Bestiary

11 entries found.

Bandit
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bandit
13
14
12
10
11
11
9
15
2
6
3
0
1
2
73
2
Horn Knife
:
A19
D15
Init17
damD4+4
Short
Stone Mace
:
A15
D14
Init11
damD6+4
Leader
14
14
12
10
11
13
10
19
3
7
4
0
1
2
81
3
Bronze Sword
:
A18
D14
Init17
damD6+3
In the fringes of the Empire, when life goes bad, banditry is an easy answer. Travelling merchants, Crdlu herders, or messengers can be robbed or held for ransom with just a collection of low quality weapons and the use of intimidation and threats. Dealing with a Bandit group is a plausible mission for low level Red Order soldiers.

Most bandits don't have organised bases, they are either drawn from the population of a single poorly controlled village, or are nomads who raid villages (and occasional travellers). A bandit group will sometimes be equipped with Krakath, Crdlu and Frian, and may be found leading carts too, especially when fresh from a village raid. If a bandit group is forced to make camp in the wilderness then they are likely to have no more than tents or a cave to do it in, and may be hard to distinguish from a Tribal group.
Bar room brawlers
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
10
9
10
11
10
8
15
3
3
0
0
1
2
45
Punch and Kick
:
A12
D10
Init12
dam2
A bunch of drunkards in a bar. They are full of fight when roused, but are actually uncoordinated and will flee from lethal violence. It is assumed that they will mostly fight with fists, teeth and claws. If they start picking up improvised weapons then reduce Attack by 2 and raise damage to D4+2.
Blacksnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
16
2
3
14
13
10
0
0
0
0
2
2
60
Bite
:
A20
D11
Init18
damD6+1
Sting. Poison, Phys vs. 14 or D12+10 Weakening Damage.
The Black Snakes are one of the most poisonous creatures on Sun Keld. Luckily their venom is unstable outside their bodies. The snakes tend to drop onto their victims from trees and bite them. When not attacking from surprise they have Attack 18.
Bloodsnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
9
0
14
5
5
40
0
0
3
0
2
6
99
Suckers
:
A16
D12
Init17
damD4+2
Can attack 3 times a round. Phys vs. Phys or attached.
The Bloodsnake is a bizarre plant creature, formed when a Bloodvine root is close to death. When the plant can no longer continue to grow in its current location the root detaches its many tentacles, pulls itself from the ground, and becomes a Bloodvine. This mass of sucker tipped tentacles moves slowly about on a long root mass, crossing surprising distances until it finds a new location to plant itself (somewhere with moisture and earth), at which point it becomes a dormant root for a few days before putting out new tendrils.

Like the parent plant the Bloodsnake feeds on the blood of animals. It is keenly attracted towards the heat and noise of living creatures, especially bleeding ones, and will seek them out. When it reaches them it will strike at them with many suckers, latching on to exposed flesh.

If it inflicts at least 1 point of damage with an attack then it will attempt to latch on. The target must make a successful resisted Physical roll to avoid this. Once latched on each tentacle will start to drain D4 Lethal a round in blood. Each attached tentacle gives the victim -3A/-3D. A target can attempt to break free of multiple tentacles at once (one for each success on the resisted roll) but has -2 Phys for each tentacle they attempt to break after the first.
Bloodvine
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
5
1
12
0
5
30
0
4
3
0
2
3
82
Lash
:
A15
D14
Init14
damD4+2
Phys or Agi vs. 12 or -2A/-2D
Bloodvine is a foul plant that can thrive where other plants cannot, because it can catch and devour animals and other plants for nutrition. A Bloodvine plant resembles a dense web of crimson vines covered in heavy conical thorns that shade to black at the tips. A thriving patch will put down countless root bundles, each of which can grow without the rest, making it very hard to kill a whole patch (the stats above are for a patch).

When the Bloodvine senses the proximity of a living creature it lashes out with its tendrils, wrapping them around its target and sinking its thorns into them. The blows from these writhing limbs are dangerous enough, but the real threat comes when the plant can immobilise its target, at which point it will drain the blood and sap from them till they are dry. Each time a tendril hits the target must make a Physical or Agility roll or be entangled, suffering -2A/-2D. This penalty is cumulative, as more tendrils latch on. If a target is reduced to 0 Defence in this manner then they are entirely held, and can no longer act. The plant will then start to drain them, doing automatic damage each round.

Killing the plant itself requires the many root bundles to be hacked out of the soil, something pretty much impossible when the plant is still defending itself. Individual tendrils have D14, 1 Armour and 4 Health, and severing a tendril allows it to be wrenched off anything it has entangled. An individual plant has 7-12 tendrils. When a Bloodvine cannot get enough sustenance, and begins to die back, it may transform into a Bloodsnake.
Bog Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
16
12
8
12
12
14
18
0
0
3
0
3
4
90
Bite
:
A19
D16
Init15
damD8+2
Poison. Phys vs. 16 or D10 Lethal.
The Imiur, or Bog Hound, is a spirit creature formed from animated marsh debris (mud, reeds, weed and the like). The Bog Hound drips water, its breath coming out as steam, its eyes glowing with a greenish glow. The Imiur is at home in both land and water, blending in with a swamp so well (Stealth 18) that it is almost impossible to detect before it attacks. The Bog Hound will generally attack from concealment in this way.

Although the Imiur is a Spirit creature it appears to feed on small animals, fish, insects and the like. Close examination of an Imiur's body shows that fragments of shell, fish bones, dragonfly wings and similar are strewn through the structure of its body. An Imiur's poison bite also seems to come from devouring venomous creatures, and its potency often varies. An Imiur will attack larger prey, including Keldians, but apparently not to eat them.

When an Imiur is destroyed the spirit animating it breaks free, the greenish glow escaping like a gas and vanishing back into the swamp. Doing so causes the Imiur 4 Spirit Damage, and it cannot regenerate Spirit until it forms a new body (thereafter it regenerates 2 Spirit a day). Only if it is destroyed when below 5 Spirit is it apparently killed for good. When this happens the green glow stays in the corpse, hardening into an irregular gemstone that is a Treasure 5. Occasionally Imiur hunt in packs.
Bombardier
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
8
6
1
16
8
8
18
0
0
4
0
0
0
68
Blast
:
A18
D8
Init6
damD10+3
Base Range : 1 legat
The Bombardier is a large and glossy red beetle — growing as big as a Frian — commonly found in the Twilight forests. It feeds on smaller insects, and rodents, normally ignoring larger creatures or relying on its thick natural carapace. However when threatened it can send out a cloud of noxious chemicals from its rear end that effect all creatures in a cone 1/5 the width of the distance to its target. Targets can roll Ag vs. 13 to escape the blast and take 1/2 damage. The blast ignores armour, magical or otherwise. Bombardier shell can be crafted into bowls and shields by a shellworker.
Bonded Official
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bonded Offical
10
10
10
11
10
12
11
15
9
5
3
0
0
3
63
3
Official Writ
:
A17
D14
Init17
damD4+3
Senior Bonded One
10
10
10
11
10
13
11
15
14
7
3
0
0
4
74
5
Seal of Office
:
A18
D14
Init18
damD4+4

Bonded Officials run the major areas of Order bureaucracy. Trusted by the Magi they are a key part of the Eternal Empire. They are often commanded by a senior Magi and may be charged with carrying out orders that the Mage does not wish to do themselves.

Skills

  • Law 2 / Politics 3
  • Merchant 2 / Administrate 4, Bargain 4
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One
  • Assured (+4 social health)
  • Edge : Wiley
Boobrie
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
8
3
12
10
10
12
0
0
0
0
4
2
59
Bite
:
A13
D13
Init12
damD8+2
Boobries are giant Cormorant like birds who live on mountain lochans and lakes in the Ice Hills. On land they are slow and cumbersome but in water or air they are much more agile (Defence 18). Although they live chiefly on fish and sometimes on other birds the Boobries will attack anything that looks like a good meal. If serious damage is done to them, however, they will flee the battle.
Braga
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
8
10
5
8
6
6
9
0
0
0
0
0
0
31
Bite
:
A5
D8
Init10
damD4
Braga are placid forest creatures of a similar size to a Frian. They have four legs ending in two-toed paws, and long prehensile noses that reach to the ground, which they use to root through the leaf litter of the Jungle in search of food. They have large bushy tails which are held erect as they feed, and Males are largely indistinguishable from females. Forest communities keep Braga as domestic animals, slaughtering them for meat and the bristles from their tails. Braga can also be milked, though their milk is inferior to that of the Crdlu. Most villages have a handful of Braga grazing about them at all times, while more are kept in the Jungle nearby. Hunting Difficulty 16.
Bull Centaur
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
18
11
10
15
13
12
40
3
7
3
0
2
6
125
Naga Axe
:
A19
D19
Init12
damD8+5
Trample
:
A21
D19
Init13
dam2D6+3
Full move
Bull Centaurs are creatures that resemble a cross between a Keldian and a Crdlu, having the torso and arms of the former and the body of the later. Bull Centaurs are rarely encountered, apparently haunting old ruins and ancient tombs. They often wear bronze armour and carry over-sized weapons that benefit from their huge strength. They sometimes appear to act as guardians, protecting treasure chambers and temples, at others to simply make their dens in these old structures. Some Sages believe that Bull Centaurs are a lesser relation of the Lammasu.