Bestiary

5 entries found.

Fetchsoul
level11
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
30
14
18
8
18
18
50
0
0
5
5
2
3
188
Touch
:
A20
D30
Init16
damD6
Spirit vs. Spirit or die. Ignores Armour. 1 corruption.
Aura
:
damD4
Area 10. Fear 18. Ignores Armour.
The Fetchsoul is a horrid abomination, but thankfully probably a unique one. Stories claim that the Fetchsoul is the shade of the last King of Nammu, murdered in his mother's womb before he was born. Trapped by the curse of Ur, the spirit grew twisted and vengeful, accumulating strength over the centuries by leaching the life force of others. Some Sages suggest that other murdered souls have also become Fetchsouls at other times.

Those unfortunate enough to have seen the Fetchsoul tell of a spirit creature resembling a shrivelled pup or fetus, its eyes still shut as it blindly gropes for its foes. An aura of corruption surrounds it, capable of un-manning the bravest of warriors. Its paws are twisted into claws with which it grasps at the air, and at the life energy of its foes. As it appears and vanishes from the gloom that always accompanies it, the Fetchsoul whispers constantly of its revenge and pain.

Despite its appearance, the Fetchsoul is capable of moving with some rapidity, moving instantly between any area of shadow or darkness up to 20 legats apart. Bright light is uncomfortable to the creature (-4A/-4D) but not enough to repel it, and the aura that surrounds it will extinguish any normal light source in one round of exposure. Magical light sources are extinguished if a D12 roll is greater than the Rank of the spell that created them (roll each round for any source in range). This aura extends 10 legats from the Fetchsoul, and the creature cannot be seen (or targeted) from outside of it. Any Keldian venturing into this shadow suffers a Fear 18 attack as they begin to hear the terrible whispers of the creature, even if they have encountered and survived the fear before. Rolling a critical on this Fear test makes you immune to the aura of this Fetchsoul. The area inside the aura is almost complete darkness, though the Fetchsoul itself can always be perceived as if alone was illuminated.

When the Fetchsoul touches someone it drains their life-force. This may slay a target outright. If it does not the Fetchsoul still takes a portion of the creature's soul into itself. This empowers the abomination (add damage inflicted to Health), and also creates a link that the creature can exploit. An adult gains 1 corruption, and has -4A/-4Spirit when facing that Fetchsoul (don't apply this to the chance of death). A child, however, comes under the Fetchsoul's control, and the Fetchsoul preys first on innocent children, slipping unseen into their chambers as they sleep. When it touches these children it will sometimes slay them by accident, but if it does not it will turn them against their families, whispering constantly into their dreams. Children so influenced have set fire to their homes, or stabbed their siblings – killing whole families without the Fetchsoul ever being seen.

The Fetchsoul is always faced in areas of darkness and shadow, where its movement abilities mean it can never be pinned or surrounded. It will attack primarily with its aura of fear, and its touch, but can also use the following powers at will, once per round, as if it were a Black Order Mage of the 10th level : Shadowy Wall, Children of Shadow, Crossing the Broder, Shadow Sending, Power of Command, Darkseeing, Icestorm.
Fire Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
20
18
18
9
14
12
10
28
4
4
2
0
3
3
112
4
Bite
:
A23
D18
Init21
damD8+3
Claw
:
A17
D15
Init20
damD8+1
May claw in the same round as a bite.
Male
21
16
14
9
15
14
10
40
6
4
2
0
2
4
122
4
Claw
:
A24
D16
Init16
damD8+4
Flame Blast
:
A28
D16
Init12
damD10+6
Area 4. Base Range 2. Ag v.s 16 for 1/2.
Fire Lions are majestic creatures of crimson hue. They live in the seemingly deadly heat of the Light Side, in packs of 5 to 15, centered about one primary Male and a number of Females. Lone Males are also sometimes encountered. Fire Lions are undeniably dangerous, especially because they work in perfectly organized hunting packs, the Females having Stealth 14. The lean Male, however, has a magical power which allows him to breathe out gouts of flame to defend the pack. Despite their deadliness Fire Lions have sometimes been known to help Keldians, especially against Halfhounds, although they do not appear to be able to speak.
Flowers of Sleep
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
0
0
0
0
0
0
0
5
0
0
0
0
0
0
18
Scent
:
damD8 Fatigue
Area 9. Phys vs. 12 or sleep till at no fatigue.
The Flower of Sleep is an innocuous looking and low lying plant that grows in woodlands. Its power is that it releases a soporific scent capable of knocking out a full-grown Keldian. Smaller animals often die, their rotting flesh enhancing the soil around the flower.
Flunky
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
10
10
12
9
12
11
15
6
6
0
0
0
0
51
Charm
:
A12
D12
damD4+2
Fragile
A standard political flunky, a minor (or slightly more major) aide to a more significant threat.

In a trained group they supply the following A+2, D+2, Dam+2, Init+1
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.