
Spores: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Slime mold
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+2
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 11
Special Abilities
Slam: Str+d6; Disease.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from fire.
Disease: Make a Vigor roll or become afflicted.
Size +2: Twelve feet long; Toughness +2.

Mongrelman

Mongrelman
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d6, Notice d6, Stealth d10, Survival d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Club (Str+d8)
Special Abilities
Armour +1: Matted fur.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").

Moon-beast

Moon-beast
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12+3, Climbing d12, Notice d12+2, Knowledge (Planes) d12+1, Persuasion d12, Repair d12+2, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 14 (3)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Confusion, Disguise (illusion), Dispel, Mind Reading, Obscure (illusion), Puppet (living humanoids only)
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Tentacles: Str+d6; Reach 1".
Blindsight: Ignore sight-based penalties and gaze attacks.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Cold, poison and gaze attacks.
Resistance: -6 damage from electricity.
Size +3: Nine feet long; Toughness +3.

Moon dog

Moon dog
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d10, Notice d12+2, Persuasion d10, Stealth d12, Survival d10, Tracking d12+2, Spellcasting d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 10 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Conceal Arcana, Detect Arcana (sense magic), Detect Arcana (see invisibility), Disguise (shapechange), Dispel, Light (dancing lights), Invisibility, Obscure (darkness)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Go for the Throat.
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.
Go for the Throat: Target least armoured location on a raise.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Immunity: Fear.

Moonflower

Moonflower
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d8, Stealth d6
Charisma: +2; Pace: 5; Parry: 6; Toughness: 19 (3)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Tentacles: Str+d8; Reach 1".
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Weakness: Fire (double damage).
Resistance: -2 damage from cold.
Size +7: Twenty feet tall; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Morlock

Morlock
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d12+2, Stealth d8, Tracking d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Gear: Club (Str+d8)
Edges: Assassin, Level Headed, Quick
Special Abilities
Bite: Str+d4.
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.
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".
Immunities: Disease and poison.

Mortuary cyclone

Mortuary cyclone
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+9, Notice d12+7, Stealth d12+4
Charisma: +4; Pace: 7; Parry: 9; Toughness: 23 (4)
Edges: Alertness, Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Slam: Str+d8; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from 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.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mosquito

Giant mosquito
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Bleed; Disease; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 9" and Climb 2.
Immunity: Mind-affecting effects.
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)

Mosquito 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.
Immunity: Mind-affecting effects.
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)

Bloodhaze mosquito swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Notice d8, Tracking d8, Innate Powers d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
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.
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 0.

Mother of oblivion

Mother of oblivion
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+3, Spirit d12, Strength d12+6, Vigor d12+4
Skills: Fighting d12, Intimidation d12+2, Climbing d12+5, Notice d12+4, Knowledge (Religion) d12+3, Knowledge (Planes) d12+3, Knowledge (History) d12+3, Knowledge (Nature) d12+3, Repair d12+3, Stealth d10, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 8; Toughness: 26 (6)
Edges: Ambidextrous, Arcane Background (Magic), Sweep, Strong Willed
Powers: Dispel (invisibility only), Divination, Fear, Invisibility, Puppet (living humanoids only), Voice on the Wind (dream message)
Tactics: Two Weapons
Special Abilities
Armour +6: Natural armour.
Bite: Str+d8; Energy Drain Levels; Dc.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 24").
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 17", 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.

Mothman

Mothman
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12+1, Strength d8, Vigor d10
Skills: Fighting d10, Notice d12, Repair d10, Stealth d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Deflection (blur), Fear (phantasmal killer), Invisibility, Mind Reading, Puppet
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 2.
Warping Gaze: All creatures within 12" must make a Spirit roll to resist.

Mu spore

Mu spore
   No description for this creature yet.

Attributes: Agility d6, Smarts d12, Spirit d12+3, Strength d12+7, Vigor d12+4
Skills: Fighting d12+2, Notice d12+8, Knowledge (Nature) d12+6
Charisma: +4; Pace: 7; Parry: 9; Toughness: 35 (8)
Edges: Level Headed, Quick
Special Abilities
Armour +8: Natural armour.
Bite: Str+d8; Constrict.
Tentacles: Str+d8; Reach 1"; 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.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Resistance: -6 damage from acid.
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.

Muckdweller

Muckdweller
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6, Swimming d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -1: Four feet tall; Toughness -1.

Mudbog

Mudbog
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+1, Vigor d12+2
Skills: Fighting d4-2, Stealth d4
Charisma: -; Pace: 4; Parry: 2; Toughness: 11
Tactics: No melee attacks
Special Abilities
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from fire.
Size +2: Increases Toughness by +2.

Mudman

Mudman
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d12+1
Skills: Fighting d6, Throwing d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Gear: Mud bomb (Throwing; range 3/6/12; Str+d6; Dexterity Damage)
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.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Mind-affecting effects.

Mummy

Mummy
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Mummy Rot.
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.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Advanced mummy
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Stealth d10
Charisma: +2; Pace: 5; Parry: 6; Toughness: 15 (3)
Edges: Quick
Special Abilities
Armour +3: Natural armour.
Slam: Str+d6; Mummy Rot.
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.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Bog mummy
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Mummy Rot.
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.
Weakness: Cold (double damage).
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Corpsewater bog mummy
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Level Headed
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Swamp Crumble.
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.
Weakness: Cold (double damage).
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Mummy of the deep
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d8, Swimming d12+1
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (3)
Special Abilities
Armour +3: Natural armour.
Slam: 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.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Unhallowed mummy
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Mummy Rot.
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.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Murder-born

Murder-born
   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 d12+1
Charisma: +1; Pace: -; Parry: 5; Toughness: 6
Edges: Combat Reflexes, Level Headed
Special Abilities
Incorporeal Touch: Str.
Darkvision: No vision penalties for darkness (range 12").
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.
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.
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.

Murder crow

Murder crow
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (1)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Feathers.
Claws: Str+d4.
Bite: Str+d4.
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).
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 10" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Myceloid

Myceloid
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d8, Survival d6, Tracking d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Disease.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Electricity (double damage).
Resistances: -2 damage from cold, fire and sonic.
Disease: Make a Vigor roll or become afflicted.

Naga

Dark naga
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12+1, Persuasion d8, Repair d10, Stealth d12+1
Charisma: +2; Pace: 7; Parry: 6; Toughness: 12 (2)
Edges: Alertness, Dodge, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Immunity: Poison.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Twelve feet long; Toughness +2.

Guardian naga
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Persuasion d12, Repair d12+1, Stealth d12+1, Shooting d6
Charisma: +4; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Alertness, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Spit: Shooting; range 3/6/12; 2d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Poison: Bite and spit inflict lethal poison if foe is Shaken or wounded.
Size +3: Fourteen feet long; Toughness +3.

Lunar naga
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d6, Notice d12, Knowledge (Nature) d8, Persuasion d8, Repair d8, Stealth d12
Charisma: +2; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Assassin, Dodge, Quick
Special Abilities
Armour +2: Black scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Royal naga
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d12+2, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+4, Knowledge (Nobility) d10, Knowledge (History) d10, Persuasion d12+1, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 19 (4)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick
Powers: Armor, Bolt (magic missile), Deflection (forcefield), Deflection (blink between dimensions), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (Strength), Invisibility, Puppet, Puppet (living humanoids only), Stun (daze)
Special Abilities
Armour +4: Natural armour.
Bites: Str+d8; Bleed.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume an alternate form as a normal action.
Dual Gaze: All creatures within 12" must make a Spirit roll to resist.
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 +6: Eighteen feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Spirit naga
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d12, Vigor d12+2
Skills: Fighting d8, Intimidation d8, Notice d12+2, Repair d10, Stealth d12, Swimming d10
Charisma: +2; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Charming Gaze: All creatures within 12" must make a Spirit roll to resist.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Fourteen feet long; Toughness +2.

Water naga
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d12+1, Repair d10, Stealth d12, Swimming d10
Charisma: +4; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Quick
Special Abilities
Armour +2: Patterned scales.
Bite: Str+d6; Poison.
Tail Slap: Str+d6.
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.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Ten feet long; Toughness +2.

Nazalor

Nazalor
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d6, Stealth d8, Survival d8, Tracking d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (2)
Edges: Berserk, Frenzy, Hard to Kill
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
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.

Neanderthal

Neanderthal
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d6, Survival d4, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8
Gear: Greatclub (Str+d8), spear (Throwing; range 3/6/12; Str+d6)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Necrophidius

Necrophidius
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Paralysis.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Lesser necrophidius
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d12+2
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4; Paralysis.
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.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -1: Ten feet long; Toughness -1.

Neh-thalggu

Neh-thalggu
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Knowledge (Planes) d12+2, Repair d12+1, Stealth d10
Charisma: +2; Pace: 4; Parry: 7; Toughness: 13 (1)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 7" and Climb 3.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Nemhain

Nemhain
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+3, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d12+4, Knowledge (Religion) d12+3, Persuasion d12+3, Repair d12+3, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: -; Parry: 7; Toughness: 8
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Telekinesis
Special Abilities
Incorporeal Touch: Str+d4; Draining.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from acid and fire.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Neothelid

Neothelid
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+4, Climbing d12+5, Notice d12+3, Persuasion d12+3, Repair d12+3, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 25 (6)
Gear: Tongues (Str+d8; Grab)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Powers: Mind Reading, Puppet, Telekinesis, Teleport
Special Abilities
Armour +6: Natural armour.
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.
Flight: Flying Pace of 9" and Climb 1.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
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 acid damage.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nephilim

Nephilim
   No description for this creature yet.

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

Nereid

Nereid
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d8, Spirit d12+2, Strength d6, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Knowledge (Nature) d12+1, Stealth d12+3, Swimming d12+2, Shooting d6, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 9
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Puppet, Summon Ally
Special Abilities
Touch: Str+d4; Poison.
Spray: Shooting; range 4/8/16; 2d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
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: Cold and poison.
Poison: Touch and spray inflict lethal poison if foe is Shaken or wounded.

Netherspark

Netherspark
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Climbing d12, Notice d12+1, Knowledge (Planes) d12, Persuasion d12, Survival d12, Shooting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Negative Energy Ray: Shooting; range 12/24/48; 2d6; Level; Dc.
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.
Hardy: A second Shaken result doesn't become a wound.

Ngoga

Ngoga
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+1, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
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".
Size +3: Increases Toughness by +3.

Nightcaller

Nightcaller
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Special Abilities
Bite: Str.
Talons: Str.
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 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Nightgaunt

Nightgaunt
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; 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.
Flight: Flying Pace of 7" and Climb 0.
Immunities: Cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +1: Increases Toughness by +1.

Nightmare

Nightmare
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Planes) d10, Stealth d8, Survival d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Banish (plane shift self)
Special Abilities
Armour +2: An skin.
Bite: Str+d6.
Hooves: Str+d4; Fire.
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.
Flight: Flying Pace of 12" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Size +2: Increases Toughness by +2.

Advanced nightmare
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Intimidation d10, Notice d12, Knowledge (Planes) d10, Stealth d8, Survival d10, Spellcasting d12
Charisma: +1; Pace: 7; Parry: 5; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Banish (plane shift self)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Hooves: Str+d4; Fire.
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.
Flight: Flying Pace of 12" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Size +3: Increases Toughness by +3.

Cauchemar
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+2, Stealth d10, Spellcasting d10
Charisma: -; Pace: 7; Parry: 8; Toughness: 21 (4)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Intangibility
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Hooves: Str+d4; Fire.
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.
Flight: Flying Pace of 12" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nightmare mount
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Religion) d8, Knowledge (Planes) d6, Stealth d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Gear: Scale mail (+2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Banish (plane shift self)
Special Abilities
Bite: Str+d8.
Hooves: Str+d4; Fire.
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.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Nightshade

Nightcrawler
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+7, Vigor d12+5
Skills: Fighting d12+1, Intimidation d12+6, Notice d12+5, Knowledge (Religion) d12+5, Knowledge (Planes) d12+4, Repair d12+5, Stealth d12, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 28 (6)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Banish (plane shift self), Confusion, Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Special Abilities
Armour +6: Natural armour.
Bite: Str+d8; Cold; Grab.
Sting: Str+d8; Cold; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 24" that's in contact with the ground.
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.
Burrow: Can burrow and reappear within 9".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nightskitter
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Climbing d12+6, Notice d12+2, Knowledge (Religion) d12+2, Repair d12+2, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 20 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Quick
Powers: Banish (plane shift self), Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Cold; 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.
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 6".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
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.

Nightwalker
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Intimidation d12+4, Notice d12+4, Knowledge (Religion) d12+4, Knowledge (Planes) d12+3, Repair d12+4, Stealth d12+1, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 24 (5)
Edges: Arcane Background (Magic), Frenzy
Powers: Banish (plane shift self), Confusion, Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8; Cold.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fear Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nightwave
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+2, Spirit d12+2, Strength d12+9, Vigor d12+7
Skills: Fighting d12+1, Intimidation d12+7, Notice d12+7, Knowledge (Religion) d12+7, Knowledge (Planes) d12+6, Repair d12+7, Stealth d12+1, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 39 (7)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Strong Willed
Powers: Banish (plane shift self), Confusion, Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Tactics: No melee attacks
Special Abilities
Armour +7: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
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 9" and Climb 2.
Aquatic: Swimming Pace of 22", and cannot drown.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +19: One hundred feet long; Toughness +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Nightwing
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Knowledge (Religion) d12+3, Repair d12+3, Stealth d12, Swimming d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 23 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Confusion, Detect Arcana (sense magic), Dispel, Entangle, Invisibility, Obscure (darkness), Quickness, Summon Ally, Puppet (undead)
Tactics: No melee attacks
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.
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.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Nilbog

Nilbog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d6, Riding d6, Stealth d8
Charisma: -; Pace: 6; Parry: 2; Toughness: 6 (1)
Gear: Studded leather armour (+1), morningstar (Str+d6), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Alertness
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Size -1: Reduces Toughness by -1.

Niln

Niln
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d10, Innate Powers d8
Charisma: -; Pace: -; Parry: 6; Toughness: 6
Edges: Arcane Background (Super Powers), Level Headed, Strong Willed
Powers: Dispel (fire effects), Obscure (fog cloud)
Special Abilities
Slam: Str+d4.
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 9" and Climb 3.

Ningyo

Ningyo
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d10, Swimming d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Claws: Str+d4.
Bite: Str+d4.
Aquatic: Swimming Pace of 10", and cannot drown.
Size -1: Two feet long; Toughness -1.

Undead ningyo
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d8, Swimming d10
Charisma: +1; Pace: 4; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -1: 2½ feet long; Toughness -1.

Nirento

Nirento
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 12 (2)
Edges: Combat Reflexes, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Vines: Str+d6; Reach 1"; Constrict; Go for the Throat.
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.
Go for the Throat: Target least armoured location on a raise.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Sonic.
Size +2: Increases Toughness by +2.

Elder nirento
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 16 (3)
Edges: Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Vines: Str+d8; Reach 1"; 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Sonic.
Size +5: Fifteen feet tall; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nixie

Nixie
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Repair d6, Stealth d10, Swimming d10, Shooting d4, Faith d8
Charisma: +4; Pace: 5; Parry: 5; Toughness: 5
Gear: Short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Miracles), Beast Master
Powers: Puppet (living humanoids only)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size -1: Four feet tall; Toughness -1.

Bog nixie
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12, Strength d6, Vigor d12
Skills: Fighting d6, Notice d8, Repair d8, Stealth d12, Swimming d10, Shooting d4, Faith d12
Charisma: +4; Pace: 5; Parry: 5; Toughness: 8 (1)
Gear: Short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Miracles), Beast Master
Powers: Puppet (living humanoids only)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size -1: Reduces Toughness by -1.

Debased nixie
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Repair d8, Stealth d10, Swimming d6, Shooting d4, Spellcasting d8
Charisma: +4; Pace: 5; Parry: 5; Toughness: 4
Gear: Short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Arcane Background (Magic), Beast Master, Dodge
Powers: Puppet (living humanoids only)
Special Abilities
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Amphibious: Swimming Pace of 6", 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.
Size -1: Reduces Toughness by -1.

Norn

Norn
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+4
Skills: Fighting d10, Intimidation d12+4, Healing d10, Notice d12+4, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 16 (2)
Gear: Shears (Str+d8; Energy Drain)
Edges: Arcane Background (Magic), Combat Reflexes, Hard to Kill, Level Headed, Quick, Strong Willed
Powers: Dispel, Fear (phantasmal killer), Flight (wind walk), Lower Trait (curse), Speak Language
Special Abilities
Armour +2: Natural armour.
Touch: Str+d8; Energy Drain.
Low Light Vision: No penalties for dim or dark lighting.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Blindsight: Ignore sight-based penalties and gaze attacks.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -6 damage from acid, electricity 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.

Immature norn
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Intimidation d12+1, Healing d6, Notice d12+1, Repair d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 5; Toughness: 14 (1)
Gear: Shears (Str+d8; Energy Drain)
Edges: Arcane Background (Magic), Combat Reflexes, Hard to Kill, Level Headed, Quick, Strong Willed
Powers: Dispel, Fear (phantasmal killer), Flight (wind walk), Lower Trait (curse), Speak Language
Special Abilities
Armour +1: Pale skin.
Touch: Str+d8; Energy Drain.
Low Light Vision: No penalties for dim or dark lighting.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Resistances: -3 damage from acid, electricity and fire.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Nuckalavee

Nuckalavee
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Frenzy, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Hooves: Str+d4.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
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.
Size +3: Increases Toughness by +3.

Nue

Nue
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Climbing d10, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Edges: Combat Reflexes, Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Energy Drain.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Nine feet long; Toughness +3.

Nymph

Nymph
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d12, Strength d6, Vigor d12
Skills: Fighting d8, Healing d10, Notice d12, Knowledge (Nature) d12, Persuasion d12+1, Stealth d12, Swimming d12+1, Faith d12
Charisma: +4; Pace: 6; Parry: 6; Toughness: 8
Gear: Masterwork dagger (Str+d4)
Edges: Arcane Background (Miracles), Beast Master, Dodge
Powers: Blast (lightning storm), Detect Arcana (sense magic), Entangle, Environmental Protection (heat and cold), Healing, Puppet (animals only), Summon Ally (animals and elementals), Teleport
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Oakman

Oakman
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Knowledge (Nature) d6, Repair d8, Stealth d10, Survival d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (2)
Gear: Club (Str+d8)
Special Abilities
Armour +2: Tough skin.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Reduces Toughness by -1.

Obsidian minotaur

Obsidian minotaur
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 15 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Claws: Str+d6; Fire.
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 2d8 damage.
Immunity: Magic.
Size +3: Twelve feet tall; Toughness +3.

Ocean lion

Ocean lion
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Swimming d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6.
Bite: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 13", and cannot drown.
Size +2: Eleven feet long; Toughness +2.

Ocean lion, cub
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Swimming d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 12", and cannot drown.

Octopus

Octopus
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Stealth d12+1, Swimming d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 5
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Bite: Str+d4; Poison.
Tentacles: Str+d4; 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 8", and cannot drown.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Blue-ringed octopus
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Stealth d12+3, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Edges: Ambidextrous
Special Abilities
Bite: Str; Poison.
Tentacles: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
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.

Giant octopus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d12+1, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Ambidextrous, Combat Reflexes, Level Headed, Quick, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Tentacles: Str+d6; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Twenty feet long; Toughness +2.

Giant lake octopus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d8, Stealth d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 19 (3)
Edges: Ambidextrous, Combat Reflexes, Level Headed, Quick, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Poison.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Poison: Bite inflicts 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.

Ogre

Ogre
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Gear: Greatclub (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Edges: 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").
Very Tough: +1 Toughness.
Size +3: Ten feet tall; Toughness +3.

Advanced ogre
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d8, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (2)
Gear: Greatclub (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Edges: 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").
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Degenerate ogre
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d4, Tracking d4, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8.
Bite: 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.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ogrekin (half-ogre)

Ogrekin (half-ogre)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d10, Swimming d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Gear: Shortspear (Str+d6)
Edges: Brave, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.

Ogren

Ogren
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Longspear (Str+d6; Reach 1"; Parry +1; Crit)
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 6").

Ogrillon

Ogrillon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Climbing d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Unarmed strike (Str+d8)
Special Abilities
Armour +1: Covered skin.
Darkvision: No vision penalties for darkness (range 12").

Oil shark

Oil shark
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d8, Tracking d8, Swimming d12+1
Charisma: -; Pace: -; Parry: 7; Toughness: 16 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Metallic scales.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Aquatic: Swimming Pace of 13", and cannot drown.
Immunity: Fire.
Weakness: Cold (double damage).
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Oma

Oma
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+9, Vigor d12+4
Skills: Fighting d12+1, Notice d12+3
Charisma: -; Pace: -; Parry: 8; Toughness: 36 (7)
Edges: Hard to Kill
Special Abilities
Armour +7: Natural armour.
Bite: Str+d8; Electricity; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Flight: Flying Pace of 23" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity, fire and cold.
Size +19: 150 feet long; Toughness +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Oni

Atamahuta oni
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Knowledge (Planes) d12+1, Repair d12+1, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 15 (3)
Gear: Banded mail (+3), orc double axe (Str+d6)
Edges: Arcane Background (Magic), Level Headed, Sweep
Powers: Barrier (fire), Detect Arcana (see invisibility), Invisibility, Quickness, Teleport
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Earth yai oni
   No description for this creature yet.

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

Fire yai
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Notice d12+2, Persuasion d10, Repair d10, Throwing d12, Spellcasting d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 16 (3)
Gear: Banded mail (+3), katana (Str+d6+2; AP 2), fiery missile (Throwing; range 3/6/12; Str+d6; Fire; Burn)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Deflection (forcefield), Invisibility, Obscure (darkness), Slumber
Special Abilities
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 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ice yai
   No description for this creature yet.

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

Ja noi oni
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d10, Shooting d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Gear: Leather armour (+1), masterwork tetsubo (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Sweep
Powers: Boost Trait (Strength)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.

Kuwa
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Repair d4, Stealth d6, Shooting d6, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 10 (3)
Gear: Platemail (+3), masterwork greatclub (Str+d8), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep
Powers: Invisibility, Obscure (darkness), Puppet (living humanoids only), Slumber
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.

Nogitsune
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12, Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d10, Climbing d12, Notice d10, Persuasion d8, Stealth d12+1, Lockpicking d12, Tracking d10, Swimming d6, Shooting d8, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 7; Toughness: 10 (1)
Gear: Masterwork dart (Shooting; range 3/6/12; 2d4; Poison)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge
Powers: Deflection (displacement), Flight (feather fall), Mind Reading, Quickness
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Poison: Claws and masterwork dart inflict lethal poison if foe is Shaken or wounded.

Ogre mage
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Intimidation d12, Notice d10, Repair d10, Shooting d6, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 5; Toughness: 14 (2)
Gear: Chainmail (+2), greatsword (Str+d10; Parry -1), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Strong Willed
Powers: Invisibility, Intangibility (gaseous form), Obscure (darkness), Slumber
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 2.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Size +3: Increases Toughness by +3.

Shikigami
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Intimidation d6, Notice d6, Repair d6, Stealth d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Edges: Arcane Background (Magic), Frenzy
Powers: Light (dancing lights), Invisibility, Intangibility (gaseous form), Puppet (living humanoids only)
Special Abilities
Armour +1: Green skin.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Arcane Resistance: +2 to resist opposed magic, and +2 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.
Immunities: Cold and poison.
Resistance: -2 damage from electricity.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Spirit oni
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d8, Repair d6, Stealth d12+1, Spellcasting d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Edges: Arcane Background (Magic), Level Headed
Powers: Detect Arcana (sense magic), Divination, Invisibility, Slumber
Special Abilities
Bite: Str.
Horns: Str; Poison.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 2.
Poison: Horns 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.

❄Void yai
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+4, Knowledge (Planes) d12+4, Knowledge (Nobility) d12, Knowledge (History) d12+3, Repair d12+3, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 22 (4)
Gear: Masterwork greatclub (Str+d8), void missile (Throwing; range 3/6/12; Str+d6; Energy Drain)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed
Powers: Banish (plane shift self), Deflection (forcefield), Dispel, Invisibility, Intangibility (gaseous form), Obscure (darkness), Puppet (living humanoids only), Teleport
Special Abilities
Armour +4: Natural armour.
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.
Flight: Flying Pace of 7" and Climb 2.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Cold.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Water yai
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12+1, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+3, Repair d12+2, Swimming d12+8, Throwing d12+1, Spellcasting d10
Charisma: +4; Pace: 8; Parry: 10; Toughness: 21 (4)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1), acidic missile (Throwing; range 3/6/12; Str+d6; Acid; Nausea)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep
Powers: Invisibility, Intangibility (gaseous form)
Special Abilities
Armour +4: Blue skin.
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 2.
Amphibious: Swimming Pace of 20", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunity: Acid.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wind yai
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12+1, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Stealth d12+1, Throwing d12, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 21 (4)
Gear: Masterwork morningstar (Str+d8), shocking missile (Throwing; range 3/6/12; Str+d6; Electricity; Deafen)
Edges: Arcane Background (Magic), Combat Reflexes, Sweep, Improved Sweep, War Cry
Powers: Barrier (wind), Flight (levitate), Invisibility, Intangibility (gaseous form), Obscure (fog), Obscure (darkness)
Special Abilities
Armour +4: Natural armour.
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 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 wind blast damage.
Resistance: -1 damage from sonic.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Yamabushi tengu
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d6, Notice d12, Knowledge (Planes) d10, Stealth d10, Shooting d4, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Leather armour (+1), kusarigama (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Blind (glitterdust), Deflection (blur), Detect Arcana (see invisibility), Lower Trait (Strength), Invisibility, Teleport
Special Abilities
Bite: Str+d4.
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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.

Onyx deer

Onyx deer
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d12, Tracking d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Onyx Bite.
Horns: 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.
Gore: +4 damage when first moving adjacent to foe.
Immunity: Petrification.
Onyx Bite: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Five feet tall; Toughness +2.

Ooze

Amber ooze
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d4, Vigor d8
Skills: Fighting d4-2
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Hindrances: Small (M)
Tactics: No melee attacks
Special Abilities
Blindsight: Ignore sight-based penalties and gaze attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brain ooze
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d8, Strength d4, Vigor d10
Skills: Fighting d10, Notice d10, Persuasion d6, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 1; Parry: 7; Toughness: 6 (1)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Strong Willed
Powers: Armor, Dispel, Mind Reading, Puppet (living humanoids only)
Special Abilities
Armour +1: Natural armour.
Tentacles Touch: Str; Electricity; Neural Pulse.
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 9" and Climb 2.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Neural Pulse: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Carnivorous crystal
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12
Charisma: -; Pace: 4; Parry: 7; Toughness: 11 (3)
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Entrap.
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.
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: Electricity, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Sonic (double damage).
Resistance: -4 damage from fire.

Colour out of space
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12+2, Strength d6, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Knowledge (Planes) d12, Knowledge (Nature) d12, Stealth d10
Charisma: +4; Pace: -; Parry: 6; Toughness: 14
Edges: Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Disintegrating Touch: Str+d8; Dc.
Blindsight: Ignore sight-based penalties and gaze attacks.
Ethereal: Intangible and can only be hurt by magical attacks.
Flight: Flying Pace of 8" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Acid, fire, cold, sonic, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crystal ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+3
Skills: Fighting d4, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 9
Special Abilities
Slam: Str+d4; Acid; 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 6", and cannot drown.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Deathtrap ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Climbing d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Acid; Constrict.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Increases Toughness by +2.

Emerald ooze
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d4, Strength d8, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Acid.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Very Tough: +1 Toughness.

Entropic ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12+3
Skills: Fighting d8, Climbing d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6; Energy Drain.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +3: Increases Toughness by +3.

Dark matter entropic ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Climbing d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 20 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8; Energy Drain.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Garden ooze
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d4, Strength d6, Vigor d10
Skills: Fighting d4, Climbing d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 6
Special Abilities
Slam: Str+d4; Acid.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -1: Reduces Toughness by -1.

Gelatinous orb
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12+1
Skills: Fighting d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 6
Edges: Dodge
Special Abilities
Slam: Str; Acid Damage.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Glacial ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+2
Skills: Fighting d6, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11
Special Abilities
Slam: Str+d6; Cold.
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Fire (double damage).
Size +2: Increases Toughness by +2.

Globster
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+1
Skills: Fighting d6, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (3)
Special Abilities
Armour +3: Rancid flesh.
Slam: Str+d6; Constrict; Nausea.
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from cold and electricity.
Nausea: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Gray ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+3
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 9
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Id ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d4, Strength d10, Vigor d12+3
Skills: Fighting d4, Spellcasting d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 10
Edges: Arcane Background (Magic), Level Headed
Powers: Confusion
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Very Tough: +1 Toughness.

Hungry fog
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d6, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 13
Special Abilities
Touch: Str+d8; Negative Energy.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 4" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, acid, sonic, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from cold.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Magma ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Climbing d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 13
Special Abilities
Slam: Str+d8; Constrict; Burn.
Blindsight: Ignore sight-based penalties and gaze attacks.
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 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weaknesses: Cold vulnerability and water.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brimstone ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Climbing d12+1, Innate Powers d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 13
Edges: Arcane Background (Super Powers)
Powers: Smite (Good)
Special Abilities
Slam: Str+d8; Fire; Constrict; Burn.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
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 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunities: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weaknesses: Cold vulnerability and water.
Resistance: -2 damage from cold.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mercury ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d8, Vigor d12+2
Skills: Fighting d4, Climbing d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
Slam: Str+d6; Mercury Poisoning; 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 5".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +2: Eight feet long; Toughness +2.

Metallic ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12, Vigor d12+3
Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11
Special Abilities
Slam: Str+d6; Acid; Poison.
Blindsight: Ignore sight-based penalties and gaze attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Poison: Slam inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Plasma ooze
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Throwing d10
Charisma: -; Pace: -; Parry: 8; Toughness: 19
Gear: D (Throwing; range 3/6/12; Str+d6; Electricity; Fire)
Special Abilities
Slam: Str+d8; Electricity; Fire; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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.
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 3.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, acid, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -6 damage from cold.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Shoggoth
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d12+2, Strength d12+6, Vigor d12+4
Skills: Fighting d12+2, Climbing d12+2, Notice d12+5, Tracking d12+5, Swimming d12+2
Charisma: -; Pace: 8; Parry: 9; Toughness: 22 (4)
Edges: Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
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: Cold, sonic, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -4 damage from acid, electricity and fire.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Choleric ooze swarm
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Innate Powers d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 8
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Electricity (double damage).
Resistance: -1 damage from acid.

Melancholic ooze swarm
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Innate Powers d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 8
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Acid (double damage).
Resistance: -1 damage from electricity.

Phlegmatic ooze swarm
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d10, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Innate Powers d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 8
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Fire (double damage).
Resistance: -1 damage from cold.

Sanguine ooze swarm
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Swimming d4, Innate Powers d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 8
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".
Natural Swimmer: Swimming Pace of 4", 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.
Weakness: Cold (double damage).
Resistance: -1 damage from fire.

Undead ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 13
Special Abilities
Slam: Str+d8; Cold.
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.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Cold, sleep, poison, shapechanging, paralysis, Gang Up bonuses, mind-affecting effects, aging, bleeding and death magic.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vampiric ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d4
Charisma: -; Pace: 4; Parry: 6; Toughness: 12
Edges: Level Headed
Special Abilities
Slam: Str+d6; Energy Drain; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, cold, sleep, poison, shapechanging, paralysis, Gang Up bonuses, mind-affecting effects, aging, bleeding and death magic.
Weakness: Vulnerable to sunlight.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +2: Twelve feet long; Toughness +2.

Verdurous ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+2
Skills: Fighting d6, Stealth d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 9
Special Abilities
Slam: Str+d4; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
Tremorsense: Can sense and accurately pinpoint anything within 12" 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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, fire, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.

Greater verdurous ooze
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Stealth d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d6; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
Tremorsense: Can sense and accurately pinpoint anything within 12" 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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Acid, fire, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Size +3: Increases Toughness by +3.

Ophiduan

Ophiduan, anguineum caste
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d12, Notice d12, Knowledge (Religion) d10, Repair d10, Stealth d12, Tracking d12, Shooting d6, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)
Gear: Masterwork spiked chain (Str+d8), bite melee (Str+d8; Poison), medium shield (+1 Parry), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge, Hard to Kill, Level Headed
Powers: Entangle, Obscure (darkness), Slumber
Special Abilities
Armour +2: Scales.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Poison.
Poison: Bite melee inflicts lethal poison if foe is Shaken or wounded.

Ophiduan, hominis caste
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d12, Notice d12, Knowledge (Religion) d10, Persuasion d10, Repair d10, Stealth d12, Tracking d12, Shooting d8, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 7 (1)
Gear: Masterwork spiked chain (Str+d8), masterwork longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Disguise (shapechange), Entangle, Obscure (darkness), Slumber
Special Abilities
Armour +1: Supple scales.
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunity: Poison.

Ophiduan, semiferum caste
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d8, Tracking d8, Shooting d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Studded leather armour (+1), spiked chain (Str+d6), longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge
Powers: Obscure (darkness), Puppet (living humanoids only)
Special Abilities
Bite: 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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Poison.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Orc

Orc
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Intimidation d4, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Studded leather armour (+1), falchion (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

Black orc
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d4, Shooting d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 8 (2)
Gear: Scale mail (+2), longspear (Str+d6; Reach 1"; Parry +1), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").

Blood orc
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d4, Tracking d4, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Chainmail shirt (+2), greataxe (Str+d10; Parry -1), javelin (Throwing; range 3/6/12; Str+d6)
Special Abilities
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.
Weakness: Light sensitive.

Deadwatcher orc
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10, Shooting d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (3)
Gear: Breastplate (+3), greataxe (Str+d10; Parry -1), masterwork composite shortbow (Shooting; range 12/24/48; 2d6; Str)
Edges: Level Headed, Marksman
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Very Tough: +1 Toughness.

Ghost-faced orc
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Stealth d4, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Gear: Studded leather armour (+1), greataxe (Str+d10; Parry -1), shortbow (Shooting; range 12/24/48; 2d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

Greenskin orc
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d4, Tracking d4, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), longsword (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6; Str)
Edges: Marksman
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.
Weakness: Light sensitive.

Orog (greater orc)
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d6, Throwing d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 11 (3)
Gear: Platemail (+3), helmet (+3), greataxe (Str+d10; Parry -1), javelin (Throwing; range 3/6/12; Str+d6)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Very Tough: +1 Toughness.

Orc worg rider
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Riding d6, Survival d6, Shooting d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 6
Gear: Masterwork battleaxe (Str+d8), medium shield (+1 Parry), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Brave
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

❄Orc barbarian
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d6, Climbing d10, Notice d6, Knowledge (Nature) d6, Survival d6, Swimming d8, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8
Gear: Greataxe (Str+d10; Parry -1), throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Berserk, Sweep
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

❄Orc berserker
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d6, Survival d6, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Gear: Scale mail (+2), greataxe (Str+d10; Parry -1), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Berserk
Special Abilities
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

❄Orc champion
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d10, Shooting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 8
Gear: Akeraum (Str+d8; Cold), masterwork composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Berserk, Level Headed
Special Abilities
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

❄Black orc high priest of orcus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d10, Knowledge (Religion) d10, Shooting d6, Faith d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 8 (2)
Gear: Scale mail (+2), longspear (Str+d6; Reach 1"; Parry +1), masterwork light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Miracles), Champion, Level Headed
Powers: Boost Trait (Strength), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (water), Lower Trait (curse), Mind Reading (speak with dead)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").

❄Orc shaman
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d4, Intimidation d6, Healing d6, Knowledge (History) d4, Throwing d4, Spellcasting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (2)
Gear: Chainmail (+2), masterwork morningstar (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Magic)
Powers: Boost Trait (bless), Elemental Manipulation (water), Fear
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.

❄Orc warlord
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12, Vigor d6
Skills: Fighting d10, Intimidation d12+2, Notice d8, Knowledge (History) d8, Persuasion d10, Riding d6, Survival d10, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 6
Gear: Guisarme (Str+d8; Reach 1"), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Brave, Command, Dodge
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Weakness: Light sensitive.
Very Tough: +1 Toughness.

Orcish warclops

Orcish warclops
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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.
Size +2: Increases Toughness by +2.

Oread

Oread
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d6, Shooting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (1)
Gear: Leather armour (+1), longsword (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Strong Willed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Resistance: -1 damage from acid.

Oronci

Oronci
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d6, Stealth d6, Swimming d8, Shooting d6
Charisma: +1; Pace: 7; Parry: 7; Toughness: 13 (2)
Gear: Masterwork battleaxe (Str+d8), medium shield (+1 Parry), masterwork longbow (Shooting; range 15/30/60; 2d6)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Weakness: Light sensitive.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Ostrich

Ostrich
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 8
Edges: Frenzy
Special Abilities
Kicks: Str.
Low Light Vision: No penalties for dim or dark lighting.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Nine feet tall; Toughness +2.

Battle-trained ostrich
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Gear: Peck (Str+d8)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Kicks: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size +2: Nine feet tall; Toughness +2.

Otter

Otter
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Otyugh

Otyugh
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Edges: Alertness
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Disease.
Tentacles: Str+d6; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Corpsefeaster otyugh
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Disease.
Tentacles: Str+d6; Reach 1".
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.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Mutant otyugh (3-tentacled mutant)
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Disease.
Tentacles: Str+d6; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Oozing otyugh
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Acid.
Tentacles: Str+d6; Reach 1"; Acid; 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.
Immunity: Disease.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Plaguebearer otyugh
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 15 (3)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +3: Natural armour.
Tentacles: Str+d6; Reach 1"; Constrict.
Bite: 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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Owl

Owl
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d10, Stealth d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Great horned owl
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -1: Reduces Toughness by -1.

Owlbear

Owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Arctic owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d10, Tracking d10, Swimming d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: White fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Deadlands owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Yellow fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
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.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Deadlands owlbear (eyeless variant)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: White fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Fruss owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Forelimb feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 6" and Climb -1.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Great hook-clawed owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d8; Grab.
Bite: 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.
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".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Screaming owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Retain Shape: If transformed or transmuted into another form or substance, can automatically revert to original form as a free action.
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.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Siege owlbear
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 6; Parry: 8; Toughness: 20 (2)
Gear: Claws melee (Str+d8; Grab), bite melee (Str+d8)
Edges: Ambidextrous, Frenzy, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Fur and feathers.
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.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sleeyk owlbear
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Fur and feathers.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Sloth owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 12 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Spectral owlbear
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Ethereal: Intangible and can only be hurt by magical attacks.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Owlephant

Owlephant
   No description for this creature yet.

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

Pale stranger

Pale stranger
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12, Vigor d6
Skills: Fighting d8, Intimidation d12+2, Climbing d10, Notice d12+2, Riding d12, Stealth d10, Swimming d8, Throwing d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Leather armour (+1), pistols (Throwing; range 3/6/12; Str+d6)
Edges: Dodge, Level Headed, Marksman, Quick Draw, Two-Fisted
Tactics: No melee attacks
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Paleoskeleton triceratops

Paleoskeleton triceratops
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (1)
Edges: Level Headed, War Cry
Special Abilities
Armour +1: Natural armour.
Horns: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Panotti

Panotti
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d4, Survival d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), short sword (Str+d6)
Edges: Ambidextrous, Dodge
Special Abilities
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Flight: Flying Pace of 5" and Climb -1.

Parrot

Parrot
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Pech

Pech
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Knowledge (Engineering) d10, Repair d12, Stealth d12, Spellcasting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 6 (1)
Gear: Masterwork heavy pick (Str+d8)
Edges: Arcane Background (Magic), Sweep
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +1: Natural armour.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Petrification.
Size -1: 3½ feet tall; Toughness -1.

Pegasus

Pegasus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 9; Parry: 5; Toughness: 10 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Hooves: 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 15" and Climb 0.
Size +2: Increases Toughness by +2.

Peluda

Peluda
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Climbing d10, Notice d12, Stealth d10, Swimming d12+4
Charisma: -; Pace: 6; Parry: 7; Toughness: 16 (3)
Edges: Berserk, Level Headed, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8.
Tail Slap: Str+d8; Poison Quills.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 fire damage.
Immunities: Fire, sleep and paralysis.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Peri

Peri
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+1, Strength d12+2, Vigor d12+1
Skills: Fighting d12+2, Healing d12+2, Notice d12+3, Knowledge (Religion) d12+3, Knowledge (Planes) d12+4, Persuasion d12+4, Repair d12+4, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 11 (3)
Gear: Flaming burst scimitar (Str+d8; Fire)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Strong Willed
Powers: Barrier (fire), Deflection (forcefield)
Special Abilities
Armour +3: Natural armour.
Wings: Str+d4; Burn.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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 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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Electricity and fire.
Resistances: -2 damage from acid and cold.

Peryton

Peryton
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Horns: Str+d4.
Hooves: 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 2.

Petitioner, human

Petitioner, human
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Knowledge (Planes) d6, Repair d6, Stealth d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 7
Special Abilities
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Immunity: Mind-affecting effects.
Very Tough: +1 Toughness.

Petrified maiden

Petrified maiden
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d10, Stealth d10
Charisma: +1; Pace: 6; Parry: 6; Toughness: 12 (3)
Gear: Scimitar (Str+d8)
Edges: Level Headed, Sweep
Special Abilities
Armour +3: Natural armour.
Slam: Str+d4; Curse of Stone.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Phantom armor

Giant phantom armor
   No description for this creature yet.

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

Guardian phantom armor
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 8
Gear: Masterwork longsword (Str+d8), medium shield (+1 Parry)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Hollow helm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
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 6" 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.

Phantom lancer
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Shooting d6
Charisma: +4; Pace: 7; Parry: 7; Toughness: 11
Gear: Masterwork lance (Str+d8), medium shield (+1 Parry), longbow (Shooting; range 15/30/60; 2d6)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +2: Increases Toughness by +2.

Phantom stalker

Phantom stalker
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Survival d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Red flesh.
Burning Claws: Str+d4; Fire; Grab.
Darkvision: No vision penalties for darkness (range 12").
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).
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 0.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Weakness: Cold (double damage).

Phase flea

Phase flea
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Touch: Str; Draining; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Draining: Make a Vigor roll or suffer a level of Fatigue.
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.

Phase spider

Phase spider
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d12+1, Notice d6, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Edges: Level Headed
Special Abilities
Armour +2: Fur.
Bite: Str+d6; Poison; 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.
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 +2: Eight feet long; Toughness +2.

Phasm

Phasm
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d10, Climbing d12+1, Notice d12+2, Persuasion d12, Stealth d12+1, Survival d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Change Form: Can assume an alternate form as a normal action.

Phasma

Phasma
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+2, Notice d12+2, Repair d12+1, Spellcasting d10
Charisma: +4; Pace: -; Parry: 6; Toughness: 7
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Dispel
Special Abilities
Incorporeal Touch: Str+d4; Wisdom Drain.
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 7" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Phlogiston

Phlogiston
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (2)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Tendrils: Str+d4; Reach 1".
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).
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.
Resistance: -2 damage from fire.

Phoenix

Phoenix
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+7, Persuasion d12+3, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 21 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Greater Healing, Healing, Invisibility
Special Abilities
Armour +3: Natural armour.
Talons: Str+d8; Fire.
Bite: Str+d8; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +10: Twenty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Pyralisia
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+1, Strength d12+4, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+4, Notice d12+7, Knowledge (Nature) d12+4, Stealth d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 24 (5)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Blast (fire storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (curse), Invisibility
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Fire; Electricity.
Talons: Str+d8; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Phooka

Phooka
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Healing d6, Notice d10, Knowledge (Nature) d6, Repair d8, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Dagger (Str+d4)
Edges: Alertness, Arcane Background (Magic), Dodge
Powers: Light (dancing lights)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Change Form: Can assume an alternate form as a normal action.
Size -1: Reduces Toughness by -1.

Phrenic scourge

Phrenic scourge
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d10, Climbing d12+1, Notice d12, Persuasion d10, Stealth d12, Spellcasting d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Tendril clusters (Str+d6; Implant)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy
Powers: Mind Reading, Puppet, Slumber, Teleport
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Implant: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Phycomid

Phycomid
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d4, Vigor d10
Skills: Fighting d4, Throwing d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 8 (2)
Gear: Acid pellet (Throwing; range 3/6/12; Str+d6; Acid; Spores)
Tactics: No melee attacks
Special Abilities
Armour +2: Natural armour.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Acid.
Size -1: Reduces Toughness by -1.

Pig

Pig
   No description for this creature yet.

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: 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.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Reduces Toughness by -1.

Pixie

Pixie
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Nature) d10, Stealth d12, Shooting d4, Spellcasting d10
Charisma: +1; Pace: 5; Parry: 5; Toughness: 5
Gear: Short sword (Str+d6), longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic), Dodge
Powers: Confusion, Deflection (forcefield), Dispel, Entangle, Light (dancing lights), Mind Reading
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Invisible: Enemies suffer -4 to their attacks.
Flight: Flying Pace of 9" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Size -1: Two feet tall; Toughness -1.

Plant-imbued ape

Plant-imbued ape
   No description for this creature yet.

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

Platypus

Platypus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Swimming d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Spur: Str; Poison.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Spur 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.

Polevik

Polevik
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d6, Strength d10, Vigor d12+1
Skills: Fighting d6, Healing d8, Notice d10, Knowledge (Nature) d10, Repair d12+1, Stealth d12+1, Survival d8, Swimming d8, Throwing d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Gear: Puffballs (Throwing; range 3/6/12; Str+d6; Disease)
Edges: Alertness, Marksman, Strong Willed
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").
Immunities: Disease and poison.
Disease: Make a Vigor roll or become afflicted.
Size -1: Four feet tall; Toughness -1.

Poltergeist

Poltergeist
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d8
Charisma: -; Pace: -; Parry: 2; Toughness: 7
Edges: Alertness
Tactics: No melee attacks
Special Abilities
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.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Pond drinker

Pond drinker
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Swimming d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str; 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Popobala

Popobala
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+7, Climbing d12, Notice d12+3, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 13 (3)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed
Powers: Puppet, Puppet (living humanoids only), Telekinesis
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Drain.
Talons: Str+d4; Grab; Popobala Fever.
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.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Flight: Flying Pace of 11" and Climb 0.
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: Disease and poison.
Popobala Fever: Make a Vigor roll at -1 or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Porcupine

Porcupine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4-2, Climbing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 2; Toughness: 4
Edges: Quick
Special Abilities
Tail Slap: Str.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire porcupine
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (2)
Gear: D (Str+d8)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
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.

Giant porcupine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Quick
Special Abilities
Armour +1: Natural armour.
Tail Slap: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.

Possessor

Possessor
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+1, Spirit d10, Strength d8, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Repair d10, Stealth d10, Survival d10, Spellcasting d12
Charisma: -; Pace: 1; Parry: 6; Toughness: 9 (1)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed
Powers: Detect Arcana (sense magic), Mind Reading
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d4; Reach 1".
Blindsight: Ignore sight-based penalties and gaze attacks.
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 6" and Climb 0.
Weakness: Sonic (double damage).

Primate

Baboon
   The baboon is a type of monkey with a long muzzle, thick fur, a short tail and protruding buttocks.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Three feet tall; Toughness -1.

Rock baboon
   This a larger and more aggressive breed of baboon, with a preference for meat.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Edges: Alertness
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Chimpanzee
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d10, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Slams: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

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

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

Giant marmoset
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Gray fur.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Gorilla
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Horrid ape
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Climbing d12, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d6; Acid.
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.
Immunity: Acid.
Size +2: Increases Toughness by +2.

Mandrill
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Three feet tall; Toughness -1.

Monkey
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Gear: Bite melee (Str+d4)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Monkey swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d10, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d6, Innate Powers d12
Charisma: -; Pace: 6; Parry: 4; Toughness: 8
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Stun (distraction)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Orangutan
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d10, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Slams: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

Proscriber

Proscriber
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+2, Knowledge (Religion) d12+2, Persuasion d12+2, Repair d12+2, Stealth d10, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 11 (3)
Gear: Full plate (+3), helmet (+3), longsword (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Barrier (whirling blades), Barrier (wind), Blast (fire storm), Detect Arcana (sense magic), Dispel, Lower Trait (curse), Obscure (fog), Obscure (darkness)
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: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunity: Poison.
Resistances: -2 damage from cold, electricity and fire.

Proscriber of evil
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+2, Knowledge (Religion) d12+2, Persuasion d12+2, Repair d12+2, Stealth d10, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 11 (3)
Gear: Full plate (+3), helmet (+3), longsword (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Barrier (whirling blades), Boost Trait (Strength), Detect Arcana (sense magic), Dispel, Fear, Lower Trait (curse), Invisibility
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: +5 to resist opposed magic, and +5 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Poison.
Resistances: -2 damage from cold, electricity and fire.

Proscriber of good
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12+1, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+2, Knowledge (Religion) d12+2, Persuasion d12+2, Repair d12+2, Stealth d10, Survival d12+2, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 11 (3)
Gear: Full plate (+3), helmet (+3), longsword (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Barrier (whirling blades), Blast (fire storm), Boost Trait (bless), Detect Arcana (sense magic), Dispel, Healing, Invisibility
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: +5 to resist opposed magic, and +5 armour against offensive magic.
Good: Affected by powers and abilities that work on good creatures.
Immunity: Poison.
Resistances: -2 damage from cold, electricity and fire.

Protean

Protean, imentesh
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+2, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+3, Notice d12+1, Knowledge (Planes) d12+2, Persuasion d12+3, Stealth d12, Lockpicking d12, Swimming d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Ambidextrous, Arcane Background (Magic), Assassin, Combat Reflexes, Level Headed, Strong Willed
Powers: Dispel, Quickness, Speak Language, Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
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 6" and Climb 3.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
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: Acid and shapechanging.
Resistances: -2 damage from electricity and sonic.
Size +3: Fifteen feet long; Toughness +3.

Protean, keketar
   No description for this creature yet.

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

Protean, naunet
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d10, Survival d12, Swimming d12+3, Spellcasting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Obscure (fog cloud), Teleport
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tail Slap: Str+d6; Confusion.
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.
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 3.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Change Form: Can assume an alternate form as a normal action.
Immunities: Acid and shapechanging.
Resistances: -2 damage from electricity and sonic.
Confusion: Make a Spirit roll or suffer a level of Fatigue.
Size +2: Twelve feet long; Toughness +2.

Protean, voidworm
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic)
Powers: Deflection (blur), Divination, Light (dancing lights)
Special Abilities
Bite: Str.
Tail Slap: Str; Confusion.
Darkvision: No vision penalties for darkness (range 6").
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 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Change Form: Can assume an alternate form as a normal action.
Immunity: Acid.
Resistances: -2 damage from electricity and sonic.
Size -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Protector

Protector
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d10, Vigor d10
Skills: Fighting d10, Healing d12, Notice d12, Knowledge (Religion) d10, Persuasion d12, Repair d10, Survival d12, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 7; Toughness: 9 (2)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Sweep, Strong Willed
Powers: Boost Trait (bless), Deflection (forcefield), Detect Arcana (sense magic), Elemental Manipulation (water), Environmental Protection (heat and cold)
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.

Pseudodragon

Pseudodragon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Persuasion d6, Stealth d12+1, Survival d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Scaly hide.
Sting: Str; Poison.
Bite: Str.
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 9" and Climb 2.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunities: Sleep and paralysis.
Poison: Sting inflicts 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.

Psiwyrm

Psiwyrm
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Intimidation d12+2, Notice d12+3, Persuasion d12+2, Psionics d10
Charisma: +2; Pace: 7; Parry: 8; Toughness: 15 (4)
Edges: Alertness, Ambidextrous, Arcane Background (Psionics), Level Headed, Strong Willed
Powers: Bolt (mind thrust), Detect Arcana (sense psionics)
Tactics: Two Weapons
Special Abilities
Armour +4: 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.
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 force damage.
Immunities: Sleep and paralysis.
Size +3: Fifteen feet long; Toughness +3.

Psychopomp

Kere psychopomp
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12+1, Strength d10, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Notice d12+3, Knowledge (Religion) d12, Knowledge (History) d12, Stealth d12+3, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Shroud (Str+d8; Infectious Fear)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick
Powers: Invisibility, Mind Reading (speak with dead), Obscure (illusion), Obscure (fog cloud)
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4; Cold.
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 6" and Climb 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Disease, poison and death magic.
Resistances: -2 damage from cold and electricity.
Infectious Fear: Make a Spirit roll or suffer a level of Fatigue.

Memitim psychopomp
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+4, Persuasion d12+3, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 12 (3)
Gear: Scythe (Str+d8)
Edges: Alertness, Arcane Background (Magic), Level Headed, Sweep
Powers: Banish (plane shift self), Disguise (illusion), Dispel, Invisibility, Intangibility (gaseous form), Mind Reading (speak with dead), Teleport
Special Abilities
Armour +3: Natural armour.
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 13" and Climb 2.
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: Acid, disease and death magic.
Resistances: -2 damage from cold and electricity.

Morrigna
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12, Climbing d8, Notice d12+3, Knowledge (Planes) d10, Persuasion d12+3, Stealth d12+1, Survival d12+2, Swimming d8, Spellcasting d8
Charisma: +1; Pace: 6; Parry: 8; Toughness: 11 (3)
Gear: Breastplate (+3), wrappings (Str+d8; Grab)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Strong Willed
Powers: Beast Friend, Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Healing, Invisibility, Mind Reading, Mind Reading (speak with dead), Summon Ally
Special Abilities
Slams: 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.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Immunities: Disease, poison and death magic.
Resistances: -2 damage from cold and electricity.

Nosoi
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Knowledge (Planes) d6, Knowledge (History) d6, Stealth d12+1, Spellcasting d6
Charisma: +1; Pace: 5; Parry: 5; Toughness: 4
Edges: Alertness, Arcane Background (Magic)
Powers: Invisibility, Mind Reading (speak with dead)
Special Abilities
Bite: 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 8" and Climb 2.
Change Form: Can assume an alternate form as a normal action.
Immunities: Disease, poison and death magic.
Resistances: -2 damage from cold and electricity.
Size -2: One foot long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Shoki psychopomp
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12+2, Strength d10, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Persuasion d12+1, Repair d12, Stealth d12+1, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 8; Toughness: 12 (3)
Gear: Cold iron quarterstaff (Str+d4; Reach 1"; Parry +1; Soul Lock)
Edges: Alertness, Arcane Background (Magic), Dodge, Strong Willed
Powers: Banish (plane shift self), Detect Arcana (sense magic), Healing, Invisibility, Intangibility
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.
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: Acid, cold, sleep, fear and death magic.
Resistance: -2 damage from electricity.
Soul Lock: Make a Spirit roll or suffer a level of Fatigue.

Vanth
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12+1, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12, Knowledge (Religion) d8, Knowledge (Planes) d10, Knowledge (History) d8, Stealth d10, Spellcasting d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Adamantine scythe (Str+d8), medium shield (+1 Parry)
Edges: Arcane Background (Magic), Sweep
Powers: Lower Trait (curse), Invisibility, Teleport
Special Abilities
Armour +2: Natural armour.
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 -1: Anyone who sees this creature must make a Fear check at -1.
Flight: Flying Pace of 8" and Climb 0.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Disease, poison and death magic.
Resistances: -2 damage from cold and electricity.

Viduus psychopomp
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+1, Strength d6, Vigor d12
Skills: Fighting d6, Climbing d8, Notice d12, Persuasion d10, Stealth d8
Charisma: +1; Pace: 6; Parry: 5; Toughness: 10 (2)
Gear: Quill (Str+d6; Censor or Expurgate)
Edges: Alertness, Level Headed, 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Disease, poison, mind-affecting effects and death magic.
Resistances: -2 damage from cold and electricity.

Psychopomp, yamaraj
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d12+2, Spirit d12+4, Strength d12+3, Vigor d12+3
Skills: Fighting d12+5, Intimidation d12+7, Notice d12+7, Knowledge (Religion) d12+7, Knowledge (Planes) d12+7, Persuasion d12+7, Repair d12+7, Stealth d12+6, Swimming d12+6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Armor, Bolt (lightning bolt), Dispel, Mind Reading, Speak Language, Summon Ally, Telekinesis, Teleport
Tactics: Two Weapons
Special Abilities
Armour +4: Feathers.
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").
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.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 9" and Climb 2.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage.
Immunities: Electricity, cold, disease, poison and death magic.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Pterosaur

Dimorphodon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 6
Special Abilities
Bite: Str+d4; 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.
Flight: Flying Pace of 6" and Climb 0.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Pteranodon
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d10, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (1)
Edges: Dodge, 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.
Flight: Flying Pace of 8" and Climb -2.
Size +2: Increases Toughness by +2.

Quetzalcoatlus
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 17 (2)
Edges: Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Wings: 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.
Flight: Flying Pace of 8" and Climb -2.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rhamphorhynchus
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Dodge, Quick
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.
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.

Pudding

Behemoth pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12+4
Skills: Fighting d8, Climbing d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 21 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +9: Increases Toughness by +9.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Black pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d10, Vigor d12+2
Skills: Fighting d8, Climbing d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 14
Special Abilities
Slam: Str+d8; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Blood pudding
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d12+1
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8
Special Abilities
Slam: Str+d4; 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Resistance: -2 damage from fire.

Brown pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12, Vigor d12+2
Skills: Fighting d8, Climbing d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 16 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dun pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12, Vigor d12+2
Skills: Fighting d8, Climbing d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 14
Special Abilities
Slam: Str+d8; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stone pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12, Vigor d12+2
Skills: Fighting d8, Climbing d10, Stealth d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 14
Special Abilities
Slam: Str+d8; Constrict; Acid; Petrifying Touch.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

White pudding
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d12, Vigor d12+2
Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14
Special Abilities
Slam: Str+d8; Acid; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
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".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -1 damage from cold.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Pukwudgie

Pukwudgie
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8, Vigor d12+1
Skills: Fighting d10, Healing d10, Notice d10, Knowledge (Religion) d10, Repair d10, Stealth d12, Throwing d8, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 8 (1)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge, Frenzy, Strong Willed
Powers: Conceal Arcana, Detect Arcana (sense magic), Lower Trait (Strength), Invisibility, Summon Ally (skeletons and zombies)
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Poison.
Quills: Throwing; range 15/30/60; Str+d6; Poison; SBT.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume an alternate form as a normal action.
Immunity: Poison.
Poison: Claws and quills inflict lethal poison if foe is Shaken or wounded.
Size -1: 3½ feet tall; Toughness -1.

Qallupilluk

Qallupilluk
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d10, Knowledge (Nature) d10, Stealth d10, Survival d10, Swimming d12+2, Throwing d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Javelin (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Quick
Powers: Divination (commune with nature), Entangle (sleet storm), Puppet (living humanoids only), Puppet (animals only)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Resistances: -2 damage from cold and fire.

Qlippoth

Augnagar
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d12+1, Strength d12+4, Vigor d12+3
Skills: Fighting d12, Climbing d12+1, Notice d12+2, Stealth d12+3, Tracking d12+2, Spellcasting d4
Charisma: +4; Pace: 8; Parry: 8; Toughness: 22 (5)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Teleport
Special Abilities
Armour +5: Flesh.
Bite: Str+d8; Bleed; Rotting Curse.
Claws: Str+d8; Bleed.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
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.
Flight: Flying Pace of 8" and Climb 0.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Cold, poison and mind-affecting effects.
Resistances: -2 damage from acid, 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 +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Chernobue
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Stealth d12, Tracking d12+1, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Frenzy, Quick
Powers: Banish (plane shift self), Confusion, Dispel, Obscure (darkness)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Con Damage.
Bite: Str+d8; 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.
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: Cold, poison and mind-affecting effects.
Resistances: -2 damage from acid, electricity and fire.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +4: Thirteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Cythnigot
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d6, Knowledge (Planes) d6, Knowledge (Nature) d6, Stealth d12, Spellcasting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 3
Edges: Arcane Background (Magic), Quick
Powers: Detect Arcana (sense magic), Divination
Special Abilities
Bite: Str; Spores.
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: Cold, poison and mind-affecting effects.
Resistances: -2 damage from acid, electricity and fire.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Gongorinan qlippoth
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Climbing d12+4, Notice d12+1, Stealth d12+1, Swimming d12+1, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 12 (3)
Gear: Scimitar (Str+d8)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed
Powers: Shrink, Teleport
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claw: Str+d4; Bleed.
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.
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 7".
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, cold, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Resistances: -2 damage from acid, 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)

❄Iathavos
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+4, Spirit d12+4, Strength d12+6, Vigor d12+4
Skills: Fighting d12+3, Intimidation d12+6, Notice d12+7, Knowledge (Religion) d12+5, Knowledge (Planes) d12+6, Knowledge (History) d12+5, Repair d12+6, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 9; Toughness: 33 (7)
Edges: Arcane Background (Magic), Frenzy, Quick
Powers: Banish (plane shift self), Bolt (magic missile), Dispel, Flight (wind walk), Greater Healing, Teleport
Special Abilities
Armour +7: Natural armour.
Claws: Str+d8; Grab.
Wings: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" 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: Cold, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Resistances: -6 damage from acid, electricity and fire.
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.

Nyogoth
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12+1, Strength d10, Vigor d12+2
Skills: Fighting d12, Intimidation d12, Notice d12+1, Knowledge (Planes) d10, Stealth d12+1, Spellcasting d6
Charisma: +1; Pace: 1; Parry: 8; Toughness: 11 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Improved Frenzy
Powers: Fear, Teleport
Special Abilities
Armour +2: Natural armour.
Bites: Str+d4; Acid.
Bite: Str+d4; Acid.
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 2.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Acid, cold, poison and mind-affecting effects.
Resistances: -2 damage from electricity and fire.

Shoggti
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12+1, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12, Notice d12+1, Knowledge (Planes) d10, Stealth d8, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Puppet (living humanoids only), Speak Language, Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Tentacles: Str+d6; 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.
Immunities: Cold, poison and mind-affecting effects.
Resistances: -2 damage from acid, electricity and fire.
Size +3: Eight feet long; Toughness +3.

Thulgant
   No description for this creature yet.

Attributes: Agility d12+5, Smarts d12+2, Spirit d12+3, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+6, Notice d12+5, Knowledge (Planes) d12+4, Knowledge (History) d12+4, Repair d12+4, Stealth d12+5, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 16 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Frenzy, Quick
Powers: Banish (plane shift self), Deflection (displacement), Dispel, Telekinesis, Teleport
Special Abilities
Armour +2: Natural armour.
Stings: Str+d8; Ability Drain.
Tentacles: Str+d8; Reach 1"; 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.
Displacement: You appear to one side of your actual position. Attacks made against you suffer a -2 penalty, unless they are area-effect attacks.
Flight: Flying Pace of 9" and Climb 2.
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: Acid, cold, poison and mind-affecting effects.
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.

Quantum

Quantum
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d12+3, Notice d12+10, Knowledge (Planes) d12+7
Charisma: +2; Pace: -; Parry: 9; Toughness: 22 (4)
Edges: Alertness, Combat Reflexes, Frenzy, Improved Frenzy, Level Headed, Quick, Sweep, Strong Willed
Special Abilities
Armour +4: Natural armour.
Tentacles: Str+d8; Reach 1".
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 7" and Climb 2.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Quickling

Quickling
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Repair d8, Stealth d12+1, Survival d6, Spellcasting d10
Charisma: -; Pace: 15; Parry: 5; Toughness: 5
Gear: Short sword (Str+d6)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge
Powers: Flight (levitate), Light (dancing lights)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Invisible: Enemies suffer -4 to their attacks.
Size -1: 2½ feet tall; Toughness -1.

Quickwood

Quickwood
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Knowledge (Nature) d10, Stealth d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 20 (3)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Roots: Str+d8; Reach 1"; Pull.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Fear -1: Anyone who sees this creature must make a Fear check at -1.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunities: Electricity and fire.
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Raccoon

Raccoon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d6, Vigor d6
Skills: Fighting d4-2, Climbing d8, Tracking d4
Charisma: -; Pace: 5; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire racoon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d8, Vigor d12
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d10, Swimming d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Special Abilities
Armour +2: Brownish-grey fur.
Bite: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Raiju

Raiju
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Spellcasting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick
Powers: Blast (lightning storm), Obscure (fog)
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4; Electricity.
Tail Slap: 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 9" and Climb 2.
Change Form: Can assume an alternate form as a normal action.
Immunity: Electricity.
Size -1: 3½ feet long; Toughness -1.

Kaenju
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4; Fire.
Tail Slap: Str+d4; Fire.
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.
Change Form: Can assume an alternate form as a normal action.
Immunity: Fire.
Resistance: -2 damage from electricity.
Size -1: Reduces Toughness by -1.

Rajput ambari

Rajput ambari
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 23 (3)
Special Abilities
Armour +3: Stench-ridden flesh.
Horns: Str+d8.
Slam: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Rakklethorn toad

Rakklethorn toad
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Tracking d6, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Green skin.
Bite: Str+d4.
Thorn Volley: Throwing; range 12/24/48; 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.
Poison: Thorn volley inflicts lethal poison if foe is Shaken or wounded.
Size -1: Three feet long; Toughness -1.

Rakshasa

Common rakshasa
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d10, Vigor d12+2
Skills: Fighting d12, Notice d12, Persuasion d12, Stealth d12+1
Charisma: +2; Pace: 7; Parry: 8; Toughness: 11 (2)
Gear: Kukri (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume an alternate form as a normal action.

Dandasuka
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d12+1, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge
Powers: Detect Arcana (sense magic), Puppet (living humanoids only), Stun (daze)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Bleed.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Change Form: Can assume an alternate form as a normal action.
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.

❄Maharaja
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+2, Strength d12+3, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+5, Persuasion d12+4, Repair d12+3, Stealth d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 13 (3)
Gear: Falchion (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Armor, Bolt (magic missile), Conceal Arcana, Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Obscure (darkness), Puppet, Puppet (living humanoids only), Speak Language, Stun (daze), Teleport
Special Abilities
Armour +3: Natural armour.
Bites: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 2.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Marai
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d8, Vigor d12+1
Skills: Fighting d10, Climbing d8, Notice d10, Repair d8, Throwing d8
Charisma: +4; Pace: 7; Parry: 7; Toughness: 10 (2)
Gear: Energy bolts (Throwing; range 3/6/12; Str+d6; Special)
Edges: Dodge, Frenzy, Improved Frenzy, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bites: Str+d4; Confusion.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume an alternate form as a normal action.
Confusion: Make a Spirit roll or suffer a level of Fatigue.

Raktavarna
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d12+1, Swimming d6, Spellcasting d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Edges: Alertness, Arcane Background (Magic)
Powers: Divination, Puppet, Puppet (living humanoids only)
Special Abilities
Armour +1: Natural armour.
Bite: Str; Poison.
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.
Change Form: Can assume an alternate form as a normal action.
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.

Tataka
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+2, Climbing d12+1, Notice d12+1, Knowledge (Religion) d10, Survival d12, Tracking d12+1, Swimming d12+1, Faith d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 16 (4)
Gear: Unarmed strike (Str+d8)
Edges: Arcane Background (Miracles), Combat Reflexes, Dodge, Sweep, Improved Sweep
Powers: Armor, Bolt (magic missile), Deflection (forcefield), Dispel, Greater Healing, Healing, Lower Trait (Strength), Invisibility, Quickness, Telekinesis, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d6.
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.
Change Form: Can assume an alternate form as a normal action.
Size +3: Twelve feet tall; Toughness +3.

Rast

Rast
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 1; Parry: 6; Toughness: 10 (2)
Edges: Level Headed
Special Abilities
Armour +2: Puffed flesh.
Bite: Str+d4; Grab.
Claws: Str+d4.
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 9" and Climb 1.
Paralyzing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Fire.
Weakness: Cold (double damage).

Rat

Rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12+1, Tracking d4, Swimming d10
Charisma: -; Pace: 4; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Barrow rat
   Barrow rats are relentless cat-sized scavengers that feed upon the flesh of the dead.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d10, Stealth d10, Tracking d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 3
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.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Brain rat
   Brain rats look like regular rats, but they are highly intelligent and have developed psionic powers. They cannot speak, but they understand human speech, and can communicate with each other telepathically.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12, Notice d8, Stealth d12, Tracking d8, Swimming d6, Psionics d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Edges: Arcane Background (Psionics)
Powers: Bolt (mind thrust), Detect Arcana (sense psionics), Mind Reading, Stun (psionic daze)
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: One foot long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire rat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Climbing d10, Notice d6, Stealth d10, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 2; Toughness: 5
Special Abilities
Bite: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Disease: Make a Vigor roll or become afflicted.
Size -1: Two feet long; Toughness -1.

Vapor dire rat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Stealth d10, Tracking d4, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4; Disease.
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.
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Weakness: Cold (double damage).
Resistance: -1 damage from fire.
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Diseased rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d6, Stealth d12, Tracking d4, Swimming d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Natural Swimmer: Swimming Pace of 3", and +2 to resist drowning.
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.

Donkey rat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Stealth d12, Tracking d6, Swimming d10
Charisma: -; Pace: 6; Parry: 2; Toughness: 5
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Doppelrat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Climbing d10, Stealth d12+1, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 3
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Ethereal rat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d6, Notice d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4; Ethereal 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 5".
Size -1: Two feet long; Toughness -1.

Spore rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 5 (1)
Edges: Alertness
Special Abilities
Armour +1: Brownish fur.
Bite: 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.
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".
Spores: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Three feet long; Toughness -1.

Rat swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10, Innate Powers d12
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers), Level Headed
Powers: Stun (distraction)
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Disease: Make a Vigor roll or become afflicted.

Ratfolk

Ratfolk
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Persuasion d4, Repair d8, Survival d6, Lockpicking d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 5 (1)
Gear: Leather armour (+1), dagger (Str+d4), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Size -1: Four feet tall; Toughness -1.

Ratling

Ratling
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4, Climbing d6, Notice d6, Knowledge (Planes) d6, Stealth d12, Swimming d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), Assassin, Dodge, Improved Dodge
Powers: Beast Friend, Detect Arcana (sense magic), Divination, Fear, Invisibility, Speak Language, Summon Ally, Teleport, Wall Walker
Special Abilities
Bite: Str; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Disease and poison.
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 -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Raven

Raven
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Raven swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d10, Tracking d10, Innate Powers d12
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
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.

Undead raven swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d8 damage within a MBT), Notice d12+3, Tracking d12+3, Innate Powers d12
Charisma: -; Pace: 4; Parry: 4; Toughness: 9 (1)
Edges: Arcane Background (Super Powers), Level Headed, Quick, Strong Willed
Powers: Stun (distraction)
Special Abilities
Armour +1: 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.
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 0.
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.

Ravener

❄Vashkiyan (ancient green dragon ravener)
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+6, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+8, Notice d12+8, Knowledge (Religion) d12+5, Knowledge (Planes) d12+5, Repair d12+5, Stealth d12+2, Tracking d12+8, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 29 (7)
Edges: Arcane Background (Magic), Dodge, Quick
Powers: Bolt (magic missile), Burst (prismatic spray), Deflection (forcefield), Detect Arcana (sense magic), Disguise (shapechange), Dispel, Entangle (plant growth), Fear, Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Teleport
Special Abilities
Armour +7: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 48").
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
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, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄Red wyrm ravener
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+2, Spirit d12+3, Strength d12+8, Vigor d12+6
Skills: Fighting d12+4, Intimidation d12+9, Notice d12+9, Knowledge (Religion) d12+6, Knowledge (History) d12+7, Persuasion d12+7, Repair d12+7, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 10; Toughness: 31 (8)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Armor, Barrier (fire), Bolt (magic missile), Bolt (ray of frost), Confusion, Deflection (forcefield), Deflection (displacement), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (Strength), Invisibility, Mind Reading, Puppet, Puppet (living humanoids only), Quickness, Teleport
Tactics: Two Weapons
Special Abilities
Armour +8: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 48").
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 28" and Climb -2.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Weakness: Cold (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Rawbones

Rawbones
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Climbing d12+1, Notice d12, Stealth d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Flesh.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Ray

Manta ray
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Increases Toughness by +2.

Small stingray
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: -; Parry: 4; Toughness: 4
Special Abilities
Sting: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" 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.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Medium stingray
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d6, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" 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.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Large stingray
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 14 (2)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Sting: Str+d6; Poison.
Wing: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" 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.
Aquatic: Swimming Pace of 12", and cannot drown.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Red jester

Red jester
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12, Stealth d12+1, Throwing d10
Charisma: +1; Pace: 6; Parry: 8; Toughness: 12 (3)
Gear: Light mace (Str+d6; AP 2; Merriment), jester (Throwing; range 3/6/12; Str+d6; See Below)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +3: Natural armour.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Merriment: Make a Spirit roll or suffer a level of Fatigue.

Red reaver

Red reaver
   No description for this creature yet.

Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d10, Survival d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 18 (5)
Edges: Combat Reflexes, Sweep, Strong Willed, War Cry
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 5" and Climb -2.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Red sun (baba yaga horseman)

Red sun (baba yaga horseman)
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d12, Intimidation d10, Climbing d10, Notice d10, Knowledge (History) d6, Riding d12+1, Survival d12, Swimming d10, Shooting d10, Spellcasting d10
Charisma: -; Pace: 6; Parry: 9; Toughness: 13 (3)
Gear: Breastplate (+3), flaming burst longsword (Str+d8; Fire), medium shield (+1 Parry), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Magic)
Powers: Banish (plane shift self), Deflection (forcefield), Intangibility, Quickness, Teleport
Special Abilities
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Electricity, fire and aging.
Very Tough: +1 Toughness.

Redcap

Redcap
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d10, Climbing d12, Notice d10, Knowledge (Nature) d12, Stealth d12+1
Charisma: -; Pace: 9; Parry: 6; Toughness: 8 (1)
Gear: Leather armour (+1), medium scythe (Str+d8)
Edges: Level Headed, Sweep
Special Abilities
Kick: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Three feet tall; Toughness -1.

Reefclaw

Reefclaw
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Swimming d8
Charisma: -; Pace: 1; Parry: 4; Toughness: 6 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Constrict; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
Resistance: -1 damage from cold.
Poison: Claws inflict lethal poison if foe is Shaken or wounded.
Size -1: 3½ feet long; Toughness -1.

Enormous reefclaw
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Stealth d12+1, Swimming d12+6
Charisma: +4; Pace: 1; Parry: 7; Toughness: 16 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Claws: Str+d10; 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.
Amphibious: Swimming Pace of 18", and cannot drown, but can also breathe air and survive indefinitely on land.
Resistance: -1 damage from cold.
Poison: Claws inflict 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.

Reigon

Reigon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d6, Tracking d10, Psionics d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Alertness, Arcane Background (Psionics), Dodge
Powers: Bolt (mind thrust)
Special Abilities
Armour +1: Brownish-black fur.
Bite: Str+d6.
Claws: Str+d6.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +2: Eight feet tall; Toughness +2.

Reliquary guardian

Reliquary guardian
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12+3, Knowledge (Religion) d12
Charisma: +1; Pace: 6; Parry: 7; Toughness: 13
Gear: Unholy greatsword (Str+d10; Parry -1)
Edges: Sweep, Strong Willed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Magic.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Remorhaz

Remorhaz
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Edges: 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").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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.
Burrow: Can burrow and reappear within 5".
Immunities: Fire and cold.
Size +6: Twenty-five feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Renzer

Renzer
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 7; Toughness: 11 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Grab.
Two 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.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Retch hound

Retch hound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d10, Survival d6, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Brownish-yellow fur.
Bite: Str+d4; 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 acid damage.

Retriever

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

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d12, Notice d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 18 (3)
Edges: Level Headed, Quick, Sweep
Special Abilities
Armour +3: Protoplasmic flesh.
Bite: Str+d8; Grab.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +6: Thirty foot legspan; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Revenant

Revenant
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d12, Notice d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Level Headed, Sweep
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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Rhinoceros

Rhinoceros
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Horns: Str+d6.
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.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Rhinoceros, woolly
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 16 (3)
Edges: Hard to Kill
Special Abilities
Armour +3: Brown fur.
Horn: Str+d8.
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.
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.

Giant wooly rhino
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 17 (3)
Special Abilities
Armour +3: Brown fur.
Horn: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Riptide horror

Riptide horror
   This creature looks like a man-sized tubeworm, with gnashing fangs and six long tentacles.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d12+1
Skills: Fighting d8, Notice d6, Stealth d8, Swimming d12, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Strong Willed
Powers: Wall Walker
Special Abilities
Armour +2: Tough grayish-tan flesh.
Tentacles: Str+d4; Reach 1"; Grab; Poison.
Bites: Str+d4.
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.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Weakness: Electricity (double damage).
Poison: Tentacles inflict lethal poison if foe is Shaken or wounded.

Riverswell spirit

Riverswell spirit
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d12, Stealth d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 8
Special Abilities
Chilling Touch: Str+d4; Cold; Drowning Touch.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Robot

Annihilator robot
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12, Climbing d12+1, Notice d12+3, Throwing d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 24 (5)
Gear: Integrated chain guns (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +5: Natural armour.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
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 6".
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Weakness: Electricity (double damage).
Resistances: -6 damage from electricity and fire.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gearsman robot
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d8, Repair d8, Lockpicking d8, Throwing d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (2)
Gear: Masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes
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.
Weakness: Electricity (double damage).

Machine soldier
   No description for this creature yet.

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).

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.

Myrmidon robot
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Notice d12+1, Knowledge (Engineering) d12+1, Throwing d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 15 (3)
Gear: Integrated laser rifle (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Combat Reflexes, Frenzy, Level Headed, Marksman, Quick
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Constrict.
Quantum Lashes Touch: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 12" and Climb 3.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Weakness: Electricity (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Roc

Roc
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 21 (3)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Talons: Str+d8; Grab.
Bite: Str+d8.
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.
Flight: Flying Pace of 11" and Climb 0.
Size +10: Thirty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Rock reptile

Rock reptile
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (2)
Edges: Level Headed
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").
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.

Raggoth

Raggoth
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Notice d10, Stealth d12, Survival d8, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Level Headed, Strong Willed, War Cry
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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: Eight feet long; Toughness +3.

Rokurokubi

Rokurokubi
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d8, Strength d12, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Climbing d12+3, Notice d12+2, Stealth d12+3
Charisma: +4; Pace: 6; Parry: 9; Toughness: 12 (3)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Curse.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Immunity: Sleep.

Ronus

Ronus
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 9; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Brown feathers.
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.

Roper

Roper
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+5, Vigor d12+4
Skills: Fighting d8, Climbing d12+4, Notice d12+3, Knowledge (Religion) d10, Stealth d12+1, Throwing d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 18 (4)
Gear: Strands (Throwing; range 3/6/12; Str+d6; Strength)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunity: Electricity.
Weakness: Fire (double damage).
Resistance: -2 damage from cold.
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stone roper
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Survival d10, Throwing d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (3)
Gear: Strands (Throwing; range 3/6/12; Str+d6; Strength)
Edges: Level Headed, Marksman
Special Abilities
Armour +3: 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 40" that's in contact with the ground.

Rorkoun

Rorkoun
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d8, Swimming d12+2, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 17 (2)
Gear: Gob (Throwing; range 3/6/12; Str+d6; Stuck)
Special Abilities
Armour +2: Pallid flesh.
Bite: Str+d8; Constrict.
Tail Slap: 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.
Aquatic: Swimming Pace of 14", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Weakness: Acid (double damage).
Size +7: Twenty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rot grub

Giant rot grub
   No description for this creature yet.

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

Rot grub swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d10, Strength d8, Vigor d12
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Innate Powers d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 8
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Immunity: Mind-affecting effects.

Rune guardian

Rune guardian
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Notice d4, Stealth d10, Spellcasting d6
Charisma: -; Pace: -; Parry: 4; Toughness: 2
Edges: Arcane Background (Magic), Level Headed
Powers: Lower Trait (Strength), Shrink, Slumber, Summon Ally
Special Abilities
Slam: Str.
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 9" and Climb 3.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Rusalka

Rusalka
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d12, Notice d12+2, Knowledge (Nature) d12+1, Persuasion d12, Repair d12+1, Stealth d12+4, Swimming d12+5, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Tresses (Str+d8; Constrict)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Level Headed, Strong Willed
Powers: Deflection (blur), Entangle, Invisibility, Obscure (fog cloud), Summon Ally (animals and elementals)
Special Abilities
Armour +2: Natural armour.
Staggering Touch: Str+d4; Stagger.
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.
Amphibious: Swimming Pace of 17", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Fire.

Rust monster

Rust monster
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Antennae Touch: Str+d4; Rust.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".

Rust lord
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 16 (3)
Edges: Ambidextrous, Frenzy, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Antennae Touch: Str+d8; Rust or Bloodrust.
Bite: Str+d8.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Hardy: A second Shaken result doesn't become a wound.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ryven

Ryven
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d8, Notice d6, Survival d4, Tracking d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8
Gear: Short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2; Range)
Edges: Berserk
Special Abilities
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.

Sabosan

Sabosan
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d10, Notice d12, Stealth d12, Tracking d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Fur.
Bite: Str+d4; Bleed.
Claws: Str+d4; 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.
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.
Flight: Flying Pace of 7" and Climb 2.
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)

Sabrewing

Sabrewing
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Wing slashes (Str+d8)
Edges: Frenzy, Level Headed
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.
Evil: Affected by powers and abilities that work on evil creatures.

Sagari

Sagari
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d12
Skills: Fighting d4-2, Notice d6, Stealth d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 6
Edges: Quick
Special Abilities
Bite: Str.
Tentacle: Str; Reach 1".
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 3.
Size -2: Three feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Sahuagin

Sahuagin
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Riding d6, Stealth d6, Survival d6, Swimming d12, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +2: Natural armour.
Bite: Str+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.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.

Four-armed sahuagin mutant
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Riding d6, Stealth d6, Survival d6, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous, Berserk
Special Abilities
Armour +2: Sharp scales.
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.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.

Malenti
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Riding d8, Stealth d8, Survival d6, Swimming d12, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.

Prehistoric sahuagin
   No description for this creature yet.

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

Shark-blooded sahuagin
   No description for this creature yet.

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

Spined sahuagin
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Riding d6, Stealth d6, Survival d6, Swimming d12, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Berserk
Special Abilities
Armour +2: Natural armour.
Bite: Str+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.
Thorns: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.

Salamander

Salamander
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12, Knowledge (Planes) d10, Repair d12+1, Stealth d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 10 (2)
Gear: Spear (Str+d6; Reach 1"; Parry +1; Fire)
Edges: Sweep, Strong Willed
Special Abilities
Armour +2: Fiery-red scales.
Tail Slap: Str+d4; Fire; Constrict.
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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Fire.
Weakness: Cold (double damage).

Flamebrother salamander
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d10, Knowledge (Planes) d8, Repair d10, Stealth d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 8 (2)
Gear: Spear (Str+d6; Reach 1"; Parry +1; Fire)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Tail Slap: Str+d4; Fire.
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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Fire.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Noble salamander
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d12+4, Knowledge (Planes) d12+1, Repair d12+2, Stealth d10, Spellcasting d8
Charisma: -; Pace: 5; Parry: 9; Toughness: 15 (2)
Gear: Longspear (Str+d6; Reach 1"; Parry +1; Fire)
Edges: Alertness, Ambidextrous, Arcane Background (Magic), Sweep, Improved Sweep, Strong Willed
Powers: Barrier (fire), Dispel, Summon Ally
Special Abilities
Armour +2: Fiery-red scales.
Tail Slap: Str+d8; Fire; Constrict.
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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Fire.
Weakness: Cold (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sand kraken

Sand kraken
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 14 (3)
Edges: Frenzy, Improved Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +3: Natural armour.
Tentacles: Str+d6; Reach 1"; Constrict.
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.
Size +2: Increases Toughness by +2.

Sand stalker

Sand stalker
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Poison.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Burrow: Can burrow and reappear within 6".
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Sandling

Sandling
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Special Abilities
Armour +2: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 5".
Weakness: Water.
Size +2: Ten feet long; Toughness +2.

Sandman

Sandman
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Knowledge (Planes) d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Sleep.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 6".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Sleep: Make a Spirit roll or suffer a level of Fatigue.

Sandpoint devil

Sandpoint devil
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Notice d12+1, Stealth d12, Survival d12+1, Tracking d12+1, Spellcasting d6
Charisma: +1; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Fear (phantasmal killer), Obscure (fog cloud), Pummel (wind), Teleport
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Hooves: 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 9" and Climb -1.
Immunities: Fire and fear.
Size +3: Increases Toughness by +3.

Sard

Sard
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d6, Spirit d12+2, Strength d12+7, Vigor d12+4
Skills: Fighting d12+2, Climbing d12+3, Notice d12+5, Throwing d12+2, Spellcasting d6
Charisma: +4; Pace: 8; Parry: 9; Toughness: 32 (5)
Edges: Arcane Background (Magic), Frenzy, Marksman, Quick
Powers: Blast (lightning storm), Bolt (lightning bolt), Obscure (fog)
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8; Electricity.
Thorns: Throwing; range 3/6/12; Str+d6; Poison.
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.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Immunity: Electricity.
Weakness: Sonic (double damage).
Resistances: -6 damage from cold and fire.
Poison: Thorns inflict 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.

Sargassum fiend

Sargassum fiend
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d10, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 15 (3)
Edges: Dodge, Frenzy, Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8; Constrict.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Tremorsense: Can sense and accurately pinpoint anything within 24" 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 5".
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Resistance: -2 damage from cold.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sasquatch

Sasquatch
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Healing d4, Notice d6, Stealth d10, Survival d10, Tracking d10, Throwing d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 8
Gear: Club (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Special Abilities
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.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Size +1: Eight feet tall; Toughness +1.

Satyr

Satyr
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d12+1, Knowledge (Nature) d10, Persuasion d12, Stealth d12+1, Survival d8, Shooting d6, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 6; Toughness: 9 (2)
Gear: Dagger (Str+d4), short bow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Fear, Light (dancing lights), Puppet, Puppet (living humanoids only), Slumber, Summon Ally (animals and elementals)
Special Abilities
Armour +2: Natural armour.
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage when first moving adjacent to foe.

Blighted fey satyr
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d8, Intimidation d10, Notice d12+1, Knowledge (Nature) d10, Persuasion d12, Stealth d12+1, Survival d8, Shooting d6, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 6; Toughness: 11 (2)
Gear: Dagger (Str+d4), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Fear, Light (dancing lights), Puppet, Puppet (living humanoids only), Slumber, Summon Ally (animals and elementals)
Special Abilities
Armour +2: Natural armour.
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Disease, poison, shapechanging and paralysis.
Resistances: -2 damage from cold and electricity.
Very Tough: +1 Toughness.

Saumen kar

Saumen kar
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Healing d4, Notice d12+2, Knowledge (Nature) d10, Stealth d12, Survival d12+2, Tracking d12+2, Spellcasting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (2)
Gear: Greataxe (Str+d10; Parry -1; Cold), headbutt (Str+d8; Stun)
Edges: Alertness, Arcane Background (Magic), Hard to Kill
Powers: Summon Ally (animals and elementals)
Special Abilities
Armour +2: Scored fur.
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.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Resistance: -4 damage from fire.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Scarecrow

Scarecrow
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Fear.
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.
Fascinating Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
Weakness: Fire (double damage).
Fear: Make a Spirit roll or suffer a level of Fatigue.

Scarlet walker

Scarlet walker
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d8, Spirit d12+1, Strength d12+2, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Climbing d12, Notice d12+3, Knowledge (Planes) d12+2, Knowledge (Nature) d12+2, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 8; Toughness: 18 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy
Powers: Confusion, Mind Reading
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Bleed.
Tentacles: Str+d8; Reach 1"; Bleed; Paralysis.
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".
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Draining Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, cold and poison.
Weakness: Electricity (double damage).
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
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 +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sceaduinar

Sceaduinar
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12+1, Knowledge (Planes) d12+1, Knowledge (Nature) d10, Stealth d12+3, Spellcasting d8
Charisma: +2; Pace: 7; Parry: 7; Toughness: 9 (1)
Edges: Arcane Background (Magic), Dodge, Improved Dodge
Powers: Deflection (entropic shield), Deflection (forcefield), Dispel, Obscure (darkness), Teleport
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Negative Energy; Energy Drain.
Wings: Str+d4; Negative Energy.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Flight: Flying Pace of 12" and Climb 2.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Cold, disease, poison and death magic.
Resistances: -2 damage from acid, electricity and sonic.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Scorpion

Black scorpion
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d12+1, Climbing d12+1, Notice d6, Stealth d6
Charisma: -; Pace: 9; Parry: 8; Toughness: 29 (6)
Edges: Frenzy
Special Abilities
Armour +6: Black carapace.
Claws: Str+d8; Constrict.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +15: Increases Toughness by +15.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Cave scorpion
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d6
Charisma: -; Pace: 9; Parry: 4; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Sting: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Deadfall scorpion
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d6, Stealth d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 18 (3)
Edges: Frenzy
Special Abilities
Armour +3: Green carapace.
Claws: Str+d8; Constrict.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +7: Twenty-four feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ghost scorpion
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Claws: Str+d4.
Sting: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size -1: Three feet long; Toughness -1.

Giant scorpion
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Eight feet long; Toughness +2.

Advanced giant scorpion
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +3: Eight feet long; Toughness +3.

Giant emperor scorpion
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Climbing d12, Notice d6, Stealth d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 22 (3)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8; Constrict.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Greensting scorpion
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d8, Notice d6, Stealth d12
Charisma: -; Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: 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.

Scorpionfolk

Scorpionfolk
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Persuasion d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 10 (2)
Edges: Alertness, Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Sting: Str+d6; Poison.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Hardy: A second Shaken result doesn't become a wound.
Resistance: -1 damage from fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Scorrow

Scorrow
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d12, Knowledge (Nature) d12, Stealth d10, Survival d12, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 13 (2)
Gear: Masterwork drow long knife (Str+d4; Poison), masterwork chakram (Throwing; range 3/6/12; Str+d4; Poison)
Edges: Level Headed
Special Abilities
Armour +2: 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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Sleep.
Poison: Masterwork drow long knife, sting and masterwork chakram inflict lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Screaming devilkin

Screaming devilkin
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 5 (1)
Gear: Tail-barb (Str+d6)
Edges: Dodge
Special Abilities
Armour +1: Natural armour.
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 -1.
Size -1: Three feet tall; Toughness -1.

Screaming skull

Screaming skull
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Spellcasting d4
Charisma: -; Pace: -; Parry: 4; Toughness: 5 (2)
Edges: Arcane Background (Magic)
Powers: Bolt (magic missile)
Tactics: No melee attacks
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.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Scylla

Scylla
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12+4, Notice d12+4, Knowledge (Nature) d12+3, Stealth d12+3, Swimming d12+7, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 8; Toughness: 19 (3)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Frenzy, Improved Frenzy
Powers: Conceal Arcana, Detect Arcana (see invisibility), Dispel, Invisibility, Obscure (illusion), Obscure (fog), Obscure (fog cloud), Summon Ally
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bites: Str+d8; Bleed.
Tentacles: Str+d8; Reach 1"; 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.
Invisible: Enemies suffer -4 to their 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.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -4 damage from acid 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 +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Scythe tree

Scythe tree
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 17 (3)
Gear: Branches (Str+d8)
Edges: Frenzy, Quick, Sweep
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Size +6: Twenty feet tall; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Great sea anemone

Great sea anemone
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d8, Stealth d6, Swimming d6
Charisma: -; Pace: -; Parry: 6; Toughness: 15
Edges: Level Headed, Quick
Special Abilities
Tendrils: Str+d8; Reach 1"; Paralysis; 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.
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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 6", and cannot drown.
Resistance: -4 damage from acid.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sea bonze

Sea bonze
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+8, Notice d12+5, Stealth d10, Swimming d12+9
Charisma: +4; Pace: 7; Parry: 8; Toughness: 26 (5)
Edges: Alertness, Combat Reflexes, Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Aquatic: Swimming Pace of 21", and cannot drown.
Dooming Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from acid and fire.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sea cat

Sea cat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 12 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Twelve feet long; Toughness +2.

Giant seahorse

Giant seahorse
   No description for this creature yet.

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

Sea scourge

Sea scourge
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d4, Strength d12+2, Vigor d12
Skills: Fighting d6, Climbing d12, Swimming d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 11
Edges: Frenzy
Special Abilities
Slams: Str+d6; 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.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amphibious: Swimming Pace of 12", 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.
Size +3: Increases Toughness by +3.

Sea serpent

Sea serpent
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Notice d8, Stealth d10, Swimming d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 23 (4)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Constrict.
Tail Slap: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
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.
Aquatic: Swimming Pace of 13", and cannot drown.
Immunity: Cold.
Resistance: -6 damage from fire.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brine sea serpent
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Intimidation d10, Notice d12+3, Persuasion d8, Stealth d10, Tracking d12+3, Swimming d12+2
Charisma: -; Pace: -; Parry: 8; Toughness: 19 (4)
Edges: Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8; Poison; 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.
Aquatic: Swimming Pace of 14", and cannot drown.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 acid damage.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Deep sea serpent
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d12, Strength d12+6, Vigor d12+3
Skills: Fighting d12+2, Notice d12+2, Stealth d8, Swimming d12+2
Charisma: -; Pace: 4; Parry: 9; Toughness: 24 (5)
Edges: Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Constrict.
Tail Slap: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
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.
Aquatic: Swimming Pace of 14", and cannot drown.
Immunity: Cold.
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.

❄Deep hunter sea serpent
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+3, Intimidation d12+4, Notice d12+3, Knowledge (Nature) d8, Persuasion d12, Stealth d12, Survival d12+4, Tracking d12+4, Swimming d12+7
Charisma: -; Pace: -; Parry: 9; Toughness: 22 (3)
Edges: Dodge, Improved Dodge, Level Headed, Sweep, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d8; Poison; 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.
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 19", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Fanged sea serpent
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d6, Survival d8, Tracking d8, Swimming d12+2
Charisma: -; Pace: -; Parry: 6; Toughness: 12 (3)
Edges: Sweep, Improved Sweep
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 14", and cannot drown.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Fifteen feet long; Toughness +2.

Gilded sea serpent
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10, Tracking d10, Swimming d12+1
Charisma: +2; Pace: 4; Parry: 6; Toughness: 12 (4)
Special Abilities
Armour +4: Scaly hide.
Bite: Str+d4; 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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.

❄Shipbreaker sea serpent
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12+7, Intimidation d12+9, Notice d12+10, Knowledge (Nature) d12+2, Stealth d12+3, Survival d12+9, Tracking d12+10, Swimming d12+10
Charisma: +4; Pace: 4; Parry: 11; Toughness: 31 (6)
Edges: Alertness, Dodge, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d10; Poison; 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.
Amphibious: Swimming Pace of 22", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Very Tough: +1 Toughness.
Size +14: 120 feet long; Toughness +14.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Spitting sea serpent
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d10, Notice d12+1, Stealth d12+1, Survival d12+1, Tracking d12+1, Swimming d12, Shooting d12
Charisma: -; Pace: 4; Parry: 8; Toughness: 11 (3)
Edges: Level Headed, Marksman
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6; Poison.
Spit: Shooting; range 3/6/12; 2d4; Acid.
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.
Aquatic: Swimming Pace of 12", and cannot drown.
Immunities: Sleep and paralysis.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Sea sphere (blubble)

Sea sphere (blubble)
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d12, Notice d8, Stealth d10, Swimming d12+3
Charisma: -; Pace: 4; Parry: 8; Toughness: 16 (2)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Slams: Str+d8.
Engulf: This creature may engulf creatures it moves over, as long as it doesn't make any other attacks the same round. Victims who fail an Agility roll are pinned, and require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 0.
Aquatic: Swimming Pace of 15", and cannot drown.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sea spider

Sea spider
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d12, Notice d12, Stealth d6, Swimming d12+1
Charisma: -; Pace: -; Parry: 8; Toughness: 16 (3)
Edges: Combat Reflexes, Level Headed, Sweep
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Acid; Grab.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +5: Sixteen feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Pelagos sea spider
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Notice d12+5, Knowledge (Religion) d12+3, Knowledge (Nature) d12+3, Persuasion d12+3, Stealth d12+1, Swimming d12+1, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 20 (4)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed
Powers: Bolt (lightning bolt)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Poison; Grab.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Watersense: Can sense and accurately pinpoint anything within 12" that's in contact with the water.
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.
Hardy: A second Shaken result doesn't become a wound.
Resistances: -2 damage from acid, cold and fire.
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.

Sea urchin

Black spot urchin
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Tracking d4, Swimming d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 4 (1)
Gear: Spines (Str+d4; Curse)
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").
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Resistance: -1 damage from cold.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Glass urchin
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 1; Parry: 6; Toughness: 21 (4)
Gear: Spines (Str+d8; Poison)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
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.
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.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Poison: Spines inflict 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.

Great diadem urchin
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (3)
Gear: Spines (Str+d8; Poison)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
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.
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.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Poison: Spines inflict lethal poison if foe is Shaken or wounded.

Hunter sea urchin
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Tongue: Str; Reach 1"; Pull.
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.
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.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.

Spear urchin
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d4, Notice d6, Tracking d6, Swimming d6, Throwing d4
Charisma: -; Pace: 1; Parry: 4; Toughness: 14 (3)
Gear: Spines (Str+d8; Poison), spines (Throwing; range 3/6/12; Str+d6; Poison)
Edges: Frenzy
Special Abilities
Armour +3: Natural armour.
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.
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.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Poison: Spines and spines inflict lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Ravenous urchin 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, 2d4 damage within a MBT), Tracking d4, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: 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.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Swarm: +2 Parry, immune to most weapons.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunity: Mind-affecting effects.
Resistance: -1 damage from cold.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Seal

Seal
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 4; Parry: 2; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -1: Reduces Toughness by -1.

Elephant seal
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: 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.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Increases Toughness by +3.

Sea lion
   No description for this creature yet.

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

Walrus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Tracking d12+2, Swimming d8
Charisma: -; Pace: -; Parry: 6; Toughness: 15 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Tusks: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Gore: +4 damage when first moving adjacent to foe.
Natural Swimmer: Swimming Pace of 7", 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.
Resistance: -1 damage from cold.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Seaweed siren

Seaweed siren
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12, Stealth d12, Swimming d12+1, Throwing d12, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 8; Toughness: 17 (4)
Gear: Strident squalls (Throwing; range 3/6/12; Str+d6; Sonic)
Edges: Alertness, Arcane Background (Magic), Marksman
Powers: Confusion, Speak Language
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Aquatic: Swimming Pace of 13", and cannot drown.
Terrible Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Mind-affecting effects.
Resistances: -2 damage from fire and sonic.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Selkie

Selkie
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10, Tracking d8, Swimming d12+2
Charisma: +4; Pace: 5; Parry: 5; Toughness: 8 (2)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +2: Short fur.
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.
Aquatic: Swimming Pace of 14", and cannot drown.
Change Form: Can assume an alternate form as a normal action.
Resistance: -2 damage from cold.

Sentinel

Bronze sentinel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d8, Throwing d4, Spellcasting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Fiery bolt (Throwing; range 3/6/12; Str+d6; Fire)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Detect Arcana (sense magic)
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").
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".
Immunities: Fire and magic.
Size -1: Reduces Toughness by -1.

Marble sentinel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Throwing d4, Spellcasting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (2)
Gear: Paralyzing bolt (Throwing; range 3/6/12; Str+d6; Paralysis)
Edges: Arcane Background (Magic), Frenzy, Level Headed
Powers: Detect Arcana (sense magic)
Special Abilities
Armour +2: Natural armour.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Acid and magic.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -1: Reduces Toughness by -1.

Sentinel hut

Sentinel hut
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10
Charisma: +1; Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Dodge
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
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: Acid, cold and magic.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sepia snake

Sepia snake
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 17 (3)
Edges: Level Headed
Special Abilities
Armour +3: Brown scales.
Bite: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 8" and Climb 2.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sepulchral guardian

Sepulchral guardian
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (3)
Gear: Longsword (Str+d8)
Special Abilities
Armour +3: Natural armour.
Slams: Str+d4; Disease.
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: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Fire and cold.
Resistances: -2 damage from acid and electricity.
Disease: Make a Vigor roll or become afflicted.

Serpentfolk

Serpentfolk
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d10, Strength d6, Vigor d12
Skills: Fighting d8, Notice d10, Repair d8, Tracking d10, Spellcasting d12
Charisma: +1; Pace: 6; Parry: 6; Toughness: 9 (1)
Gear: Masterwork dagger (Str+d4)
Edges: Arcane Background (Magic), Level Headed
Powers: Deflection (blur), Disguise (illusion), Puppet
Special Abilities
Armour +1: Scaly skin.
Bite: 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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Poison, paralysis and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Degenerate serpentfolk
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Gear: Dagger (Str+d4)
Edges: Level Headed
Special Abilities
Armour +2: Scaly skin.
Bite: 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.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Poison, paralysis and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Seugathi

Seugathi
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12, Strength d10, Vigor d12
Skills: Fighting d8, Notice d12, Knowledge (Religion) d12, Stealth d10, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Gear: Masterwork short sword (Str+d6)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Armor, Confusion, Dispel, Fear (phantasmal killer), Flight (levitate), Mind Reading, Puppet
Special Abilities
Armour +2: Permanent armour spell.
Bite: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Poison and mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Fourteen feet long; Toughness +2.

Shadow

Shadow
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d8
Charisma: -; Pace: -; Parry: 4; Toughness: 7
Edges: Dodge
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.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 7" and Climb 1.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Greater shadow
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Edges: Dodge, Improved Dodge
Special Abilities
Incorporeal Touch: Str+d4; Strength.
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.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Unhallowed greater shadow
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Edges: Dodge, Improved Dodge
Special Abilities
Incorporeal Touch: Str+d4; Strength.
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.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Lesser shadow
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d8, Stealth d6
Charisma: -; Pace: -; Parry: 2; Toughness: 7
Edges: Dodge
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 7" and Climb 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Shadow rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
Special Abilities
Bite: Str; Strength Drain; 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.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
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.

Dire shadow rat
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d8, Notice d8, Stealth d10, Tracking d8
Charisma: +1; Pace: 7; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Rotting flesh.
Bite: Str+d4; Strength Drain; 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.
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.
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Shadow rat swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Climbing d10, Notice d8, Stealth d12+1, Tracking d8, Innate Powers d12
Charisma: -; Pace: 7; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers), Level Headed, Quick
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.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 9".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.

Shadow wolf
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 7
Edges: Alertness, Level Headed
Special Abilities
Incorporeal Bite: Str+d4; Str.
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Shadow mastiff

Shadow mastiff
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Go for the Throat.
Tail Slap: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Evil: Affected by powers and abilities that work on evil creatures.

Elite shadow mastiff
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d10, Stealth d10, Survival d8, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Evil: Affected by powers and abilities that work on evil creatures.

Unseelie shadow mastiff
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10, Tracking d10, Spellcasting d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Disguise (shapechange), Invisibility, Obscure (darkness), Slumber
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Go for the Throat: Target least armoured location on a raise.
Evil: Affected by powers and abilities that work on evil creatures.
Resistance: -1 damage from cold.

Shae

Shae
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Intimidation d8, Notice d8, Knowledge (Planes) d10, Persuasion d10, Stealth d10, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 5; Toughness: 8
Gear: Masterwork falchion (Str+d8; Cold)
Edges: Arcane Background (Magic), Strong Willed
Powers: Deflection (blur)
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Cold.

Shambling mound

Shambling mound
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)
Edges: Frenzy, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; 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.
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.
Immunity: Electricity.
Resistance: -2 damage from fire.
Size +3: Nine feet tall; Toughness +3.

Fetid spore mound
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Frenzy, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d6; 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunity: Electricity.
Resistance: -2 damage from fire.
Size +3: Increases Toughness by +3.

Shantak

Shantak
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d12+3, Vigor d12+1
Skills: Fighting d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 18 (3)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Slippery: +4 to resist and escape from grapple, constrict, Entangle, and other forms of confinement.
Flight: Flying Pace of 11" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Immunities: Cold and disease.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shark

Shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Dire shark (megalodon)
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12+3, Tracking d12+3, Swimming d12+1
Charisma: -; Pace: -; Parry: 7; Toughness: 22 (4)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
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.
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.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great white shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 18 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hammerhead shark
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Jigsaw shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
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.
Aquatic: Swimming Pace of 10", and cannot drown.

Tiger shark
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 16 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shedu

Shedu
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+1, Spirit d12+2, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Knowledge (Religion) d12, Knowledge (Planes) d12, Persuasion d12, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 7; Toughness: 13 (2)
Edges: Arcane Background (Magic), Strong Willed
Powers: Deflection (forcefield), Dispel, Healing
Special Abilities
Armour +2: Natural armour.
Horns: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Gore: +4 damage when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb 1.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Resistances: -2 damage from electricity and fire.
Size +3: Increases Toughness by +3.

Shenzuzhou

Shenzuzhou
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Climbing d12+1, Notice d10, Stealth d8, Spellcasting d4
Charisma: +2; Pace: 6; Parry: 8; Toughness: 18 (4)
Gear: Battleaxe (Str+d8), battleaxe (Str+d8)
Edges: Arcane Background (Magic), Quick, Sweep, Improved Sweep, Two-Fisted
Powers: Obscure (darkness)
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shining child

Shining child
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d6, Strength d6, Vigor d12
Skills: Fighting d12, Intimidation d12+3, Notice d12+3, Knowledge (Planes) d12+2, Persuasion d12+2, Repair d12+2, Shooting d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Gear: Touches (Str+d6; Fire; Burning Touch)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick
Powers: Dispel, Obscure (illusion), Teleport
Special Abilities
Armour +2: Natural armour.
Searing Ray: Shooting; range 12/24/48; 2d6; Fire.
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 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Fire and poison.
Resistances: -2 damage from cold and sonic.

Ship sentinel

Ship sentinel
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d12+2, Strength d12+1, Vigor d10
Skills: Fighting d8, Swimming d6, Throwing d6
Charisma: +1; Pace: 6; Parry: 7; Toughness: 11 (2)
Gear: Masterwork spear (Str+d6; Reach 1"; Parry +1; Salted), masterwork spear (Throwing; range 3/6/12; Str+d6; Salted)
Edges: Level Headed
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.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Weakness: Fire (double damage).
Size +2: Six feet tall; Toughness +2.

Shobhad

Shobhad
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d4, Survival d8, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Gear: Longsword (Str+d8), longsword (Str+d8), shobhad longrifle (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Level Headed, Two-Fisted
Tactics: Two Weapons
Special Abilities
Armour +1: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Resistance: -1 damage from cold.
Size +2: Twelve feet tall; Toughness +2.

Shocker lizard

Shocker lizard
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d8, Stealth d12+1, Swimming d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Green scales.
Bite: 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.
Immunity: Electricity.
Size -1: Reduces Toughness by -1.

Shrieker

Shrieker
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2
Charisma: -; Pace: 1; Parry: 2; Toughness: 6 (1)
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
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: Sonic.
Size -1: Reduces Toughness by -1.

Mindstab fungus
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2
Charisma: -; Pace: 1; Parry: 2; Toughness: 6 (1)
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
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: Sonic.
Size -1: Reduces Toughness by -1.

Singing shrieker
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2
Charisma: -; Pace: 1; Parry: 2; Toughness: 6 (1)
Tactics: No melee attacks
Special Abilities
Armour +1: Natural armour.
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: Sonic.
Size -1: Reduces Toughness by -1.

Shriezyx

Shriezyx
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Poison.
Claws: 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.
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".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Mind-affecting effects.
Weakness: Fire (double damage).
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Silid

Silid
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Stealth d10, Throwing d6, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (1)
Gear: Leather armour (+1), short sword (Str+d6), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Assassin
Powers: Deflection (blur)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Size -1: Reduces Toughness by -1.

Silver bells

Silver bells
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Notice d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 9 (1)
Edges: Alertness, Combat Reflexes
Special Abilities
Armour +1: Natural armour.
Tendril: 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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +2: Seven feet tall; Toughness +2.

Simurgh

❄Simurgh
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12+1, Strength d12+5, Vigor d12+3
Skills: Fighting d12+3, Healing d12, Notice d12+4, Persuasion d12+3, Survival d12, Shooting d12+2, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24 (5)
Edges: Ambidextrous, Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Detect Arcana (sense magic), Healing, Speak Language
Tactics: Two Weapons
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Fire.
Claws: Str+d8; Fire.
Glaring Ray: Shooting; range 12/24/48; 2d6; Fire.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 15" and Climb 2.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Fire, sleep, disease, poison and petrification.
Resistances: -2 damage from acid, cold and electricity.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sinspawn

Sinspawn (envy)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d8, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Sinspawn (gluttony)
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4, Intimidation d8, Notice d8, Stealth d6, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 8 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Sinspawn (greedspawn)
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d6, Stealth d8, Survival d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Lustspawn
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d6, Stealth d8, Survival d6, Tracking d6
Charisma: +1; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Sinspawn (pride)
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Repair d6, Stealth d8, Survival d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Sinspawn (sloth)
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d4, Intimidation d8, Notice d8, Stealth d6, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 7 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Sinspawn (wrath)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d8, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Gear: Ranseur (Str+d8)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinful Bite.
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.
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunity: Mind-affecting effects.
Sinful Bite: Make a Spirit roll or suffer a level of Fatigue.

Siren

Siren
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12+1, Strength d6, Vigor d8
Skills: Fighting d10, Notice d12, Knowledge (History) d10, Stealth d12, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Arcane Background (Magic), Assassin, Dodge, Frenzy, Quick
Powers: Fear, Puppet (living humanoids only), Slumber
Special Abilities
Armour +1: Natural armour.
Talons: Str+d4.
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 2.
Immunity: Mind-affecting effects.

Siyokoy

Siyokoy
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d8, Notice d12+2, Stealth d12+3, Survival d12, Lockpicking d12, Tracking d12+2, Swimming d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Alertness, Dodge
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4; Constrict.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
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.
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 15", and cannot drown.
Immunities: Electricity, cold and poison.
Weakness: Light sensitive.

Skeletal champion

Skeletal champion
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 11 (2)
Gear: Breastplate (+2), masterwork longsword (Str+d8), medium shield (+1 Parry)
Edges: Level Headed, Sweep
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Skeletal champion archer
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)
Gear: Breastplate (+3), masterwork longsword (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Level Headed, Marksman
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Gold-clad skeletal champion
   No description for this creature yet.

Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Intimidation d10, Climbing d8, Notice d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 17 (3)
Gear: Breastplate (+3), halberd (Str+d8; Reach 1")
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Fire, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Electricity (double damage).
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Skeletal mage
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d8, Knowledge (Religion) d10, Repair d10, Stealth d10, Shooting d6, Spellcasting d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Masterwork dagger (Str+d4)
Edges: Arcane Background (Magic), Level Headed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Detect Arcana (sense magic), Lower Trait (Strength), Zombie, Puppet (undead)
Special Abilities
Armour +2: Permanent armour spell.
Claw: Str+d4.
Ray: Shooting; range 12/24/48; 2d6; By Spell.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Skeleton

Medium skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d4.
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.

Acid skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d4; Acid.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Acid, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Skeletal archer
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), longbow (Shooting; range 15/30/60; 2d6)
Edges: Frenzy, Level Headed, Marksman
Special Abilities
Claws: Str+d4.
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.

Black skeleton
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Gear: Short swords (Str+d6; Strength Drain)
Edges: Frenzy, Level Headed, Two-Fisted
Special Abilities
Armour +2: Natural armour.
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.

Bloody skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d4.
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.

Burning skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8; Fire)
Edges: Level Headed
Special Abilities
Claw: Str+d4; Fire.
Darkvision: No vision penalties for darkness (range 12").
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
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.

Golden skeleton
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4-2
Charisma: +4; Pace: 5; Parry: 2; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8; Fire)
Edges: Level Headed
Special Abilities
Claw: Str+d4; Fire.
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).
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: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weaknesses: Electricity (double damage) and cold (double damage).

Shrine-blessed burning skeletons
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8; Fire)
Edges: Level Headed
Special Abilities
Claw: Str+d4; Fire.
Darkvision: No vision penalties for darkness (range 12").
Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
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.

Exploding skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d4.
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).
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.

Four-armed mudra skeleton
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Short sword (Str+d6), short swords (Str+d8)
Edges: Level Headed, Two-Fisted
Tactics: Two Weapons
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.
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.

Giant skeleton
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 10 (1)
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.

Skeleton (host corpse)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 11 (2)
Gear: Chainmail shirt (+2), broken scimitar (Str+d8)
Edges: Level Headed
Special Abilities
Claw: Str+d4.
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.

Advanced megaraptor skeleton
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d10, Stealth d12, Tracking d10
Charisma: -; Pace: 9; Parry: 5; Toughness: 15 (1)
Gear: Foreclaws (Str+d8)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Talons: 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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Skeletal mount
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 13 (2)
Gear: Chainmail shirt (+2)
Edges: Level Headed
Special Abilities
Bite: Str+d6.
Hooves: Str+d4.
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.
Size +2: Increases Toughness by +2.

Multiplying t-rex skeleton
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 23 (2)
Edges: Level Headed
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.
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.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Armored ogre skeleton
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 16 (3)
Gear: Platemail (+3), helmet (+3), greatclub (Str+d8)
Edges: Level Headed
Special Abilities
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.
Size +3: Increases Toughness by +3.

Owlbear skeleton
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d6; Grab.
Bite: Str+d6.
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.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +2: Increases Toughness by +2.

Troll skeleton
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (1)
Edges: Level Headed
Special Abilities
Armour +1: Flesh.
Bite: Str+d6.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size +3: Increases Toughness by +3.

Skin stealer

Skin stealer
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Healing d8, Notice d8, Stealth d12
Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Assassin, Frenzy
Special Abilities
Armour +1: Pink flesh.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.

Skin stitcher

Skin stitcher
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d8, Climbing d10, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Gear: Spiked chain (Str+d8)
Edges: Berserk, Combat Reflexes
Special Abilities
Armour +2: Scarred flesh.
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.

Skinwraith

Skinwraith
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8
Charisma: -; Pace: 1; Parry: 6; Toughness: 8
Gear: Lashes (Str+d8; Grab)
Edges: Ambidextrous, Frenzy
Special Abilities
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.
Flight: Flying Pace of 6" and Climb 0.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Skrik nettle

Skrik nettle
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (2)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
Armour +2: Feathers.
Bites: Str+d6; Poison.
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 6" and Climb 3.
Poison: Bites inflict lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Skulk

Skulk
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d12, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Gear: Short sword (Str+d6), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Assassin, Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Skull ripper

Skull ripper
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d12, Climbing d12+1, Stealth d12
Charisma: -; Pace: 7; Parry: 8; Toughness: 14 (3)
Edges: Combat Reflexes, Frenzy, Quick
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Constrict.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Resistance: -2 damage from cold.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Skulleton

Skulleton
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d6, Intimidation d10, Notice d10, Stealth d12
Charisma: -; Pace: -; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str; Disease.
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 4" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
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.

Skum (ulat-kini)

Skum (ulat-kini)
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Intimidation d4, Notice d6, Stealth d6, Swimming d12, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 10 (1)
Gear: Trident (Str+d6; Reach 1"; Parry +1), trident (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Resistance: -2 damage from cold.
Very Tough: +1 Toughness.

Skunk

Skunk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Claws: Str.
Spray: Shooting; range 4/8/16; 2d6; Musk.
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.
Musk: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant skunk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Survival d4, Tracking d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Spray: Shooting; range 4/8/16; 2d6; Musk.
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.
Musk: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Skvader

Skvader
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Stealth d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 4
Special Abilities
Bite: Str; Attach.
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 -1.
Size -2: 1½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Slaad lord

❄Slaad lord of entropy
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+6
Skills: Fighting d12+10, Intimidation d12+10, Climbing d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Knowledge (History) d12+10, Persuasion d12+10, Repair d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 13; Toughness: 21 (6)
Gear: Anarchic scythe (Str+d8; Death Stroke)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Powers: Banish (plane shift self), Blast (lightning storm), Detect Arcana (sense magic), Detect Arcana (see invisibility), Fear, Invisibility, Obscure (darkness), Summon Ally
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.
Arcane Resistance: +8 to resist opposed magic, and +8 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Resistances: -2 damage from acid, cold, electricity, fire and sonic.
Death Stroke: Make a Vigor roll at -3 or suffer a level of Fatigue.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

❄Slaad lord of the insane
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+5, Vigor d12+6
Skills: Fighting d12+7, Intimidation d12+10, Climbing d12+10, Notice d12+10, Knowledge (Religion) d12+10, Knowledge (Planes) d12+10, Knowledge (History) d12+10, Persuasion d12+10, Stealth d12+10, Survival d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 11; Toughness: 17 (6)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Sweep, Improved Sweep
Powers: Banish (plane shift self), Detect Arcana (sense magic), Detect Arcana (see invisibility), Invisibility, Obscure (darkness), Summon Ally
Special Abilities
Armour +6: Natural armour.
Slam: Str+d4; Energy Drain.
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.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +7 to resist opposed magic, and +7 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.
Resistances: -2 damage from acid, cold, electricity, fire and sonic.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Slag worm

Slag worm
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+7, Vigor d12+3
Skills: Fighting d12+3, Intimidation d12+4, Climbing d12+7, Notice d12+6, Knowledge (Engineering) d12+5, Knowledge (Planes) d12+5, Survival d12+5
Charisma: -; Pace: 6; Parry: 9; Toughness: 26 (6)
Edges: Alertness, Quick, Sweep, Improved Sweep, Strong Willed, War Cry
Special Abilities
Armour +6: Natural armour.
Bite: Str+d8; 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.
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.
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 6".
Hardy: A second Shaken result doesn't become a wound.
Immunity: Fire.
Weaknesses: Cold (double damage) and rust vulnerability.
Very Tough: +1 Toughness.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Slaughterford

Slaughterford
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d12+1
Charisma: -; Pace: 7; Parry: 7; Toughness: 11 (2)
Gear: Arm blades (Str+d8)
Edges: Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Very Tough: +1 Toughness.

Sleeping willow

Sleeping willow
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 16
Edges: Frenzy, Improved Frenzy, Sweep
Special Abilities
Slams: Str+d8; Grab; Constitution Drain.
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.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Constitution Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Sleipnir

Sleipnir
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Notice d12, Swimming d12
Charisma: -; Pace: 11; Parry: 8; Toughness: 15 (3)
Edges: Ambidextrous, Quick, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6.
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.
Immunity: Electricity.
Resistance: -2 damage from cold.
Size +3: Seven feet tall; Toughness +3.

Slime crawler

Larval slime crawler
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Climbing d8, Notice d8, Tracking d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d4; Reach 1"; Constrict.
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.
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".

Mature slime crawler
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Combat Reflexes, Frenzy, Improved Frenzy
Special Abilities
Armour +2: Natural armour.
Tentacles: Str+d6; Reach 1"; Paralysis.
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.
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: Twelve feet long; Toughness +2.

Slithering tracker

Slithering tracker
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d12+2
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 8
Edges: Frenzy
Special Abilities
Slams: Str+d4; Grab; Paralysis.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting effects.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Size -1: Reduces Toughness by -1.

Slorath

Slorath
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Climbing d12+1, Notice d12+3, Repair d12+2, Stealth d12, Swimming d12+1, Shooting d12, Spellcasting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 23 (4)
Edges: Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Blast (ice storm)
Special Abilities
Armour +4: Glossy-white scales.
Bite: Str+d8.
Paralysis Ray: Shooting; range 12/24/48; 2d6; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 4".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Paralyzing Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
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 +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sloth

Dire sloth
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d10, Stealth d8, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Fur.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

Slug

Giant slug
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Throwing d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 19 (4)
Gear: Spit acid (Throwing; range 3/6/12; Str+d6; Acid)
Special Abilities
Armour +4: Natural armour.
Tongue: Str; Reach 1"; Acid.
Blindsight: Ignore sight-based penalties and gaze attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Acid and mind-affecting effects.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant sea slug
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d6, Swimming d12+5
Charisma: -; Pace: -; Parry: 7; Toughness: 23 (3)
Edges: Hard to Kill, Sweep
Special Abilities
Armour +3: Swollen flesh.
Bite: Str+d8; Grab; Paralysis.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 17", and cannot drown.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Slurk

Slurk
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d12, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Slime squirt (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Sylph

Sylph
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Climbing d4, Notice d6, Persuasion d6, Stealth d8, Spellcasting d10
Charisma: -; Pace: 6; Parry: 2; Toughness: 6 (1)
Gear: Leather armour (+1), dagger (Str+d4), dagger (Throwing; range 3/6/12; Str+d4)
Edges: Arcane Background (Magic), Assassin, Dodge, Thief
Powers: Flight (feather fall)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Resistance: -1 damage from electricity.

Smoke haunt

Smoke haunt
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d12+1, Spellcasting d6
Charisma: +4; Pace: -; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Dodge, Level Headed, Quick
Powers: Deflection (forcefield), Puppet, Slumber
Special Abilities
Armour +1: Burning flesh.
Slam: Str+d4; Negative Energy.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 3.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Cold (double damage).
Size -1: Reduces Toughness by -1.

Snake

Anaconda
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d10, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d10; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become 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.

Giant anaconda
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Climbing d12+2, Notice d12+2, Tracking d12+2, Swimming d12+2
Charisma: -; Pace: 5; Parry: 6; Toughness: 23 (4)
Edges: Dodge, Level Headed
Special Abilities
Armour +4: Scales.
Bite: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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 7", and +2 to resist drowning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Emperor cobra
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d10, Tracking d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +3: Sixteen feet long; Toughness +3.

Giant venomous snake (king cobra)
   No description for this creature yet.

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

Spitting cobra
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d4, Notice d6, Stealth d10, Tracking d6, Swimming d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
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.
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.

Constrictor snake
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Green scales.
Bite: Str+d4; Constrict.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Very Tough: +1 Toughness.

Sea snake
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d12, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Four feet long; Toughness -1.

Giant sea snake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d10, Stealth d8, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 19 (3)
Edges: Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Bite inflicts 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.

Snake swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d10, Vigor d10
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d12, Notice d8, Stealth d12+1, Tracking d8, Swimming d8, Innate Powers d12
Charisma: -; Pace: 5; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Stun (distraction)
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.

Venomous snake swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d10, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d12, Notice d10, Stealth d12+1, Tracking d10, Swimming d10, Innate Powers d12
Charisma: -; Pace: 5; Parry: 4; Toughness: 9 (1)
Edges: Arcane Background (Super Powers), Level Headed, Quick
Powers: Stun (distraction)
Special Abilities
Armour +1: 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.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Venomous snake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d8, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Viper
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
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.

Sloth viper
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d8, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: 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 6".
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Snallygaster

Snallygaster
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Gear: Beak (Str+d8; Bleed)
Special Abilities
Armour +1: Natural armour.
Tentacles: Str+d4; Reach 1"; 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.
Flight: Flying Pace of 9" and Climb 2.
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)

Solifugid

Albino cave solifugid
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
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".
Immunity: Mind-affecting effects.

Giant solifugid
   No description for this creature yet.

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

Somalcygot

Somalcygot
   No description for this creature yet.

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

Soucouyant

Soucouyant
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d12+1, Notice d12+1, Stealth d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10 (2)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Detect Arcana (sense magic), Slumber, Wall Walker
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4.
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Fire, sleep, disease and fear.

Soul eater

Soul eater
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d12, Notice d12, Knowledge (Planes) d12, Stealth d12+1
Charisma: -; Pace: 6; Parry: 8; Toughness: 7 (1)
Edges: Dodge, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Spiritual 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 13" and Climb 3.
Evil: Affected by powers and abilities that work on evil creatures.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Soul nibbler

Soul nibbler
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Energy Drain.
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 4".
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Soul reaper

Soul reaper
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d12, Spirit d12+2, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+5, Notice d12+4, Knowledge (Religion) d12+4, Persuasion d12, Stealth d12+3, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 19 (4)
Gear: Scythe (Str+d8)
Edges: Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Detect Arcana (see invisibility), Invisibility
Special Abilities
Armour +4: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Soulbound doll

Soulbound doll
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4, Stealth d10, Spellcasting d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 4
Gear: Dagger (Str+d4)
Edges: Arcane Background (Magic), Level Headed
Powers: Flight (levitate)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Weakness: Mind-affecting effects.
Very Tough: +1 Toughness.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Spawn of destruction

❄The end-singer
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+5
Skills: Fighting d12+3, Notice d12+1, Tracking d12+1, Shooting d12+3, Spellcasting d6
Charisma: +4; Pace: 5; Parry: 9; Toughness: 32 (7)
Gear: Razor tongues (Str+d8; Bleed; Con Bleed; Blood Rage)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Level Headed, Marksman, Strong Willed
Powers: Invisibility
Special Abilities
Armour +7: Natural armour.
Bite: Str+d8.
Eye Rays: Shooting; range 12/24/48; 2d8; Nausea.
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 60", 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.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Flight: Flying Pace of 13" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Electricity, acid, sleep, disease, poison, shapechanging, paralysis, petrification, Gang Up bonuses, mind-affecting effects and bleeding.
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 +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.

❄The firebleeder
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d12, Strength d12+6, Vigor d12+4
Skills: Fighting d12+5, Climbing d12+5, Notice d12+3, Survival d12+2, Throwing d12+4
Charisma: -; Pace: 9; Parry: 10; Toughness: 33 (7)
Gear: Lava bombs (Throwing; range 3/6/12; Str+d6; Bludgeoning; Burn Splash)
Edges: Combat Reflexes, Frenzy, Hard to Kill, Level Headed, Quick, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +7: Natural armour.
Claws: Str+d8; Burn.
Bite: Str+d8; Burn; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Fear -4: Anyone who sees this creature must make a Fear check at -4.
Burrow: Can burrow and reappear within 9".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 9".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep, disease, poison, shapechanging, paralysis, petrification and bleeding.
Weakness: Cold (double damage).
Resistances: -4 damage from electricity and sonic.
Burn: Make a Vigor roll at -3 or suffer a level of Fatigue.
Burn: Make a Vigor roll at -3 or suffer a level of Fatigue.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

❄The monarch worm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+5, Vigor d12+5
Skills: Fighting d12+4, Climbing d12+1, Notice d12+4, Swimming d12+1, Shooting d12+3, Spellcasting d4
Charisma: +4; Pace: 7; Parry: 10; Toughness: 33 (8)
Edges: Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Powers: Blast (earthquake)
Special Abilities
Armour +8: Natural armour.
Toothed Tentacles: Str+d8; Reach 1"; Grab.
Ray: Shooting; range 12/24/48; 2d6.
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 36" 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 -4: Anyone who sees this creature must make a Fear check at -4.
Burrow: Can burrow and reappear within 7".
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Hungry Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Acid, cold, disease, poison, shapechanging, paralysis, petrification, mind-affecting effects and bleeding.
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.

❄Tarrasque
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+7, Vigor d12+5
Skills: Fighting d12+4, Notice d12+8, Tracking d12+8, Throwing d12+3
Charisma: -; Pace: 7; Parry: 10; Toughness: 35 (8)
Gear: Spines (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Level Headed, Quick, Sweep, Improved Sweep
Special Abilities
Armour +8: 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.
Fear -5: Anyone who sees this creature must make a Fear check at -5.
Arcane Resistance: +7 to resist opposed magic, and +7 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Acid, fire, disease, poison, shapechanging, paralysis, petrification, mind-affecting effects and bleeding.
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.

Spawning canker

Spawning canker
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d12, Stealth d12+1
Charisma: +2; Pace: 7; Parry: 7; Toughness: 11 (2)
Edges: Dodge, Improved Dodge, Frenzy, Quick
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Tentacle: 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.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Mind-affecting effects.

Spectral rock troll

Spectral rock troll
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d12, Stealth d6, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 10
Edges: Alertness, Level Headed
Special Abilities
Corrupting Touch: Str+d6; Fort Dc Half.
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.
Ethereal: Intangible and can only be hurt by magical attacks.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +2: Increases Toughness by +2.

Spectre

Spectre
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d10, Notice d12+1, Knowledge (Religion) d10, Knowledge (History) d10, Stealth d12, Survival d10
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Energy Drain.
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.
Flight: Flying Pace of 11" and Climb 3.
Weaknesses: Resurrection vulnerability and powerless in sunlight.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Spellscar fext

Spellscar fext
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d12, Notice d12, Stealth d12+1
Charisma: +4; Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Combat Reflexes, Frenzy, Level Headed, Sweep
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.

Sphinx

Androsphinx
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12+2, Survival d12, Faith d12
Charisma: +2; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Alertness, Arcane Background (Miracles), Frenzy, Sweep, Improved Sweep, War Cry
Powers: Boost Trait (Strength), Deflection (forcefield), Detect Arcana (sense magic), Fear, Healing, Lower Trait (curse), Mind Reading (speak with dead)
Special Abilities
Armour +3: Natural armour.
Claws: 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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb -1.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Criosphinx
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Magic), Frenzy
Powers: Beast Friend
Special Abilities
Armour +3: Natural armour.
Claws: 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.
Flight: Flying Pace of 9" and Climb -1.
Size +3: Increases Toughness by +3.

Gynosphinx
   No description for this creature yet.

Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d12, Repair d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 7; Toughness: 13 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Strong Willed
Powers: Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Fear, Invisibility, Slumber
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb -1.
Size +3: Ten feet long; Toughness +3.

Hieracosphinx
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Sweep
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Flight: Flying Pace of 9" and Climb -1.
Size +2: Nine feet long; Toughness +2.

Spider

Albino cave spider
   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
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
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.

Diamond spider
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Gear: Diamond blade (Str+d6)
Special Abilities
Armour +1: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.

Drain spider
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d4 (M), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4, Climbing d12+1, Notice d6, Stealth d12+2
Charisma: -; Pace: 6; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Dream spider
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Giant spider
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d12, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Giant black widow spider
   No description for this creature yet.

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

Giant crab spider
   No description for this creature yet.

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

Giant skate spider
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 17 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Grab; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Bite inflicts 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.

Giant tarantula spider
   No description for this creature yet.

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

Ogre spider
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Climbing d12+4, Notice d6, Stealth d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 15 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Immunity: Mind-affecting effects.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Scarlet spider
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12+2, Notice d6, Stealth d12+1
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
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 6".
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.

Skull spider
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (M), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6, Stealth d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Natural armour.
Sting: 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 4".
Immunity: Mind-affecting effects.
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.

Spider swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d6, Innate Powers d10
Charisma: -; Pace: 5; 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 5".
Immunity: Mind-affecting effects.
Poison: Swarm inflicts lethal poison if foe is Shaken or wounded.

Spider collective

Spider collective
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
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").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Spider eater

Spider eater
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Edges: Dodge
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Pincers: 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 9" and Climb 1.
Size +3: Fourteen feet long; Toughness +3.

Spikestone guardian

Spikestone guardian
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Throwing d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 17 (4)
Edges: Frenzy
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Spike Volley: Throwing; range 12/24/48; Str+d6.
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.
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.
Resistances: -2 damage from cold, electricity and fire.
Size +4: Six feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Spindler

Spindler
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 6
Gear: Needle (Str+d8; Poison)
Edges: Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Poison: Needle inflicts lethal poison if foe is Shaken or wounded.

Spriggan

Spriggan
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d4, Notice d8, Stealth d12, Lockpicking d10, Shooting d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Gear: Leather armour (+1), masterwork morningstar (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes
Powers: Growth/Shrink
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Reduces Toughness by -1.

Fellnight spriggan
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d8, Stealth d4, Lockpicking d6, Shooting d6, Spellcasting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Gear: Chainmail shirt (+2), thorn dart (Shooting; range 3/6/12; 2d4)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Frenzy, Quick Draw
Powers: Growth/Shrink, Entangle
Special Abilities
Slams: Str+d6; Grab.
Horns: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Thorns: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage.
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.
Gore: +4 damage when first moving adjacent to foe.
Weakness: Fire (double damage).
Size +2: Increases Toughness by +2.

Spring-heeled jack

Spring-heeled jack
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d12, Spellcasting d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 6
Gear: Masterwork dagger (Str+d4)
Edges: Arcane Background (Magic), Assassin
Powers: Flight (feather fall)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 fire damage.
Very Tough: +1 Toughness.
Size -1: Four feet tall; Toughness -1.

Sprite

Sprite
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d12+1, Spellcasting d4
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Gear: Shortsword (Str+d6), shortbow (Shooting; range 12/24/48; 2d6)
Hindrances: Small (M)
Edges: Alertness, Arcane Background (Magic)
Powers: Light (dancing lights), Stun (daze)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
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.

Sprite swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d10, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Intimidation d10, Notice d12, Stealth d12+4, Spellcasting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
Edges: Alertness, Arcane Background (Magic), Dodge, Level Headed
Powers: Stun (distraction), Stun (daze)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 9" and Climb 3.

Squealer

Squealer
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d10, Stealth d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Frenzy, Level Headed, Sweep
Special Abilities
Armour +2: Long fur.
Claws: Str+d6.
Bite: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +3: Nine feet tall; Toughness +3.

Squid

Squid
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 5
Edges: Ambidextrous, Level Headed, Quick
Tactics: Two Weapons
Special Abilities
Bite: Str+d4.
Tentacles: Str+d4; 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 10", and cannot drown.

Squid, giant
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 17 (2)
Gear: Arms (Str+d8)
Edges: Ambidextrous, Combat Reflexes, Level Headed, Quick
Tactics: Two Weapons
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Squirrel

Squirrel
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12
Charisma: -; Pace: 5; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: 1½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Flying squirrel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
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.

Star monarch

Star monarch
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d10, Notice d12, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 7; Toughness: 15 (2)
Edges: Alertness, Arcane Background (Magic), Dodge, Frenzy, Level Headed, Strong Willed
Powers: Deflection (entropic shield), Deflection (forcefield), Light (dancing lights), Slumber, Voice on the Wind (dream message)
Special Abilities
Armour +2: Peacock feathers.
Claws: Str+d8; Grab.
Tail: Str+d8; Nonlethal.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 11" and Climb 0.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunity: Cold.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Star-spawn of cthulhu

❄Star-spawn of cthulhu
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d12+4, Strength d12+7, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+6, Notice d12+7, Knowledge (Planes) d12+5, Repair d12+6, Swimming d12+10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 24 (6)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Strong Willed
Powers: Voice on the Wind (dream message)
Special Abilities
Armour +6: Natural armour.
Claws: Str+d8.
Tentacles: Str+d8; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsight: Ignore sight-based penalties and gaze attacks.
Immortality: Reforms after a period of time if killed.
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.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
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: Cold, disease and poison.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Stegocentipede

Stegocentipede
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d6, Stealth d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Poison.
Sting: Str+d8; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunity: Mind-affecting effects.
Poison: Bite and sting inflict lethal poison if foe is Shaken or wounded.
Size +5: Eighteen feet long; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stench kow

Stench kow
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
Horns: 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.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Fire, cold and poison.
Size +2: Eight feet long; Toughness +2.

Stirge

Stirge
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Stealth d12, Tracking d4
Charisma: -; Pace: 4; Parry: 5; Toughness: 3
Special Abilities
Touch: Str; Attach.
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.
Size -2: One foot long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant stirge
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Stealth d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 4
Edges: Level Headed
Special Abilities
Bite: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 7" and Climb 0.
Size -1: Reduces Toughness by -1.

Stone maiden

Stone maiden
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d12, Knowledge (Planes) d12, Knowledge (Nature) d12, Persuasion d12+1, Repair d12, Survival d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 11 (3)
Gear: Longsword (Str+d8)
Edges: Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Barrier (stone), Elemental Manipulation (earth)
Special Abilities
Armour +3: The skin.
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 6".
Immunity: Magic.

Stormghost

Stormghost
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12+2, Climbing d12+3, Notice d12+2, Stealth d12+2, Survival d12+1, Tracking d12+2, Spellcasting d6
Charisma: +1; Pace: 8; Parry: 9; Toughness: 16 (3)
Edges: Arcane Background (Magic), Assassin, Combat Reflexes, Dodge, Improved Dodge, Level Headed
Powers: Blast (ice storm), Invisibility, Obscure (fog), Obscure (darkness), Obscure (fog cloud), Pummel (wind)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8; Electricity.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Sleep, disease, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from cold and fire.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stormwarden

Stormwarden
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d8, Survival d8, Shooting d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 7 (1)
Gear: Leather armour (+1), longsword (Str+d8), longbow (Shooting; range 15/30/60; 2d6)
Edges: Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Strangle weed

Strangle weed
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d4, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Aquatic: Swimming Pace of 12", and cannot drown.
Resistance: -2 damage from fire.
Size +2: Ten feet long; Toughness +2.

Strix

Strix
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 5
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Edges: Level Headed
Special Abilities
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.

Stroke lad

Stroke lad
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d12, Persuasion d10, Stealth d12, Spellcasting d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Level Headed
Powers: Confusion, Dispel, Light (dancing lights), Mind Reading
Special Abilities
Armour +2: Natural armour.
Slap: Str+d4; Dexterity Drain.
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.

Stygian leviathan

Stygian leviathan
   No description for this creature yet.

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

Stygira

Stygira
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d12+2, Strength d12, Vigor d12
Skills: Fighting d8, Notice d12+2, Knowledge (Religion) d10, Repair d10, Tracking d12+2
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Cracked flesh.
Claws: Str+d4; Stone Curse.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
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.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Gem Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Paralysis, petrification and gaze attacks.
Stone Curse: Make a Spirit roll or suffer a level of Fatigue.

Stymphalian bird

Stymphalian bird
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (1)
Gear: Feathers (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Claws: Str+d4.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 10" and Climb 0.

Stymphalides

Stymphalidies
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d10, Throwing d6
Charisma: +2; Pace: 5; Parry: 6; Toughness: 14 (3)
Gear: Wing razors (Throwing; range 3/6/12; Str+d6; Bleed)
Edges: Level Headed, Quick
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Bleed.
Talons: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 15" and Climb -1.
Immunity: Fire.
Weakness: Sonic (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)
Size +3: Increases Toughness by +3.

Stymphalides swarm
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Innate Powers d12
Charisma: -; Pace: 4; Parry: 4; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Super Powers), Dodge, Level Headed
Powers: Stun (distraction)
Special Abilities
Armour +2: Feathers.
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 9" and Climb 0.
Immunity: Fire.
Weakness: Sonic (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)

Sudoth

Sudoth
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10, Survival d8, Swimming d12+1
Charisma: -; Pace: 1; Parry: 6; Toughness: 7 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Edges: Ambidextrous, Frenzy
Special Abilities
Armour +1: Natural armour.
Slam: 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.
Aquatic: Swimming Pace of 13", and cannot drown.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Water.

Suli

Suli
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Knowledge (Nature) d6, Persuasion d4, Survival d4, Tracking d4, Shooting d6
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (2)
Gear: Chainmail (+2), scimitar (Str+d8), shortbow (Shooting; range 12/24/48; 2d6)
Edges: Beast Master, Woodsman
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Resistances: -1 damage from acid, cold, electricity and fire.

Svirfneblin

Svirfneblin
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Healing d6, Notice d6, Repair d6, Stealth d10, Survival d6, Tracking d6, Shooting d4, Spellcasting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 6
Gear: Heavy pick (Str+d8), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic), Beast Master, Woodsman
Powers: Conceal Arcana, Deflection (blur), Disguise (illusion)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Syrinx

Syrinx
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d4, Repair d6
Charisma: -; Pace: 6; Parry: 3; Toughness: 5
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1)
Special Abilities
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.

T’shann

T’shann
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d6
Charisma: -; Pace: 1; Parry: 4; Toughness: 6 (1)
Edges: Quick
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 1".
Size -1: Four feet long; Toughness -1.

Tabaxi

Tabaxi
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d4, Stealth d4, Tracking d4, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 6
Gear: Javelin (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
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.
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".

Taer

Taer
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d6, Tracking d8, Throwing d4
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (2)
Gear: Shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +2: Snow-white fur.
Slams: Str+d4.
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.
Immunity: Cold.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Tangtal

Tangtal
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Brown fur.
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.

Tanuki

Tanuki
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Nature) d6, Persuasion d6, Repair d6, Stealth d10, Throwing d6, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 9; Toughness: 9 (1)
Gear: Masterwork quarterstaff (Str+d4; Reach 1"; Parry +1), masterwork quarterstaff (Str+d4; Reach 1"; Parry +1), medium shield (+1 Parry), sling (Throwing; range 4/8/16; Str+d4)
Edges: Arcane Background (Magic), Florentine, Two-Fisted
Powers: Disguise (illusion)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Change Form: Can assume an alternate form as a normal action.

Taotieh

Taotieh
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12
Charisma: -; Pace: 7; Parry: 8; Toughness: 17 (4)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Claws: 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.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Weakness: Sonic (double damage).
Resistances: -2 damage from acid, cold, electricity and fire.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tatzlwyrm

Tatzlwyrm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Climbing d12, Notice d8, Stealth d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Scaly hide.
Bite: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
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".
Immunities: Sleep and paralysis.
Poison: Inflict lethal poison if foe is Shaken or wounded.

Tavi (mongoose folk)

Tavi (mongoose folk)
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Persuasion d10, Stealth d8, Survival d4, Tracking d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Gear: Sling stone (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Dodge, Level Headed, Quick
Special Abilities
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 5".
Size -1: Reduces Toughness by -1.

Tazelwurm

Tazelwurm
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Grayish scales.
Claws: Str+d8.
Bite: 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.
Resistance: -2 damage from fire.
Size +2: Increases Toughness by +2.

Tear of nuruu’gal

Tear of nuruu’gal
   No description for this creature yet.

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d8, Vigor d12+2
Skills: Fighting d4, Climbing d10, Stealth d4, Throwing d4, Spellcasting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 9
Gear: Ranged (Throwing; range 3/6/12; Str+d6; By Spell)
Edges: Arcane Background (Magic)
Powers: Mind Reading
Special Abilities
Slam: Str+d4; Burn; 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 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Fire, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Temporal crawler

Temporal crawler
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d10, Stealth d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Silver fur.
Bite: Str+d4; Paralysis.
Low Light Vision: No penalties for dim or dark lighting.
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.
Immunity: Magic.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Tendriculos

Tendriculos
   No description for this creature yet.

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

Tendrul

Tendrul
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 14 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Constrict.
Tail Slap: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Very Tough: +1 Toughness.
Size +3: Twelve feet long; Toughness +3.

Tenebrous worm

Tenebrous worm
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12+1
Skills: Fighting d10, Notice d12, Stealth d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 10 (2)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Acid.
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.
Immunity: Acid.
Poison: Inflict lethal poison if foe is Shaken or wounded.

Tengu

Tengu
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d8, Stealth d8, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), dagger (Str+d4), short bow (Shooting; range 12/24/48; 2d6)
Edges: Assassin, Thief
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.

Greater tengu
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d12, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Religion) d10, Knowledge (Planes) d10, Persuasion d10, Repair d10, Stealth d10, Throwing d8, Faith d12
Charisma: +1; Pace: 7; Parry: 7; Toughness: 8 (1)
Gear: Leather armour (+1), katana (Str+d6+2; AP 2; Attack; Damage To Sunder), wakizashi (Str+d8; Attack; Damage To Sunder), masterwork shuriken (Throwing; range 3/6/12; Str+d6; Range Increment)
Edges: Arcane Background (Miracles), Dodge, Improved Dodge, Two-Fisted
Powers: Banish (plane shift self), Boost Trait (bless), Deflection (blur), Disguise (shapechange), Fear, Invisibility, Intangibility (gaseous form)
Tactics: Two Weapons
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 9" and Climb 3.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Immunities: Shapechanging and petrification.
Resistances: -1 damage from acid, cold and electricity.

Tentacled horror

Tentacled horror
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Fighting d10, Intimidation d12+2, Notice d12+2
Charisma: +4; Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Frenzy, Improved Frenzy, Quick, Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Tentacles: Str+d8; Reach 1"; Constrict.
Bite: Str+d8.
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.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Resistance: -2 damage from acid.
Size +6: Two feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tentamort

Tentamort
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 8 (2)
Edges: Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Sting: Str+d4; Poison.
Tentacle: Str+d4; Reach 1"; Constrict.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.

Terra-cotta soldier

Terra-cotta soldier
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Notice d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Gear: Longsword (Str+d8), shortsword (Str+d6)
Edges: Level Headed, 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.
Immunity: Fire.

Terra-cotta archer
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Notice d8, Shooting d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (2)
Gear: Composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Frenzy, Level Headed, Marksman
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").
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunity: Fire.

Terra-cotta horseman
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 13 (2)
Gear: Lance (Str+d8)
Edges: Level Headed
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.
Immunity: Fire.
Size +3: Increases Toughness by +3.

Terror wolf

Terror wolf
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
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: Anyone who sees this creature must make a Fear check.
Immunity: Fear.

Tetrolimulus

Tetrolimulus
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Fighting d12, Climbing d10, Notice d8, Survival d12, Swimming d6
Charisma: -; Pace: 8; Parry: 8; Toughness: 15 (3)
Edges: Ambidextrous, Frenzy, Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Resistance: -2 damage from cold.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Thawn

Thawn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Repair d6, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Frenzy
Special Abilities
Armour +2: Loose flesh.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Nine feet tall; Toughness +2.

Therianthrope

Asswere
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d4, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Longspear (Str+d6; Reach 1"; Parry +1)
Special Abilities
Armour +1: Blackish-gray 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.
Change Form: Can assume an alternate form as a normal action.

Foxwere
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12, Stealth d12+1, Survival d8, Tracking d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Reddish fur.
Bite: Str+d4; As Short Sword.
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.
Change Form: Can assume an alternate form as a normal action.
Charming Gaze: All creatures within 12" must make a Spirit roll to resist.

Jackalwere
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8, Survival d8, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 8 (1)
Gear: Longsword (Str+d8)
Special Abilities
Armour +1: Dark 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.
Change Form: Can assume an alternate form as a normal action.
Sleep Gaze: All creatures within 12" must make a Spirit roll to resist.

Lionwere
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Brown fur.
Bite: Str+d6; Grab.
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.
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.
Change Form: Can assume an alternate form as a normal action.
Size +3: Increases Toughness by +3.

Owlwere
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Brownish-yellow feathers.
Talons: Str+d4.
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.
Change Form: Can assume an alternate form as a normal action.

Wolfwere
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Survival d6, Tracking d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)
Gear: Bastard sword (Str+d8; Go for the Throat)
Special Abilities
Armour +1: Gray 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.
Change Form: Can assume an alternate form as a normal action.

Dire wolfwere
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d6, Survival d6, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 12 (2)
Gear: Longsword (Str+d8; Go for the Throat)
Special Abilities
Armour +2: Gray 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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Change Form: Can assume an alternate form as a normal action.
Sickness Gaze: All creatures within 12" must make a Spirit roll to resist.
Size +2: Increases Toughness by +2.

Thermite

❄Queen thermite
   No description for this creature yet.

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

Soldier thermite
   No description for this creature yet.

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

Worker thermite
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Fire; Burn.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Immunities: Fire and mind-affecting effects.
Weakness: Cold (double damage).

Thessalhydra hybrid

Thessalgorgon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 20 (3)
Edges: Combat Reflexes, Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Metallic scales.
Serpentine Bites: Str+d8; Acid.
Bite: Str+d8; Acid.
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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll or use its breath weapon without incurring a MAP, although each head can only perform one action each round, and no more than four heads can attack a single target. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Breath Weapons: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d10 damage. If a victim is targeted by multiple breath attacks from the same hydra in the same round, they only need to make one Agility roll, and if it fails they only suffer the damage once.
Immunity: Acid.
Size +8: Twelve feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Thessalisk
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Combat Reflexes, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Serpentine Bites: Str+d6; Acid.
Bite: Str+d6; Acid.
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.
Multiple Heads: This creature has multiple heads, each of which can make a Fighting roll without incurring a MAP, although no more than four heads may attack a single target each round. A Called Shot to the head that causes Shaken or inflicts wounds automatically severs one head, and the creature dies if all its heads are severed.
Regrow heads: When the creature draws Hearts for initiative, any severed heads are replaced with two new ones at the beginning of its turn, although it can never exceed twice its normal number of heads. Heads that were severed with acid or fire attacks do not regenerate. A character may also make a Called Shot touch attack with an acid or fire weapon, cauterizing a stump on a successful hit (don't roll for damage in this case).
Hardy: A second Shaken result doesn't become a wound.
Gaze Attack: All creatures within 12" must make a Spirit roll to resist.
Immunity: Acid.
Size +3: Twelve feet long; Toughness +3.

Thin man

Thin man
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d10, Survival d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Dodge, Level Headed, Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Claws: Str+d4; Bleed.
Low Light Vision: No penalties for dim or dark lighting.
Burrow: Can burrow and reappear within 5".
Immunity: Poison.
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)

Thoqqua

Thoqqua
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d8, Survival d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Red-hot scales.
Slam: Str+d4; Burn.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Burrow: Can burrow and reappear within 5".
Immunity: Fire.
Weakness: Cold (double damage).

Thorny

Thorny
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (2)
Edges: Combat Reflexes
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Go for the Throat: Target least armoured location on a raise.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Thorny tyrannosaurus

Thorny tyrannosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12+2
Skills: Fighting d12+3, Notice d12+7, Stealth d6, Tracking d12+7
Charisma: -; Pace: 8; Parry: 9; Toughness: 30 (5)
Edges: Hard to Kill, Level Headed, Quick, Strong Willed
Special Abilities
Armour +5: 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.
Fast Runner: Roll d8 when running instead of d6.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
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.

Thrasfyr

❄Thrasfyr
   Thrasfyr appear as a strange hybrid of bull, bear and serpent, with six powerful legs and shimmering red scales

Attributes: Agility d8, Smarts d4, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Climbing d12+1, Notice d12+4, Spellcasting d4
Charisma: +4; Pace: 8; Parry: 8; Toughness: 23 (5)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Strong Willed
Powers: Detect Arcana (see invisibility), Invisibility, Teleport
Special Abilities
Armour +5: Red scales.
Bites: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 8".
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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire and sonic.
Weakness: Cold (double damage).
Resistance: -6 damage from electricity.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Thriae

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

Attributes: Agility d6, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+3
Skills: Fighting d12+3, Notice d12+7, Knowledge (Religion) d12+4, Persuasion d12+6, Repair d12+4, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 9; Toughness: 22 (6)
Gear: Axiomatic light mace (Str+d6; AP 2)
Edges: Alertness, Arcane Background (Magic), Level Headed, Strong Willed
Powers: Greater Healing, Healing, Mind Reading, Mind Reading (speak with dead)
Special Abilities
Armour +6: Natural armour.
Sting: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Flight: Flying Pace of 8" and Climb 1.
Immunities: Sonic and poison.
Resistance: -4 damage from acid.
Poison: Sting 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.

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

Attributes: Agility d12+1, Smarts d12+1, Spirit d12+2, Strength d8, Vigor d12+1
Skills: Fighting d12, Notice d12+4, Persuasion d12+2, Repair d12+1, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 10; Toughness: 11 (3)
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Quick, Two-Fisted
Powers: Dispel (invisibility only), Invisibility, Mind Reading, Slumber, Summon Ally
Special Abilities
Armour +3: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 9" and Climb 2.
Immunities: Sonic and poison.
Resistance: -2 damage from acid.

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

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d8, Stealth d8, Survival d8, Shooting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (2)
Gear: Chainmail (+2), composite longbow (Shooting; range 15/30/60; 2d6; Poison)
Edges: Marksman
Special Abilities
Sting: Str+d4; Poison.
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 2.
Immunities: Sonic and poison.
Poison: Sting and composite longbow inflict lethal poison if foe is Shaken or wounded.

Thrush

Thrush
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Thunder beast

Thunder beast
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 20 (2)
Special Abilities
Armour +2: Natural armour.
Bite: 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.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 resists damage.
Very Tough: +1 Toughness.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Thunderbird

Thunderbird
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d12, Notice d12+1, Throwing d10, Spellcasting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 23 (4)
Gear: Thunderbolt (Throwing; range 3/6/12; Str+d6; Electricity; Sonic)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed, Strong Willed
Powers: Obscure (fog)
Special Abilities
Armour +4: A-coloured feathers.
Claws: Str+d8; Grab.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 15" and Climb 2.
Immunities: Electricity and sonic.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Thundershrike

Thundershrike
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d12+1, Knowledge (Nature) d10, Repair d10, Survival d10, Spellcasting d8
Charisma: +2; Pace: 5; Parry: 7; Toughness: 17 (2)
Edges: Arcane Background (Magic), Frenzy
Powers: Bolt (lightning bolt), Obscure (fog), Pummel (wind)
Special Abilities
Armour +2: Ebon feathers.
Claws: Str+d8.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 10" and Climb 0.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Thylacine

Thylacine
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d4, Notice d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Two feet tall; Toughness -1.

Brush thylacine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.

Tick

Giant tick
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4, Climbing d8, Stealth d8, Tracking d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 8 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Grab; Attach; Disease.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Disease: Make a Vigor roll or become afflicted.
Size -1: Three feet long; Toughness -1.

Tick swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d10, Strength d8, Vigor d12
Skills: Fighting N/A (automatically hits, 2d10 damage within a MBT), Climbing d10, Tracking d4, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 9 (1)
Edges: Arcane Background (Super Powers)
Powers: Stun (distraction)
Special Abilities
Armour +1: 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.
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".
Immunity: Mind-affecting effects.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Disease: Make a Vigor roll or become afflicted.

Tiefling

Tiefling
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Notice d6, Stealth d8, Lockpicking d6, Shooting d4, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Studded leather armour (+1), short sword (Str+d6), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic), Assassin, Thief
Powers: Obscure (darkness)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Resistances: -1 damage from cold, electricity and fire.

Tigrilla

Tigrilla
   The tigrilla has the head of a tiger and the body of a gorilla, with black-and-orange striped fur and retractable cat-like claws.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d6, Tracking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Orange-brown fur.
Claws: Str+d6; Grab.
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.
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 4".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Time flayer

Time flayer
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d12+1, Vigor d10
Skills: Fighting d10, Intimidation d12+1, Climbing d10, Notice d12+2, Knowledge (History) d12+2, Persuasion d12+1, Stealth d12+3, Survival d12+2
Charisma: +4; Pace: 7; Parry: 6; Toughness: 10 (3)
Gear: Greatsword (Str+d10; Parry -1)
Edges: Dodge, Improved Dodge, Level Headed, Quick
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.
Hardy: A second Shaken result doesn't become a wound.

Titan

Elysian titan
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+2, Spirit d12+3, Strength d12+8, Vigor d12+6
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+5, Knowledge (Engineering) d12+3, Knowledge (Planes) d12+4, Persuasion d12+5, Repair d12+4, Faith d12
Charisma: +4; Pace: 9; Parry: 8; Toughness: 34 (5)
Gear: Maul (Str+d8; Parry -1; AP 2)
Edges: Arcane Background (Miracles), Level Headed
Powers: Dispel, Greater Healing, Lower Trait (curse), Puppet
Special Abilities
Armour +5: Natural armour.
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.
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: Disease, aging and death magic.
Size +18: Seventy feet tall; Toughness +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Hekatonkheires titan
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+2, Spirit d12+1, Strength d12+8, Vigor d12+7
Skills: Fighting d12+3, Intimidation d12+6, Climbing d12+9, Notice d12+6, Knowledge (Planes) d12+5, Knowledge (History) d12+4, Persuasion d12+5, Repair d12+5, Survival d12+4, Throwing d12+2, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 36 (7)
Gear: Weapon (Str+d8; Whirlwind), rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Magic), Level Headed, Quick, Sweep, Improved Sweep
Powers: Blast (lightning storm), Dispel, Greater Healing, Lower Trait (curse), Puppet
Special Abilities
Armour +7: Natural armour.
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.
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, mind-affecting effects, aging and death magic.
Size +18: Fifty feet tall; Toughness +18.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Thanatotic titan
   No description for this creature yet.

Attributes: Agility d6, Smarts d12+3, Spirit d12+1, Strength d12+9, Vigor d12+7
Skills: Fighting d12+2, Intimidation d12+5, Notice d12+5, Knowledge (Religion) d12+5, Persuasion d12+4, Repair d12+6, Riding d12+1, Stealth d6, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 9; Parry: 9; Toughness: 35 (5)
Gear: Unholy battleaxe (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Level Headed, Quick, Strong Willed
Powers: Dispel, Greater Healing, Lower Trait (curse), Puppet
Special Abilities
Armour +5: Natural armour.
Claw: Str+d8.
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.
Arcane Resistance: +6 to resist opposed magic, and +6 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: Disease, aging and death magic.
Size +19: Increases Toughness by +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Toad

Toad
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Stealth d12+2, Tracking d6, Swimming d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 1
Hindrances: Small (M)
Tactics: No melee attacks
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.
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.

Giant toad
   No description for this creature yet.

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

Tobongo

Tobongo
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Intimidation d12, Notice d10, Knowledge (Nature) d12, Persuasion d12, Stealth d8, Throwing d8, Spellcasting d8
Charisma: +4; Pace: 7; Parry: 7; Toughness: 24 (5)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Arcane Background (Magic), Frenzy, Strong Willed
Powers: Entangle
Special Abilities
Armour +5: Natural armour.
Slams: Str+d10; 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.
Weakness: Fire (double damage).
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Tojanida

Tojanida
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Notice d12, Knowledge (Planes) d8, Stealth d8, Survival d8, Swimming d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Dodge
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.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from electricity and fire.

Tombstone fairy

Tombstone fairy
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d10, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d10, Intimidation d12+1, Healing d12+1, Notice d12+3, Knowledge (Religion) d8, Persuasion d12+2, Repair d10, Stealth d12+3, Spellcasting d10
Charisma: +4; Pace: 5; Parry: 7; Toughness: 6 (1)
Gear: Dagger (Str+d4)
Edges: Alertness, Arcane Background (Magic), Dodge, Level Headed, Strong Willed
Powers: Dispel, Light (dancing lights), Mind Reading, Puppet
Special Abilities
Armour +1: Slate skin.
Low Light Vision: No penalties for dim or dark lighting.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Three feet tall; Toughness -1.

Tome of horrors

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

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d12+5, Notice d12+4, Knowledge (Religion) d12+1, Knowledge (Planes) d12+1, Knowledge (Nature) d12+1, Stealth d12+6, Spellcasting d10
Charisma: +4; Pace: -; Parry: 10; Toughness: 11 (4)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed, Quick, Strong Willed
Powers: Summon Ally
Special Abilities
Armour +4: Scaly flesh.
Bites: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Arcane Resistance: +6 to resist opposed magic, and +6 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunity: Cold.
Resistance: -4 damage from fire.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Tophet

Tophet
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d12
Charisma: -; Pace: 5; Parry: 8; Toughness: 16 (4)
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Grab.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
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: Fire.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Totenmaske

Totenmaske
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d10, Notice d12, Persuasion d12, Stealth d12+1
Charisma: +4; Pace: 8; Parry: 7; Toughness: 10 (1)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +1: Green flesh.
Bite: Str+d4; Drain.
Claws: Str+d4.
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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -4 damage from cold.
Drain: Make a Spirit roll or suffer a level of Fatigue.

Advanced unhallowed totenmaske
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d12+1, Spirit d12+1, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Persuasion d12, Repair d12+1, Stealth d12+2
Charisma: +4; Pace: 8; Parry: 7; Toughness: 12 (2)
Edges: Combat Reflexes, Level Headed
Special Abilities
Armour +2: Green flesh.
Bite: Str+d4; Charisma Drain.
Claws: Str+d4.
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.
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -4 damage from cold.
Charisma Drain: Make a Spirit roll or suffer a level of Fatigue.

Transposer

Transposer
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Disguise (illusion)
Special Abilities
Armour +1: Natural armour.
Slams: Str+d4; Transposition.
Darkvision: No vision penalties for darkness (range 12").
Transposition: Make a Vigor roll or suffer a level of Fatigue.

Trapper

Trapper
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d4, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Stealth d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 19 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d8; Acid.
Blindsight: Ignore sight-based penalties and gaze attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Treant

Treant
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Intimidation d8, Notice d10, Knowledge (Nature) d8, Persuasion d8, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 20 (3)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Alertness, Frenzy, Strong Willed
Special Abilities
Armour +3: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Fire (double damage).
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

❄The horror tree
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+7, Vigor d12+5
Skills: Fighting d12, Notice d12+4, Knowledge (Nature) d12+2, Survival d12+3, Throwing d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 28 (5)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep
Special Abilities
Armour +5: Natural armour.
Slams: Str+d10; Fungus.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Lightning treant
   No description for this creature yet.

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

Advanced lightning treant
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12+2, Strength d12+4, Vigor d12+3
Skills: Fighting d8, Notice d12+1, Knowledge (Nature) d12, Stealth d8, Survival d12+1, Spellcasting d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 21 (4)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Sweep
Powers: Blast (lightning storm), Bolt (lightning bolt)
Special Abilities
Armour +4: Natural armour.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunities: Electricity and fire.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Trench newt

Trench newt
   No description for this creature yet.

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

Tri-flower frond

Tri-flower frond
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4
Charisma: -; Pace: -; Parry: 4; Toughness: 7 (1)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
Tendrils: Str+d4; Reach 1"; Sleep Pollen.
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.
Sleep Pollen: Make a Vigor roll or suffer a level of Fatigue.

Triaxian

Triaxian
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Knowledge (Nature) d6, Riding d4, Stealth d4, Survival d6, Tracking d8, Shooting d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Gear: Chainmail hauberk (+2), lance (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Beast Master, Woodsman
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.

Triton

Triton
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Persuasion d6, Repair d8, Riding d6, Stealth d6, Survival d8, Swimming d8, Shooting d4, Spellcasting d8
Charisma: -; Pace: 1; Parry: 6; Toughness: 7 (1)
Gear: Masterwork trident (Str+d6; Reach 1"; Parry +1), heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Arcane Background (Magic)
Powers: Summon Ally (animals and elementals)
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.

Troblin

Troblin
   The cross between a goblin and a troll, troblins have a tendancy to mutate in horrible ways when they regenerate, sometimes even growing additional limbs or heads.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d4, Stealth d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Greatclub (Str+d8)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Very Tough: +1 Toughness.

Troglodyte

Troglodyte
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (2)
Gear: Club (Str+d8), javelin (Throwing; range 3/6/12; Str+d6)
Special Abilities
Armour +2: Natural armour.
Claw: Str+d4.
Darkvision: No vision penalties for darkness (range 18").
Hardy: A second Shaken result doesn't become a wound.

Advanced troglodyte
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Claws: Str+d4.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 18").
Hardy: A second Shaken result doesn't become a wound.

Stone troglodyte
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Climbing d6, Notice d6, Stealth d6, Faith d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (2)
Edges: Arcane Background (Miracles)
Powers: Elemental Manipulation (earth)
Special Abilities
Armour +2: Scaly skin.
Bite: Str+d4.
Claws: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Burrow: Can burrow and reappear within 5".
Hardy: A second Shaken result doesn't become a wound.
Immunity: Poison.
Weakness: Light sensitive.

Troll

Troll
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Intimidation d8, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Edges: Strong Willed
Special Abilities
Armour +2: A skin.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +3: Fourteen feet tall; Toughness +3.

Advanced troll
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Intimidation d12, Notice d10, Tracking d10, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (2)
Gear: Large heavy crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Strong Willed
Special Abilities
Armour +2: 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").
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 Regeneration: May make a Vigor roll every round to heal damage.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Cave troll
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d10, Vigor d12+1
Skills: Fighting d6, Climbing d10, Notice d8, Tracking d8
Charisma: -; Pace: 9; Parry: 5; Toughness: 11 (2)
Edges: Frenzy, Quick
Special Abilities
Armour +2: Leathery skin.
Claws: Str+d4.
Claw: Str+d4; From Haste.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Very Tough: +1 Toughness.

Fire-infused troll
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d12+1, Vigor d12+2
Skills: Fighting d6, Intimidation d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Fire.
Claws: Str+d6; Fire.
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.
Flaming Aura: Anyone attacking the creature with unarmed or natural weapons suffers 2d6 fire damage.
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 round damage.
Immunity: Fire.
Weakness: Cold (double damage).
Size +2: Increases Toughness by +2.

Ice troll
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d8, Survival d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Battleaxe (Str+d8)
Edges: Quick
Special Abilities
Armour +1: Blue-green skin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Ten feet tall; Toughness +2.

Jotund troll
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d10, Climbing d12+4, Notice d12+3, Tracking d12+3, Throwing d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 23 (5)
Gear: Club (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed, Quick, War Cry
Special Abilities
Armour +5: 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Size +8: Thirty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Freshwater merrow
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d4, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Gear: Javelin (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +1: Scaled skin.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Twelve feet tall; Toughness +2.

Moss troll
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Climbing d10, Notice d6, Stealth d6, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Change Form: Can assume an alternate form as a normal action.
Weakness: Fire (double damage).
Size +2: Nine feet tall; Toughness +2.

Troll, mountain
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Climbing d12+5, Notice d12, Tracking d12, Throwing d8, Spellcasting d6
Charisma: -; Pace: 7; Parry: 7; Toughness: 22 (5)
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic), Quick Draw, Strong Willed
Powers: Blast (earthquake), Elemental Manipulation (earth), Summon Ally
Special Abilities
Armour +5: Brown fur.
Bite: Str+d8.
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.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Fast Regeneration: May make a Vigor roll every round to heal damage.
Weakness: Sonic (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Rock troll
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Intimidation d10, Climbing d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Rocky skin.
Bite: Str+d8.
Claw: 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Weakness: Petrification.
Size +4: Sixteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Scrag (aquatic troll)
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Intimidation d8, Notice d8, Tracking d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +3: Increases Toughness by +3.

Swamp troll
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12+1
Skills: Fighting d6, Notice d4, Stealth d6, Survival d4, Tracking d4, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Strong Willed
Special Abilities
Armour +2: 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").
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 6", and +2 to resist drowning.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +2: Seven feet tall; Toughness +2.

Two-headed troll
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+3
Skills: Fighting d6, Intimidation d6, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 16 (3)
Edges: Frenzy, Sweep, Improved Sweep, Strong Willed
Special Abilities
Armour +3: Natural armour.
Claws: Str+d8.
Bites: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Size +4: Ten feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Trollhound

Trollhound
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scaly skin.
Bite: Str+d4; Disease; 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.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Disease: Make a Vigor roll or become afflicted.

Rock trollhound
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (2)
Edges: Level Headed
Special Abilities
Armour +2: Pebbly skin.
Bite: Str+d4; Disease; 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.
Weakness: Vulnerable to sunlight.
Disease: Make a Vigor roll or become afflicted.

Scraghound
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Disease; 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.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Disease: Make a Vigor roll or become afflicted.

Trollkin

Trollkin
   The trollkin are big and brutish half-trolls. They tend to be self-serving and aggressive, but aren't necessarily evil or hostile.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), longspear (Str+d6; Reach 1"; Parry +1), javelin (Throwing; range 3/6/12; Str+d6)
Edges: Ambidextrous
Special Abilities
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").

Tsathar

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

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d8, Stealth d6, Tracking d8, Swimming d12, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Leather armour (+1), shortspear (Str+d6), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
And Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.

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

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d6, Notice d10, Stealth d8, Tracking d10, Swimming d12, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Leather armour (+1), shortspear (Str+d6), shortspear (Throwing; range 3/6/12; Str+d6)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 18").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Very Tough: +1 Toughness.

Giant tuatara

Giant tuatara
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d4, Tracking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 13 (2)
Edges: Quick
Special Abilities
Armour +2: Hard scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Burrow: Can burrow and reappear within 4".
Hardy: A second Shaken result doesn't become a wound.
Size +3: Ten feet long; Toughness +3.

Tumblespark

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

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Dodge, Improved Dodge
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunity: Electricity.
Weakness: Water.

Tunnel worm

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

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 18 (2)
Edges: Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 5".
Very Tough: +1 Toughness.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tupilaq

Tupilaq
   Tupilaqs are small humanoid constructs carved from whale bones, possessed by the spirit of a child, and utilised as assassins. If their creator places a drop of blood on a tupilaqs head, it can sense the location of the creature the blood came from, and will track them relentlessly until they are dead.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Swimming d10, Spellcasting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Arcane Background (Magic)
Powers: Invisibility
Special Abilities
Armour +2: 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.
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.
Size -1: Three feet tall; Toughness -1.

Turtle

Turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 2; Toughness: 5 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant bog turtle
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d12+2
Skills: Fighting d12, Notice d12, Tracking d12, Swimming d12+5
Charisma: -; Pace: 6; Parry: 8; Toughness: 22 (4)
Edges: Level Headed
Special Abilities
Armour +4: Brownish-green carapace.
Bite: Str+d10; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 17", and cannot drown.
Very Tough: +1 Toughness.
Size +8: Twenty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Snapping turtle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 4
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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant snapping turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Tracking d12+2, Swimming d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 24 (4)
Edges: Level Headed, 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 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Very Tough: +1 Toughness.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Turtle-shark

Turtle-shark
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d8, Swimming d12
Charisma: -; Pace: 4; Parry: 6; Toughness: 19 (3)
Edges: Sweep
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stygian turtle-shark
   No description for this creature yet.

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

Twigjack

Twigjack
   Twigjacks are small humanoid fey formed from vines and brambles, with mossy hair and knotholes for eyes, and jagged mouths filled with splintered twigs for teeth. They are cunning and malicious, and enjoy tormenting travellers.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d10, Knowledge (Nature) d8, Stealth d12+2, Lockpicking d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (1)
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Edges: Assassin
Special Abilities
Armour +1: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
Weakness: Fire (double damage).
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Tzitzimitl

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

Attributes: Agility d12+2, Smarts d12+1, Spirit d12+2, Strength d12+6, Vigor d12+4
Skills: Fighting d12+1, Notice d12+5, Knowledge (Religion) d12+4, Knowledge (Planes) d12+3, Knowledge (Nature) d12+4, Repair d12+2, Survival d12+2, Throwing d12+1, Spellcasting d12
Charisma: +4; Pace: 8; Parry: 8; Toughness: 27 (5)
Gear: Eye beam (Throwing; range 3/6/12; Str+d6; Electricity; Force)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Marksman, Quick
Powers: Lower Trait (curse), Obscure (darkness), Quickness, Summon Ally (skeletons and zombies), Teleport
Special Abilities
Armour +5: Natural armour.
Bite: Str+d8; Electricity; Energy Drain.
Claws: Str+d8; Electricity.
Darkvision: No vision penalties for darkness (range 12").
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -3 damage from fire.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +10: Fifty feet tall; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Ubashki

Ubashki lynx
   The Ubashki are mummified beasts who guard tombs.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)
Edges: Level Headed, Quick, War Cry
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Ubashki Rot.
Claws: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.
Size +3: Increases Toughness by +3.

Ubashki swarm
   The Ubashki are mummified beasts who guard tombs.

Attributes: Agility d12, Smarts d4 (A), Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d6, Notice d6, Stealth d12, Innate Powers d10
Charisma: -; Pace: 6; Parry: 4; Toughness: 7
Edges: Arcane Background (Super Powers), Quick
Powers: Stun (distraction)
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.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.

Ubue

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

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Climbing d8, Notice d8, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Gear: Clubs (Str+d8), clubs (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
Immunity: Gang Up bonuses.
Size +2: Increases Toughness by +2.

Ugash-iram

Ugash-iram
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12+1, Strength d12+4, Vigor d12+3
Skills: Fighting d12+1, Notice d12+1, Knowledge (Planes) d10, Stealth d12+2, Swimming d12+2, Spellcasting d8
Charisma: +1; Pace: 1; Parry: 8; Toughness: 28 (5)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep
Powers: Lower Trait (curse), Puppet
Special Abilities
Armour +5: Natural armour.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 14", and cannot drown.
Resistances: -2 damage from acid and cold.
Poison: Inflict lethal poison if foe is Shaken or wounded.
Size +14: Increases Toughness by +14.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Umbral shepherd

Umbral shepherd
   Umbral shepherds look like shadowy humanoids with tentacles instead of limbs, although they prefer to possess host bodies in order to avoid the touch of the sun. Possessed victims can be identified by their pitch black eyes.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Religion) d10, Knowledge (Planes) d10, Stealth d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Touch: Str+d4; Shadow Touch or Possession.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Flight: Flying Pace of 6" and Climb 3.
Weakness: Light sensitive.

Undead warlord

Undead warlord
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d10, Climbing d12+1, Notice d12, Repair d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 9
Gear: Keen greatsword (Str+d10; Parry -1)
Edges: Level Headed
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Sleep, disease, poison, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.

Undine

Undine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d4-2, Knowledge (Religion) d6, Persuasion d6, Swimming d6, Faith d12
Charisma: -; Pace: 6; Parry: 3; Toughness: 7 (2)
Gear: Scale mail (+2), trident (Str+d6; Reach 1"; Parry +1), sling (Throwing; range 4/8/16; Str+d4)
Edges: Arcane Background (Miracles), Champion
Powers: Boost Trait (bless), Elemental Manipulation (water)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Resistance: -1 damage from cold.

Unicorn

Unicorn
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12+2, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8, Survival d8, Tracking d10, Faith d12
Charisma: +4; Pace: 9; Parry: 6; Toughness: 10 (1)
Edges: Ambidextrous, Arcane Background (Miracles), Beast Master
Powers: Healing, Teleport
Tactics: Two Weapons
Special Abilities
Armour +1: Natural armour.
Horns: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
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.
Immunity: Poison.
Size +2: Eight feet long; Toughness +2.

Urdefhan

Urdefhan
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d8, Knowledge (Religion) d8, Knowledge (Planes) d8, Riding d6, Survival d8, Shooting d6, Faith d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Gear: Studded leather armour (+1), rhoka sword (Str+d8), composite longbow (Shooting; range 15/30/60; 2d6)
Edges: Arcane Background (Miracles), Strong Willed
Powers: Flight (feather fall), Lower Trait (Strength)
Special Abilities
Bite: Str+d4; Str.
Darkvision: No vision penalties for darkness (range 24").
Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
Immunities: Disease, fear and death magic.
Resistance: -2 damage from acid.

Ursikka

Ursikka
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Climbing d12, Notice d12, Tracking d12
Charisma: -; Pace: 7; Parry: 7; Toughness: 21 (4)
Edges: Level Headed, Quick
Special Abilities
Armour +4: White fur.
Bite: Str+d8; Freezing Viscosity.
Coat 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 6" 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.
Burrow: Can burrow and reappear within 5".
Resistance: -2 damage from cold.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Valkrie

Valkrie
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d12+1, Strength d12, Vigor d12+1
Skills: Fighting d12, Healing d12+3, Notice d12+3, Knowledge (Planes) d12+1, Riding d12+4, Throwing d10, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 9; Toughness: 11 (3)
Gear: Breastplate (+3), returning spear (Str+d6; Reach 1"; Parry +1), returning spear (Throwing; range 3/6/12; Str+d6)
Edges: Arcane Background (Magic)
Powers: Banish (plane shift self), Blast (lightning storm), Greater Healing, Speak Language, 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.
Flight: Flying Pace of 13" and Climb 3.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Immunities: Electricity, cold and poison.
Resistances: -2 damage from acid and fire.

Vampire

Vampire
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Notice d12+2, Knowledge (Religion) d10, Repair d10, Stealth d10
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Alertness, Combat Reflexes, Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from cold and electricity.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Vampire spawn
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Notice d10, Knowledge (Religion) d8, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
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.
Weakness: Resurrection vulnerability.
Resistances: -2 damage from cold and electricity.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Enslaved spawn
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d12+1
Charisma: +4; Pace: 6; Parry: 6; Toughness: 12 (2)
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
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.
Weakness: Resurrection vulnerability.
Resistances: -2 damage from cold and electricity.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Bloodborn vampire
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+2, Climbing d10, Notice d12+1, Knowledge (Nobility) d10, Persuasion d12, Riding d10, Stealth d12, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Gear: Chainmail (+2), masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed, Two-Fisted
Tactics: Two Weapons
Special Abilities
Bite: Str+d4; Draining.
Claws: Str+d4; Bleed.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
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 6".
Poison: Inflict lethal poison if foe is Shaken or wounded.
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.

Bloodborn vampire spawn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4-2, Intimidation d10, Climbing d10, Notice d8, Knowledge (Nobility) d4, Persuasion d8, Stealth d10
Charisma: -; Pace: 6; Parry: 2; Toughness: 10 (2)
Gear: Shortbow (Shooting; range 12/24/48; 2d6)
Edges: Alertness, Combat Reflexes, Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; Draining.
Claws: Str+d4; Bleed.
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 6".
Poison: Inflict lethal poison if foe is Shaken or wounded.
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.

Dhampir
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d8, Notice d4, Riding d6, Survival d4
Charisma: +1; Pace: 6; Parry: 7; Toughness: 8 (2)
Gear: Chainmail (+2), rapier (Str+d4; Parry +1)
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Weakness: Light sensitive.
Very Tough: +1 Toughness.

Vampire enforcer
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12+1, Stealth d12+1, Shooting d8
Charisma: +4; Pace: 9; Parry: 8; Toughness: 13 (2)
Gear: Longsword (Str+d8), medium shield (+1 Parry), masterwork light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Edges: Alertness, Brave, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from cold and electricity.
Very Tough: +1 Toughness.

Merfolk vampire
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12+2, Knowledge (Religion) d10, Repair d10, Stealth d10, Swimming d10
Charisma: -; Pace: 1; Parry: 5; Toughness: 10 (2)
Edges: Alertness, Combat Reflexes, Dodge, Level Headed, Quick
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Energy Drain.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
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.
Change Form: Can assume an alternate form as a normal action.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Vampire noble
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12+1, Knowledge (Nobility) d10, Persuasion d12, Stealth d10, Throwing d6
Charisma: +4; Pace: 6; Parry: 7; Toughness: 12 (2)
Gear: Masterwork rapier (Str+d4; Parry +1), masterwork dagger (Throwing; range 3/6/12; Str+d4)
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +2: Natural armour.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Change Form: Can assume an alternate form as a normal action.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from cold and electricity.
Very Tough: +1 Toughness.

❄Nosferatu
   No description for this creature yet.

Attributes: Agility d10, Smarts d12+1, Spirit d12+1, Strength d6, Vigor d6
Skills: Fighting d6, Healing d10, Notice d12+1, Knowledge (Religion) d10, Knowledge (Planes) d10, Knowledge (History) d10, Persuasion d6, Repair d12, Stealth d12+1, Tracking d12+1, Spellcasting d12
Charisma: +2; Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: Alertness, Arcane Background (Magic), Frenzy, Level Headed, Quick, Strong Willed
Powers: Armor, Bolt (lightning bolt), Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Disguise (illusion), Dispel, Lower Trait (Strength), Invisibility
Special Abilities
Armour +2: Permanent armour spell.
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.
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.
Resistances: -2 damage from cold, electricity and sonic.

Succubus vampire
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+1, Notice d12+3, Persuasion d12+2, Stealth d12+3
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)
Edges: Alertness, Combat Reflexes, Dodge, Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Demonic flesh.
Claws: Str+d4; Energy Drain Once Per Round.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 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.
Hardy: A second Shaken result doesn't become a wound.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Succubus vampire spawn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d8, Notice d10, Knowledge (Religion) d8, Stealth d12
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: Str+d4; Energy Drain Once Per Round.
Darkvision: No vision penalties for darkness (range 12").
Gaseous Form: Can change form as a free action, in gaseous form the creature gains the Ethereal and Flight monstrous abilities.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Vetala vampire
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d12, Knowledge (Religion) d10, Persuasion d12, Repair d10, Stealth d12
Charisma: +4; Pace: 6; Parry: 5; Toughness: 11 (2)
Gear: Chainmail (+2)
Edges: Alertness, Dodge, Improved Dodge, Frenzy, Level Headed
Special Abilities
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistances: -2 damage from electricity and fire.
Paralysis: Victims must make a Vigor roll or be paralysed until they next draw a Joker or hearts for initiative.

Vrykolakas
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d12+1, Stealth d12+2, Spellcasting d6
Charisma: +4; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Arcane Background (Magic), Dodge, Frenzy, Level Headed, Quick
Powers: Disguise (illusion), Fear, Puppet (animals only)
Special Abilities
Armour +2: Pallid skin.
Claws: Str+d4; Energy Drain.
Bite: Str+d4.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Vampire rose

Vampire rose
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (2)
Gear: Stalk (Str+d8; Grab)
Special Abilities
Armour +2: Natural armour.
Low Light Vision: No penalties for dim or dark lighting.
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.
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 -1: Three feet tall; Toughness -1.

Vampiric mist

Vampiric mist
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d4, Notice d8, Stealth d10
Charisma: -; Pace: -; Parry: 4; Toughness: 7
Edges: Level Headed
Special Abilities
Touch: Str+d4; Bleed; Blood Siphon.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 8" and Climb 3.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Weakness: Fire (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)

Vanara

Vanara
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d8, Vigor d6
Skills: Fighting d4, Climbing d10, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1)
Edges: Combat Reflexes, Dodge
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Vargouille

Vargouille
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d8
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; 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 2.
Evil: Affected by powers and abilities that work on evil creatures.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Giant vargouille
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d12
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d4
Charisma: -; Pace: -; Parry: 5; Toughness: 10 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d4; 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 1.
Evil: Affected by powers and abilities that work on evil creatures.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.

Ved

Ved
   The ved appear as brutish giants with deformed heads.

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

Vegepygmy

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

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

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

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d12+1, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Gear: Spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

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

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d12+1, Persuasion d6, Stealth d12+1, Survival d6, Throwing d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Masterwork spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep
Special Abilities
Armour +2: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Very Tough: +1 Toughness.

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

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d12+1, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

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

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +2: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Very Tough: +1 Toughness.

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

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Gear: Spear (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy
Special Abilities
Armour +1: Vegetable-like skin.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Veiled master

Veiled master
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+2, Spirit d12+1, Strength d12+2, Vigor d12+3
Skills: Fighting d10, Notice d12+2, Knowledge (History) d12+2, Knowledge (Nature) d12+2, Repair d12+3, Stealth d12+2, Swimming d12+5, Spellcasting d12
Charisma: +4; Pace: 4; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Magic), Level Headed, Quick
Powers: Armor, Confusion (hypnotic pattern), Detect Arcana (sense magic), Disguise (illusion), Fear (phantasmal killer), Flight (levitate), Light (dancing lights), Lower Trait (Strength), Invisibility, Mind Reading, Obscure (illusion), Puppet, Puppet (living humanoids only), Stun (daze), Teleport
Special Abilities
Armour +3: Natural armour.
Bite: Str+d6; Consume Memory; Slime.
Claws: Str+d6; Slime.
Darkvision: No vision penalties for darkness (range 24").
Aquatic: Swimming Pace of 17", and cannot drown.
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: Electricity and mind-affecting effects.
Resistance: -4 damage from cold.
Consume Memory: Make a Vigor roll or suffer a level of Fatigue.
Slime: Make a Vigor roll at -1, on a failure reduce Vigor by 1 die step.
Slime: Make a Vigor roll at -1, on a failure reduce Vigor by 1 die step.
Size +3: Increases Toughness by +3.

Vemerak

Vemerak
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Climbing d12+1, Notice d12+2
Charisma: +4; Pace: 7; Parry: 8; Toughness: 22 (4)
Edges: Ambidextrous, Level Headed
Tactics: Two Weapons
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8.
Claws: Str+d8; 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.
Burrow: Can burrow and reappear within 5".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
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 acid damage.
Immunities: Electricity, acid, disease, poison and mind-affecting effects.
Resistance: -4 damage from sonic.
Very Tough: +1 Toughness.
Size +8: Ten feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Vescavor swarm

Vescavor swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d12+2, Innate Powers d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Small (M)
Edges: Arcane Background (Super Powers), Quick
Powers: Stun (distraction)
Special Abilities
Armour +1: Natural armour.
Swarm: Str; Distraction.
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: +3 to resist opposed magic, and +3 armour against offensive magic.
Evil: Affected by powers and abilities that work on evil creatures.
Immunity: Poison.
Resistances: -2 damage from electricity and fire.
Very Tough: +1 Toughness.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Vespergaunt

Vespergaunt
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Intimidation d12+1, Notice d12+2, Knowledge (Planes) d12+1, Persuasion d10, Stealth d10, Spellcasting d10
Charisma: +1; Pace: 4; Parry: 7; Toughness: 11 (2)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Level Headed, Quick, Strong Willed
Powers: Obscure (darkness), Speak Language
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4; Siphon Spirit.
Truevision: Can see through illusions, shapechanging, invisibility, etc.
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 9" and Climb 3.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Weakness: Light sensitive.
Siphon Spirit: Make a Spirit roll or suffer a level of Fatigue.

Vilkacis

Vilkacis
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12, Notice d12, Stealth d12+1, Tracking d12
Charisma: +2; Pace: -; Parry: 6; Toughness: 8
Gear: Incorporeal touches (Str+d6; Cold)
Edges: Combat Reflexes, Frenzy, Level Headed, Quick
Special Abilities
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.
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.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Vilstrak

Vilstrak
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d4-2, Notice d8, Stealth d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Natural armour.
Slams: Str+d4.
Darkvision: No vision penalties for darkness (range 12").

Viper vine

Viper vine
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d12+1, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 8; Toughness: 16 (3)
Edges: Ambidextrous, Combat Reflexes, Dodge, Level Headed, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Acid.
Tentacles: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Acid.
Weakness: Cold lethargy.
Very Tough: +1 Toughness.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Vishkanya

Vishkanya
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d8, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Gear: Kukri (Str+d8; Poison), shuriken (Throwing; range 3/6/12; Str+d6; Poison)
Edges: Assassin
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Poison: Kukri and shuriken inflict lethal poison if foe is Shaken or wounded.

Vodyanoi

Vodyanoi
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d12+1, Strength d10, Vigor d12
Skills: Fighting d6, Healing d12+1, Notice d12, Knowledge (Nature) d6, Persuasion d4, Swimming d12+1, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Gear: Shortspear (Str+d6)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Light (dancing lights)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.

Volt

Volt
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Quick
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Attach.
Tail Slap: Str+d4; Shock.
Darkvision: No vision penalties for darkness (range 12").
Flight: Flying Pace of 6" and Climb 2.
Immunity: Electricity.
Size -1: Three feet long; Toughness -1.

Voonith

Voonith
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10, Tracking d8, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (1)
Edges: War Cry
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; 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.
Go for the Throat: Target least armoured location on a raise.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
Size -1: Four feet long; Toughness -1.

Vorin

Vorin
   No description for this creature yet.

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

Vulchling

Vulchling
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Stealth d6, Tracking d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Edges: Dodge
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.
Flight: Flying Pace of 4" and Climb 0.

Vulture

Vulture
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d4, Notice d8, Tracking d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 5
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.
Flight: Flying Pace of 8" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Reduces Toughness by -1.

Geier
   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, Tracking d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (1)
Edges: Alertness
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.
Flight: Flying Pace of 7" and Climb 0.
Size +2: Increases Toughness by +2.

Giant vulture
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 14 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Flight: Flying Pace of 8" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.
Size +3: Thirteen feet tall; Toughness +3.

Vydrarch

Vydrarch
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12+2, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Notice d12+2, Swimming d12+3
Charisma: -; Pace: 5; Parry: 8; Toughness: 23 (5)
Edges: Ambidextrous, Frenzy, Sweep
Tactics: Two Weapons
Special Abilities
Armour +5: Inky scales.
Bites: Str+d8; Grab.
Tail Slap: Str+d8; Poison Spines.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 15", and cannot drown, but can also breathe air and survive indefinitely on land.
Immunities: Sleep and poison.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wang liang

Wang liang
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Climbing d8, Notice d8, Knowledge (Planes) d6, Survival d8, Spellcasting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Obscure (darkness)
Special Abilities
Armour +1: Gray skin.
Bite: Str+d4; Poison.
Claws: 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.
Immunity: Poison.
Resistance: -1 damage from fire.
Poison: Bite and claws inflict lethal poison if foe is Shaken or wounded.

Warden jack swarm

Warden jack swarm
   No description for this creature yet.

Attributes: Agility d8, 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: 7; 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").
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.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.

Warsworn

Warsworn
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d12+2, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Climbing d12+5, Notice d12+4, Swimming d12+4, Throwing d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 26 (5)
Gear: Scrap ball (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Improved Frenzy, Quick
Special Abilities
Armour +5: Steel-girded flesh.
Slams: Str+d8; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Fear -3: Anyone who sees this creature must make a Fear check at -3.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy 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.

Wasp

Giant wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 9" and Climb 1.
Immunity: Mind-affecting effects.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Ten feet tall; Toughness +2.

Wasp 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.

Giant hornet
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6.
Sting: Str+d6; Poison.
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Flight: Flying Pace of 9" and Climb 1.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Vapor wasp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Sting: Str+d6; Poison.
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).
Flight: Flying Pace of 9" and Climb 1.
Resistance: -1 damage from fire.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant yellowjacket
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Survival d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: 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 9" and Climb 1.
Immunity: Mind-affecting effects.
Size +2: Eight feet long; Toughness +2.

Water orm

Water orm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Notice d10, Stealth d12, Swimming d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 19 (3)
Edges: Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Immunity: Cold.
Resistance: -4 damage from fire.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Water strider swarm

Water strider swarm
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d6, Swimming d6, Innate Powers d10
Charisma: -; Pace: 4; 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.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Immunity: Mind-affecting effects.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Water wraith

Water wraith
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d4, Swimming d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Dodge, Level Headed
Special Abilities
Armour +2: Scales.
Bite: Str+d6; Attach.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Amphibious: Swimming Pace of 12", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Two feet long; Toughness +2.

Weasel

Weasel
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Stealth d12, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Attach.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire weasel
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d6, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Natural armour.
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.

Weaverworm

Weaverworm
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d12+1, Notice d10, Repair d10, Stealth d6
Charisma: +2; Pace: 6; Parry: 7; Toughness: 17 (2)
Edges: Level Headed, Marksman
Special Abilities
Armour +2: Humanoid skin.
Bite: Str+d8.
Claw: Str+d8; Paralytic Nails.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Web: Can walk on webs without penalty. Can also shoot webs as a normal action, treated like the basic Entangle power except using Agility as the arcane skill.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Paralytic Nails: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.
Size +6: Eighteen feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Weird

Blood weird
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12+1, Knowledge (Planes) d12, Stealth d10, Survival d12, Innate Powers d8
Charisma: +1; Pace: 7; Parry: 8; Toughness: 11 (2)
Edges: Alertness, Arcane Background (Super Powers), Level Headed
Powers: Dispel (fire effects)
Special Abilities
Armour +2: Glistening scales.
Bite: Str+d8; Siphon; 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.
Evil: Affected by powers and abilities that work on evil creatures.
Hardy: A second Shaken result doesn't become a wound.
Siphon: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Ten feet long; Toughness +2.

Fungus weird
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Spores: Cone Template; victims must make a Vigor roll or suffer Fatigue.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Size +2: Ten feet long; Toughness +2.

Lava weird
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12+1, Knowledge (Planes) d10, Stealth d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 13 (2)
Edges: Alertness, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Weakness: Cold (double damage).
Very Tough: +1 Toughness.
Size +3: Ten feet long; Toughness +3.

Lightning weird
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d12, Intimidation d12, Notice d12+1, Knowledge (Planes) d10, Stealth d12
Charisma: -; Pace: 8; Parry: 8; Toughness: 11 (2)
Edges: Alertness, Dodge, Level Headed
Special Abilities
Armour +2: Natural armour.
Bite: Str+d6; Electricity; 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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Electricity.
Size +2: Ten feet long; Toughness +2.

Well lurker

Well lurker
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d12+1
Charisma: -; Pace: 4; Parry: 6; Toughness: 15 (3)
Edges: Alertness, Ambidextrous, Frenzy, Improved Frenzy, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Tentacles: Str+d8; Reach 1"; Grab.
Bite: 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.
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 +4: Ten feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wendigo

Wendigo
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d12+3, Spirit d12+1, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+5, Notice d12+3, Knowledge (Religion) d12+3, Knowledge (Planes) d12+4, Knowledge (Nature) d12+3, Persuasion d8, Repair d12+4, Stealth d12+3, Survival d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 8; Toughness: 17 (3)
Edges: Arcane Background (Magic), Level Headed, Quick, War Cry
Powers: Flight (wind walk), Obscure (fog)
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8; Cold; Grab.
Claws: Str+d8; Cold.
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.
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 15" and Climb 3.
No Breath: Doesn't breathe, immune to inhaled poisons and smell-based effects.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Cold and fear.
Weakness: Fire (double damage).
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Whale

Whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Swimming d12+4
Charisma: -; Pace: -; Parry: 7; Toughness: 23 (4)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +4: Natural armour.
Tail Slap: 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 8", 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.

Blue whale
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+7, Vigor d12+3
Skills: Fighting d10, Notice d12+4, Swimming d12+6
Charisma: -; Pace: -; Parry: 7; Toughness: 32 (6)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +6: Natural armour.
Tail Slap: Str+d8; Stun.
Low Light Vision: No penalties for dim or dark lighting.
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.
Stun: Make a Vigor roll at -2 or suffer a level of Fatigue.
Size +17: One hundred 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.

Crimson whale
   No description for this creature yet.

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

Great white whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+9, Vigor d12+3
Skills: Fighting d10, Notice d10, Swimming d12+7
Charisma: -; Pace: -; Parry: 7; Toughness: 34 (6)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +6: Natural armour.
Bite: Str+d8.
Tail Slap: 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 9", 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 +19: Increases Toughness by +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Narwhal
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d8
Skills: Fighting d6, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6.
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.
Very Tough: +1 Toughness.
Size +3: Fourteen feet long; Toughness +3.

Whirlmaw

Whirlmaw
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d12
Charisma: -; Pace: 4; Parry: 7; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Leathery skin.
Bite: Str+d4; Burrowing Bite.
Darkvision: No vision penalties for darkness (range 12").
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Flight: Flying Pace of 12" and Climb 3.
Burrow: Can burrow and reappear within 4".
Immunity: Fire.

Widow creeper

Widow creeper
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Climbing d12+2, Notice d12+1, Stealth d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (4)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +4: Natural armour.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Woodland Stride: Forests and woodland terrain are never treated as difficult ground.
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".
Very Tough: +1 Toughness.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wight

Wight
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d10, Knowledge (Religion) d8, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Flesh.
Slam: Str+d4; Energy Drain.
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.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Barrow wight
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Religion) d8, Stealth d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Gray skin.
Slam: Str+d4; Energy Drain.
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.
Insanity Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Very Tough: +1 Toughness.

Blood wight
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12+1, Notice d12+1, Stealth d10, Survival d10
Charisma: +1; Pace: 6; Parry: 7; Toughness: 16 (3)
Edges: Alertness, Frenzy, Level Headed
Special Abilities
Armour +3: Natural armour.
Claws: Str+d6; Bleed.
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.
Resistance: -2 damage from 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: Ten feet tall; Toughness +3.

Brute wight
   No description for this creature yet.

Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d10, Notice d10, Knowledge (Religion) d8, Stealth d12+1
Charisma: +4; Pace: 6; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Flesh.
Slam: Str+d6; Energy Drain.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Cairn wight
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d10, Climbing d10, Notice d10, Knowledge (Religion) d8, Stealth d12+1
Charisma: +4; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Studded leather armour (+1), longsword (Str+d8; Energy Drain)
Special Abilities
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.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

❄The barrow king
   No description for this creature yet.

Attributes: Agility d10, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12, Climbing d10, Notice d12+1, Knowledge (Religion) d8, Knowledge (Nobility) d10, Repair d8, Stealth d10, Throwing d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 13 (3)
Gear: Breastplate (+3), greatsword (Str+d10; Parry -1; Energy Drain), masterwork throwing axe (Throwing; range 3/6/12; Str+d6)
Edges: Brave, Level Headed, Sweep
Special Abilities
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Frost wight
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d10, Knowledge (Religion) d8, Stealth d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Pale flesh.
Slam: Str+d4; Cold; Energy Drain.
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.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Wight minotaur
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)
Gear: Greataxe (Str+d10; Parry -1)
Special Abilities
Armour +2: Natural armour.
Horns: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Create Spawn: Anything slain by this creature is doomed to become one as well.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Weakness: Resurrection vulnerability.
Size +3: Increases Toughness by +3.

Wight monk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d12, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d12+1
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (1)
Gear: Unarmed (Str+d8; Energy Drain), flurry (Str+d8; Energy Drain)
Edges: Dodge, Improved Dodge, Level Headed
Special Abilities
Armour +1: Natural armour.
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.
Weakness: Resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.

Wight adult red dragon
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+5, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+2, Repair d12+2, Stealth d12+1, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 8; Toughness: 25 (6)
Edges: Ambidextrous, Arcane Background (Magic), Level Headed, Sweep, Strong Willed
Powers: Bolt (magic missile), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Invisibility, Puppet, Quickness
Tactics: Two Weapons
Special Abilities
Armour +6: Scaly hide.
Bite: Str+d8; Energy Drain.
Claws: Str+d8; Energy Drain.
Fear -3: Anyone who sees this creature must make a Fear check at -3.
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.
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 fire damage.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weaknesses: Cold (double damage) and resurrection vulnerability.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Timber wight
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Intimidation d8, Notice d10, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Arcane Background (Magic), Level Headed
Powers: Dispel (plant trappings only)
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4.
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.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Fast Regeneration: May make a Vigor roll every round to heal damage.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Very Tough: +1 Toughness.

Will-o’-wisp

Will-o’-wisp
   No description for this creature yet.

Attributes: Agility d12+4, Smarts d10, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d6, Notice d12+1, Stealth d12+3
Charisma: -; Pace: -; Parry: 5; Toughness: 4
Edges: Alertness, Dodge, Level Headed
Special Abilities
Shock Touch: Str+d4; Electricity.
Darkvision: No vision penalties for darkness (range 12").
Invisible: Enemies suffer -4 to their attacks.
Flight: Flying Pace of 8" and Climb 3.
Immunity: Magic.
Size -1: Reduces Toughness by -1.

Willow dusk

Willow dusk
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Notice d12+2, Stealth d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 23 (5)
Edges: Frenzy, Improved Frenzy, Quick, Strong Willed
Special Abilities
Armour +5: Natural armour.
Slams: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Resistances: -2 damage from cold and fire.
Very Tough: +1 Toughness.
Size +8: Twenty feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wind walker

Wind walker
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Planes) d10, Persuasion d10, Stealth d10, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 10 (1)
Gear: Wind blast (Str+d8)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed
Powers: Mind Reading
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.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 3.
Immunity: Magic.
Very Tough: +1 Toughness.
Size +2: Twelve feet tall; Toughness +2.

Winter wolf

Winter wolf
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d6, Survival d6, Tracking d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: White fur.
Bite: Str+d6; Cold; 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.
Fast Runner: Roll d8 when running instead of d6.
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 2d8 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Eight feet long; Toughness +2.

Two-headed winter worg
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d6, Survival d6, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Alertness, Combat Reflexes, Level Headed
Special Abilities
Armour +2: White fur.
Bite: Str+d6; Cold; 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.
Fast Runner: Roll d8 when running instead of d6.
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 2d8 cold damage.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Eight feet long; Toughness +2.

Winterwight

Winterwight
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d6, Spirit d12, Strength d12+6, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+5, Notice d12+4, Stealth d12+4, Spellcasting d6
Charisma: +4; Pace: 6; Parry: 8; Toughness: 16 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Quick
Powers: Dispel, Entangle (sleet storm), Obscure (fog), Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d4; Blightfire.
Claws: Str+d4; Blightfire.
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Arcane Resistance: +5 to resist opposed magic, and +5 armour against offensive magic.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).

Witch tree

Witch tree
   No description for this creature yet.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Persuasion d10, Repair d10, Spellcasting d8
Charisma: +4; Pace: 5; Parry: 6; Toughness: 19 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Improved Frenzy, Level Headed, Quick, Strong Willed
Powers: Puppet (living humanoids only)
Special Abilities
Armour +3: Thick skin.
Tendrils: Str+d8; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
Resistances: -2 damage from electricity and fire.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Witchfire

Witchfire
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+1, Notice d12, Stealth d12+1, Throwing d6, Spellcasting d12
Charisma: +4; Pace: -; Parry: 6; Toughness: 7
Gear: Witchflame bolt (Throwing; range 3/6/12; Str+d6; Fire; Witchflame)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick
Powers: Disguise (illusion), Light (dancing lights), Lower Trait (Strength), Invisibility, Summon Ally
Special Abilities
Incorporeal Touch: Str+d4; Fire; Witchflame.
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 8" and Climb 3.
Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Witchflame: Make a Spirit roll or suffer a level of Fatigue.
Witchflame: Make a Spirit roll or suffer a level of Fatigue.

Witchwyrd

Witchwyrd
   No description for this creature yet.

Attributes: Agility d10, Smarts d12, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d12+1, Notice d8, Knowledge (Planes) d10, Persuasion d10, Spellcasting d12
Charisma: +4; Pace: 6; Parry: 6; Toughness: 11 (2)
Gear: Ranseur (Str+d8)
Edges: Arcane Background (Magic), Level Headed, Strong Willed
Powers: Armor, Deflection (displacement), Detect Arcana (sense magic), Dispel, Puppet, Teleport
Special Abilities
Armour +2: Permanent armour spell.
Slams: 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.
Hardy: A second Shaken result doesn't become a wound.
Size +1: Seven feet tall; Toughness +1.

Witherstench

Witherstench
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 5
Edges: Frenzy
Special Abilities
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Size -1: Four feet long; Toughness -1.

Witherweed

Witherweed
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: -; Parry: 5; Toughness: 10 (1)
Gear: Fronds (Str+d8; Dex)
Edges: Frenzy, Improved Frenzy
Special Abilities
Armour +1: Natural armour.
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.
Size +2: Increases Toughness by +2.

Wizard’s shackle

Wizard’s shackle
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str; Attach.
Blindsight: Ignore sight-based penalties and gaze attacks.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Wolf

Wolf
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.

Dire wolf
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d4, Survival d4, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; 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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Size +2: Nine feet long; Toughness +2.

Worg
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d8, Survival d6, Tracking d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Natural armour.
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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.

Elder worg
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Notice d10, Stealth d8, Survival d8, Tracking d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (1)
Special Abilities
Armour +1: Black fur.
Bite: Str+d10; 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.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Very Tough: +1 Toughness.
Size +4: Six feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Wolf-in-sheep’s-clothing

Wolf-in-sheep’s-clothing
   No description for this creature yet.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d12, Knowledge (Nature) d6, Stealth d8
Charisma: -; Pace: 1; Parry: 6; Toughness: 11 (3)
Edges: Ambidextrous, Level Headed, Quick
Tactics: Two Weapons
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4.
Tentacles: Str+d4; Reach 1"; Constrict; Pull.
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.
Burrow: Can burrow and reappear within 1".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Pull: On a raise, the victim can be automatically moved adjacent to this creature as if pushed.

Wolf-spider

Wolf-spider
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d8, Survival d4, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d6; Poison; 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.
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.
Go for the Throat: Target least armoured location on a raise.
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 +2: Increases Toughness by +2.

Wolpertinger

Wolpertinger
   No description for this creature yet.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Special Abilities
Bite: Str; Bleed.
Horns: Str.
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 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 -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Wolverine

Wolverine
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Berserk, Frenzy
Special Abilities
Armour +1: Natural armour.
Claws: 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.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Very Tough: +1 Toughness.

Dire wolverine
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Berserk, Frenzy, Level Headed
Special Abilities
Armour +1: Natural armour.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Very Tough: +1 Toughness.
Size +2: Twelve feet long; Toughness +2.

Woodwose

Woodwose
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Notice d12+4, Knowledge (Nature) d12+2, Persuasion d12+1, Repair d12+2, Stealth d12+1, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 6; Toughness: 11 (3)
Gear: Club (Str+d8)
Edges: Alertness, Arcane Background (Magic), Dodge, Level Headed
Powers: Barrier (thorns), Detect Arcana (sense magic), Entangle, Environmental Protection (heat and cold), Summon Ally (animals and elementals)
Special Abilities
Armour +3: Skin.
Low Light Vision: No penalties for dim or dark lighting.

Worm

Aquatic worm
   No description for this creature yet.

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

Crimson worm
   No description for this creature yet.

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

Purple worm
   No description for this creature yet.

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

Worm that walks

Worm that walks
   No description for this creature yet.

Attributes: Agility d12, Smarts d12+1, Spirit d8, Strength d6, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12+2, Knowledge (Planes) d12+2, Repair d12+2, Stealth d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Combat Reflexes, Dodge, Hard to Kill, Level Headed
Special Abilities
Armour +2: Natural armour.
Slam: Str+d4; Grab.
Darkvision: No vision penalties for darkness (range 12").
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.
Immunities: Sleep, disease, poison and paralysis.
Very Tough: +1 Toughness.

Woundwyrm

Woundwyrm
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+3, Notice d12+2, Knowledge (Planes) d12+2, Persuasion d12, Repair d12+2, Survival d12+2, Swimming d12+2, Spellcasting d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 22 (5)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Deflection (entropic shield), Deflection (forcefield)
Special Abilities
Armour +5: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 9" and Climb 0.
Burrow: Can burrow and reappear within 6".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
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: Acid, sleep, poison, shapechanging, paralysis, gaze attacks, visual effects and magic.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Wraith

Wraith
   No description for this creature yet.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d10, Notice d10, Knowledge (Planes) d8, Persuasion d10, Stealth d10
Charisma: +4; Pace: -; Parry: 4; Toughness: 7
Edges: Combat Reflexes, Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Draining.
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 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Powerless in sunlight.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Apostasy wraith
   No description for this creature yet.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Knowledge (Religion) d10, Stealth d12
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Incorporeal Touch: Str+d4; Energy Drain; Rend Faith.
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 9" and Climb 3.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Energy Drain: Make a Vigor roll or suffer a level of Fatigue.
Rend Faith: Make a Spirit roll or suffer a level of Fatigue.

Dread wraith
   No description for this creature yet.

Attributes: Agility d12+3, Smarts d8, Spirit d12+1, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d12+3, Notice d12+4, Knowledge (Planes) d10, Persuasion d12+1, Stealth d12+3
Charisma: +4; Pace: -; Parry: 7; Toughness: 9
Edges: Alertness, Combat Reflexes, Dodge, Improved Dodge, Level Headed
Special Abilities
Incorporeal Touch: Str+d8; Negative Energy; Draining.
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 -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 9" and Climb 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Powerless in sunlight.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Size +2: Increases Toughness by +2.

Moon wraith
   No description for this creature yet.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+1, Notice d10, Knowledge (Planes) d10, Persuasion d12, Stealth d12
Charisma: +4; Pace: -; Parry: 5; Toughness: 7
Edges: Combat Reflexes, Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Draining.
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.
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.
Draining: Make a Vigor roll or suffer a level of Fatigue.

Broken child
   No description for this creature yet.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d10, Notice d8, Knowledge (Planes) d6, Persuasion d8, Stealth d10
Charisma: +2; Pace: -; Parry: 4; Toughness: 6
Edges: Combat Reflexes, Level Headed
Special Abilities
Incorporeal Touch: Str+d4; Negative Energy; Draining.
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.
Fear: Anyone who sees this creature must make a Fear check.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 9" and Climb 2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Powerless in sunlight.
Draining: Make a Vigor roll or suffer a level of Fatigue.
Size -1: Reduces Toughness by -1.

Wyvern

Wyvern
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d12+1, Stealth d8, Tracking d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Gear: Sting melee (Str+d8; Poison), bite melee (Str+d8; Grab)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +2: Scaly hide.
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.
Flight: Flying Pace of 9" and Climb -1.
Immunities: Sleep and paralysis.
Poison: Sting melee inflicts lethal poison if foe is Shaken or wounded.
Size +2: Sixteen feet long; Toughness +2.

Aashaq’s wyvern
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d10, Notice d12+1, Stealth d8, Tracking d12+1, Swimming d12+3
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +3: Scaly hide.
Bite: Str+d6; Grab.
Stings: 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.
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 -1.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Arcane Resistance: +3 to resist opposed magic, and +3 armour against offensive magic.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 fire damage.
Immunities: Sleep, paralysis and magic.
Resistances: -2 damage from acid and fire.
Poison: Stings inflict lethal poison if foe is Shaken or wounded.
Size +3: Eighteen feet long; Toughness +3.

Barbtongued wyvern
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d12+1, Notice d12+4, Stealth d12+1, Tracking d12+4
Charisma: -; Pace: 5; Parry: 8; Toughness: 20 (4)
Edges: Dodge
Special Abilities
Armour +4: Scaly hide.
Sting: Str+d10; Poison.
Bite: Str+d10.
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 9" and Climb -1.
Immunities: Sleep and paralysis.
Poison: Sting 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.

Lead-clad wyvern
   No description for this creature yet.

Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Fighting d8, Notice d12, Stealth d4, Tracking d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 14 (3)
Gear: Sting melee (Str+d8; Poison), bite melee (Str+d8; Grab)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +3: Scaly hide.
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.
Flight: Flying Pace of 9" and Climb -1.
Immunities: Sleep and paralysis.
Weakness: Electricity (double damage).
Resistance: -1 damage from electricity.
Poison: Sting melee inflicts lethal poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Night wyvern
   No description for this creature yet.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Notice d12, Stealth d10, Tracking d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Scaly hide.
Sting: Str+d8; Poison.
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.
Flight: Flying Pace of 9" and Climb -1.
Immunities: Sleep and paralysis.
Weakness: Light sensitive.
Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
Size +3: Increases Toughness by +3.

Xacarba

Xacarba
   No description for this creature yet.

Attributes: Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12+4, Climbing d12+1, Notice d12+4, Persuasion d12+4, Repair d12+5, Stealth d12, Tracking d12+4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 23 (4)
Gear: Tail slaps (Str+d8; Constrict)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Quick, Strong Willed
Powers: Invisibility, Mind Reading, Puppet, Summon Ally, Teleport
Special Abilities
Armour +4: Natural armour.
Bite: Str+d8; Poison.
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.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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.
Immunities: Electricity and poison.
Resistances: -2 damage from acid, cold and fire.
Poison: Bite inflicts lethal poison if foe is Shaken or wounded.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Xill

Xill
   No description for this creature yet.

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d10, Knowledge (Planes) d12, Stealth d12, Throwing d8
Charisma: -; Pace: 7; Parry: 8; Toughness: 8 (2)
Gear: Short swords (Str+d8), medium shield (+1 Parry), longbows (Throwing; range 3/6/12; Str+d6)
Edges: Combat Reflexes, Level Headed, Strong Willed
Special Abilities
Armour +2: Natural armour.
Claw: 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.
Evil: Affected by powers and abilities that work on evil creatures.

Xorn

Xorn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d12, Stealth d10, Survival d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (3)
Edges: Sweep
Special Abilities
Armour +3: Natural armour.
Bite: Str+d4.
Claws: 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.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Burrow: Can burrow and reappear within 5".
Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistance: -2 damage from electricity.
Very Tough: +1 Toughness.

Xtabay

Xtabay
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d6, Vigor d12+1
Skills: Fighting d4-2
Charisma: -; Pace: 1; Parry: 2; Toughness: 7
Edges: Frenzy
Special Abilities
Stings: Str+d4; Acid.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Immunity: Acid.
Size -1: Reduces Toughness by -1.

Yellow musk creeper

Yellow musk creeper
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Natural armour.
Tendril: Str+d4; Reach 1".
Tremorsense: Can sense and accurately pinpoint anything within 6" that's in contact with the ground.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Yellow musk zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Gear: Longsword (Str+d8)
Edges: Quick
Special Abilities
Armour +1: Yellow skin.
Darkvision: No vision penalties for darkness (range 12").
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.

Yeth hound

Yeth hound
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Survival d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Sinister Bite; 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.
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 9" and Climb 2.
Evil: Affected by powers and abilities that work on evil creatures.
Sinister Bite: Make a Spirit roll or suffer a level of Fatigue.

Yeti

Yeti
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d8, Climbing d12+2, Notice d10, Stealth d4, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Frenzy, Sweep
Special Abilities
Armour +2: White fur.
Claws: Str+d6; Cold.
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".
Hardy: A second Shaken result doesn't become a wound.
Frightful Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Increases Toughness by +2.

Yithian

Yithian
   No description for this creature yet.

Attributes: Agility d8, Smarts d12+2, Spirit d12+1, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12, Healing d12+1, Notice d12+3, Persuasion d12+1, Spellcasting d12
Charisma: +4; Pace: 5; Parry: 7; Toughness: 14 (3)
Edges: Alertness, Arcane Background (Magic), Frenzy, Strong Willed
Powers: Entangle, Mind Reading
Special Abilities
Armour +3: Natural armour.
Pincers: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, poison, shapechanging, paralysis and Gang Up bonuses.
Resistances: -2 damage from acid, cold and fire.
Size +3: Increases Toughness by +3.

Yrthak

Yrthak
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d10, Notice d12+1, Throwing d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (3)
Gear: Sonic lance (Throwing; range 3/6/12; Str+d6; Sonic)
Edges: Dodge, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Natural armour.
Bite: Str+d8.
Claws: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Flight: Flying Pace of 9" and Climb 0.
Immunities: Sonic, gaze attacks and visual effects.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Yuki-onna

Yuki-onna
   No description for this creature yet.

Attributes: Agility d12, Smarts d12, Spirit d12+2, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+1, Notice d12+1, Repair d12, Stealth d12, Survival d12, Spellcasting d12
Charisma: +4; Pace: -; Parry: 5; Toughness: 7
Gear: Touches (Str+d6; Cold; Chilling Touch)
Edges: Arcane Background (Magic), Dodge, Improved Dodge, Frenzy, Level Headed
Powers: Blast (ice storm), Deflection (blur)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Ethereal: Intangible and can only be hurt by magical attacks.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Flight: Flying Pace of 6" and Climb 3.
Fascinating Gaze: All creatures within 12" must make a Spirit roll to resist.
Immunities: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Weakness: Fire (double damage).
Chilling Touch: Make a Vigor roll or suffer a level of Fatigue.

Zhyen

Zhyen
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Repair d4, Stealth d12, Swimming d6, Spellcasting d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 4 (1)
Edges: Arcane Background (Magic)
Powers: Environmental Protection (heat and cold)
Special Abilities
Armour +1: Natural armour.
Melee Touch: Str; Acid; Cold; Electricity; or Fire Damage.
Darkvision: No vision penalties for darkness (range 12").
Fast Runner: Roll d8 when running instead of d6.
Flight: Flying Pace of 6" and Climb 3.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Resistances: -1 damage from acid, cold, electricity and fire.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Zombie

Zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Flesh.
Slam: Str+d4.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Apocalypse zombie
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d10, Tracking d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Disease; Grab.
Slam: Str+d4; Disease; Grab.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
Create Spawn: Anything slain by this creature is doomed to become one as well.
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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.

Brine zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Cutlass (Str+d8)
Special Abilities
Armour +1: Blue-green flesh.
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.
Aquatic: Swimming Pace of 10", and cannot drown.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Resistance: -2 damage from fire.
Very Tough: +1 Toughness.

Undead emu
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Fast zombie
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
Armour +1: Flesh.
Slams: Str+d4.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Flapping head
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Stealth d6
Charisma: -; Pace: -; Parry: 5; Toughness: 7
Special Abilities
Bite: Str+d4.
Slam: 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.
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 -2.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Size -1: Reduces Toughness by -1.

Zombie wolf
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (M), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 9; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Bite: Str+d4; Go for the Throat.
Slam: Str+d4.
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.
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.

Storm giant zombie
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12+7, Vigor d12+5
Skills: Fighting d12+1, Swimming d12+1
Charisma: -; Pace: 6; Parry: 7; Toughness: 24 (3)
Gear: Breastplate (+3), masterwork broken greatsword (Str+d10; Parry -1)
Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Kobold zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Leather armour (+1), spear (Str+d6; Reach 1"; Parry +1)
Special Abilities
Slam: Str+d4.
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.
Very Tough: +1 Toughness.
Size -1: Reduces Toughness by -1.

Plague zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Flesh.
Slam: Str+d4; Disease.
Darkvision: No vision penalties for darkness (range 12").
Death Burst: Explodes when incapacitated, inflicting 3d6 damage to everything within a MBT.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Disease: Make a Vigor roll or become afflicted.
Very Tough: +1 Toughness.

Spellgorged zombie
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Unhallowed zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Natural armour.
Slam: Str+d4.
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Void zombie
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (M), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
Armour +1: Natural armour.
Slams: Str+d4.
Tongue: Str; Reach 1".
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: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Voidstick zombie
   No description for this creature yet.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d10, Climbing d6, Notice d10, Stealth d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Frenzy, Level Headed, Quick, Strong Willed
Special Abilities
Armour +3: Gray skin.
Melee Touch: Str+d4; Negative Energy.
Darkvision: No vision penalties for darkness (range 12").
Lifesense: Can sense and accurately pinpoint living creatures within 12".
Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Hardy: A second Shaken result doesn't become a wound.
Immunities: Sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.

Zomok

Zomok
   No description for this creature yet.

Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d12+5, Vigor d12+5
Skills: Fighting d10, Notice d12+4, Knowledge (Nature) d12+2, Stealth d8, Survival d12+3, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 26 (6)
Edges: Arcane Background (Magic), Frenzy, Level Headed, Quick, Sweep, Strong Willed
Powers: Barrier (thorns), Entangle (plant growth), Puppet (plants only)
Special Abilities
Armour +6: Natural armour.
Claws: Str+d8.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 24").
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
Flight: Flying Pace of 13" and Climb -1.
Immunity: Sonic.
Weakness: Fire (double damage).
Size +10: Thirty-five feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Zoog

Zoog
   No description for this creature yet.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Tracking d6, Spellcasting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 3
Edges: Arcane Background (Magic)
Powers: Beast Friend, Detect Arcana (sense magic)
Special Abilities
Bite: Str; Bleed.
Claws: 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.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
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 -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Zuvembie

Zuvembie
   No description for this creature yet.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d12, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Gear: Battleaxe (Str+d8)
Edges: Arcane Background (Magic), Dodge
Powers: Obscure (darkness), Summon Ally, Summon Ally (skeletons and zombies)
Special Abilities
Armour +1: Natural armour.
Claw: Str+d4.
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: Cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
Very Tough: +1 Toughness.