Bestiary

9 entries found.

Calling the Dead
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
94
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
A foul creature of White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air.
Calling the Deceiver
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
128
Claws
:
A23
D20
Init20
damD12+3
A foul creature summoned by White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. In addition those it attacks suffer a Fear 14 attack.
Cambarid (Red)
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
10
2
16
5
10
35
0
5
9
0
0
4
114
Claw
:
A17
D9
Init10
damD12+10
Can attack 2 times / round.
Larger cousins of the more common Yellow Cambarid, Red Cambarids live only in the deep channels, and will happily attack other aquatic predators. Their deep red shells make them hard to see in the dark One River waters, and they can attack suddenly and from surprise. They are about 5 strides long, with huge claws easily capable of cutting a Keldian in half, and their defence combined with the armoured head make them very hard to fight from the front. From the sides and rear however they are much more vulnerable (Armour 4, Defence 7). Giant Lobsters generally feed on muck and on their smaller cousins, but will attack anything that looks like food. The shells of these lobsters can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
Cambarid (Yellow)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
12
4
14
10
11
20
0
4
4
0
1
0
71
Claw
:
A17
D9
Init13
damD6+1
May make 2 Claw attacks a round
These crustaceans predators live in the smaller side channels and tributaries of the One River, preying on fish, frogs, eels, and any creature of suitable size that come close enough to the water to grab in their two large claws. The shells of these creatures are a pale colour, yellow-white to white, and are stand out somewhat in the Twilight gloom. A full grown yellow Cambarid can reach 2 strides in length, and can feed a Keldian family for many days (30 meals). Yellow Cambarid shell is too fragile to make armour, but can be turned into dishes, or speartips. Hunting Difficulty 18.
Corpse Ghost
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Animal
14
12
15
10
5
14
12
12
0
0
3
2
3
5
79
4
Bite
:
A14
D12
Init18
damD4+1
Inflicts 2 Fatigue.
Large Animal
17
15
12
10
10
16
12
20
0
0
4
2
2
5
103
5
Bite
:
A16
D15
Init14
damD8+2
Inflicts 2 Fatigue.
Huge Animal
20
16
14
10
15
18
12
30
0
0
5
2
1
5
120
5
Bite / Smash
:
A20
D16
Init15
damD10+3
Inflicts 2 Fatigue.
A Corpse Ghost is a dead Keldian spirit that has the power to drag a corpse or skeleton from the earth and animate it to attack others. Such a Ghost can animate any sort of dead creature of Clay and control it like a puppet. The dead remains jerk to life, surrounded by a pale blue radiance. Fleshless jaws open and close, dead eyes roll, and rotted flesh clings together. The sight of such a creature coming to attack inflicts a Fear 16.

A Corpse Ghost may animate all sorts of dead creatures (Keldians included), but it uses some of its energy to do so. A fully rested Corpse Ghost has six energy, each of which can be used to animate one creature (or two for a huge animal). If the Ghost is inhabiting a body which is destroyed it loses 1 energy immediately, so they will usually flee first, but can simply raise another corpse and continue attacking. The Ghost will regain 1 energy each day, or 2 if it is near the site of its original haunting. Unlike a normal Ghost a Corpse Ghost can venture a little way outside the Twilight lands, provided that it is currently animating a corpse. However, if driven from the remains it is possessing while exposed to the light of the sun, it is immediately destroyed.

A Corpse Ghost attacks without fear, since it cares nothing for any damage inflicted on its animated form. Although it can be hit by normal weapons they have reduced damage from most sources : small weapons only do 1 damage, light cutting weapons do 2, heavy cutting weapons do their +, arrows do no damage, fire magic does half damage. Only crushing weapons do normal damage. The touch of a Corpse Ghost inflicts 2 Fatigue from its radiance, even if armour prevents the damage it might inflict.
Crdlu
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Adult
11
11
8
3
18
8
10
25
0
0
1
0
2
0
67
1
Crush
:
A11
D11
Init10
damD6+3
Crush
Bull
14
11
9
3
22
13
10
30
0
0
2
0
2
0
78
1
Crush
:
A15
D12
Init11
damD6+4
Crush
The Crdlu is a large lizard creature with short legs and a thick hide, at least twice the size of a Keldian. Its flesh is good to eat, its milk can be drunk, and it's heavy hide can be worked into tough leather. It is the primary herd animal of the Keldians. Vast herds roam the Drylands, grazing the Razor Grass. Unlike Krakaths they can survive in the Deadlands if allowed to seek shade and given access to water. Crdlu are easily trained and are seldom a danger, though they can sometimes run amok if scared or panicked. Bull Crdlu, however, are fiercely defensive of their herds. Most Crdlu encountered are part of someone's herd, but wild Crdlu also exist, especially where some town or village has suffered a calamity. Hunting Difficulty 14.
Crocodylle
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
15
13
5
18
13
14
40
0
3
6
0
1
4
136
Bite
:
A22
D15
Init14
damD10+5
Grapple
:
D8
Init13
damD12+6
Drag a target into the water for a death roll
Crocodylles are fearsome beasts that live in the One River. They are huge and heavily armoured, with rows of cruel teeth, anyone attacked by one suffers Fear 12. They lurk in water, looking very much like logs (Stealth 14). They will grab anything near the shore or in the water and lock onto it with their jaws dragging it into the water and rolling over and over. Any target hit by a bite from ambush must win a Phys contest, otherwise the Crocdylle has locked on and will start the death roll, inflicting D12+6 automatic damage each combat turn that ignores armour. Crocodylle hide can be made into a heavy leather armour of great potency by a skilled armourer (Leatherworking difficulty 15) worth 5 points of protection.
Crown of Stars
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
10
8
0
13
12
10
40
0
0
3
0
0
0
103
Tentacle
:
A14
D10
Init8
dam2D6+1
May make 5 attacks / round
A Crown of Stars is a vast aquatic creature similar to a cross between a jellyfish and a starfish. A pinwheel 4 to 6 strides across its translucent heart is surrounded by large limbs, the largest five of which can be used to attack creatures as large as a Crdlu if one ventures near. The Crown of Stars is not highly aggressive, however, rather it drifts through the One River, faintly glowing blue and pink, and preying on the small fish of the river. The spines at the heart of the creature, however, are much valued as arrow or spear tips.
Cudu'djell
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
19
18
4
6
7
8
15
0
0
3
0
4
0
93
Claw Strike
:
A18
D19
Init23
dam3D4
The Cudu’djell, or heat flyers, are lean brown monsters that hunt over the deserts of the Dead Lands and the Burning Plains. Their undersides are the colour of the red sky, making them very hard to spot (Stealth 13). They have very wide flat wings with which they soar on the thermals. When they sight prey they swoop in at very high speed, striking at the head and shoulders of their target with their claws. Only once the prey has fallen will they venture to land to feed. Cudu’djell live solitarily, only breeding every few years, and each protects a wide territory and a source of water. If forced to land they are clumsy (Defence 8). Cudu'djell do not collect any sort of treasure by preference, but will carry smaller prey up to their nests, leaving parts of the remains in the structure of the nest. This may allow collection of animal parts worth 1 to 2.