Bestiary

8 entries found.

Halfhound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
15
5
14
8
9
20
0
0
3
0
4
5
94
Bite
:
A17
D18
Init20
damD8+4
The heat of the bites also inflict 1 Fatigue.
Halfhounds are foul creatures, grey ,black, and white, that appear in packs to serve the Halfmen. They resemble the dogs of other worlds, but sliced in half, with the two halves slightly separated in mid air, a bizarre and horrific sight that inflicts Fear 14. Their eyes are a glowing red, like coal embers, surrounded by black patches that sweep back across their white flanks, sometimes streaked with grey lines. They are very fast, and cunning, attacking in groups of three. One hound will generally pursue the prey, driving it into the other two hounds, which will flank the target, or attack in a staggered formation. They will then nip at the heels of the prey, forcing a Phys / Wrestling roll resisted by 14 to stay on your feet. As with all Half creatures when they die their corpses slip back into their own dimension.
Halfmen
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Halfman
16
23
13
14
14
12
11
30
0
8
4
0
1
4
115
5
Claw
:
A19
D20
Init14
damD6+5
Bleed 1 Lethal a round.
Halfmaster
20
24
14
17
15
14
12
40
6
8
5
0
1
5
144
7
Claw
:
A20
D21
Init15
damD6+7
Bleed 1 Lethal a round.
Halfmen are foul and evil demonic creatures who slip into Sun Keld through flaws and cracks in reality. The Halfmen seem to have a particular love of Sun Keld, for they appear throughout the land, seemingly immune to heat and cold, preying on the Keldians. They creep into this world in search of vulnerable victims to prey upon, sometimes appearing in groups of up to 4 at a time. Those that they catch are mercilessly harried until the Halfman kills them and ritually tears their organs from them, a sight that is so hideous that any seeing it must suffer Fear 16, while the creatures themselves inflict Fear 14.

The Halfmen themselves appear like mockeries of the Keldian form, covered in a scaly skin, but there is only half of them, the cut side being smooth and featureless as if some plane had severed it. Indeed it has been hypothesized by Sages that half of the creatures remains in another dimension, the one where it came from, and it is this that confers upon it a kind of partial insubstantiality that gives it is immunity to non enchanted weapons. Another side effect of its nature that it appears to be able to slip through the barest of gaps just by turning itself sideways, and this it frequently does to surprise its victims, slipping, for instance, through the gap between a door and its frame. It can get through any gap, be it ever so narrow, that it no less than 1/2 of its height. As with all half creatures when it dies a Halfman's corpse vanishes into the other dimension.

In combat the Halfman generally uses its claws, with which it can inflict stunning blows, or bleeding wounds that cause no other damage except 1 damage in each subsequent combat turn until bound. On Sun Keld they also are often accompanied by a pack of foul Halfhounds (see above) with which they hunt down their prey.

Finally, as if all this was not enough, the Halfmen also have magical ability (see Blue Order Magic). Even on Sun Keld their magic works, for they draw on sources of power beyond the world. Thankfully for those that have to face them they seem to be able to use their dimension shifting magic only at certain times and in certain places, so the adventurer need not face a creature who can constantly vanish and reappear. Halfmen cast their magic at level 3, and have 13 Magic Points.

Half Masters are leaders of the other Halfmen, often adorned with huge knotted beards. Half Masters cast their magic at level 6, and have 35 Magic Points.
Harathur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
17
13
6
14
12
6
15
0
0
1
0
4
6
79
Bite
:
A17
D16
Init17
damD6+2
Poison. Phys vs. 9 or D6 Weakening
Harathur are noisome and dirty relatives of the Hunting Sarks which frequently take over desert water sources and hunts anything nearby, leaving nothing but bones and polluted waters behind. An individual Harathur stands taller than a Sark, it's dark brown fur dappled with black patches, and with something a little like a Mane around the head and neck. Patches of white fur surround the Harathur's eyes, and it's jaws are mostly hairless, revealing dark flesh that is often stained with mud and blood. Harathur have a distinctive whooping bark, a little like laughter, which they will use to unnerve and herd prey.

A pack of Harathur usually numbers 15-20 individuals, led by a matriarch (H+4, Pre+3). A pack will roam the Drylands until it finds an oasis or spring and then settle on it's banks, frequently rolling and defecating into the waters. Animals attempting to drink are swarmed by the pack and then eaten by the water edge. Harathur males will mark the ground with a pungent and acid spray, as well as gnawing at the bark and wood of any plants to get at the water. An open water source inhabited by a Harathur pack quickly becomes muddy and tainted. Anyone drinking water from such a source must roll Phys vs. 14 or take D10 Weakening. Make a second roll to avoid contracting a disease that inflicts a further D3 Weakening a day until cured.

By the time a pack is finished with a particular oasis, little remains. Open water is poisoned, plants are gnawed and eaten, grass is scorched by spray and most animals will have been chased away or eaten. For this reason Tribesmen hate Harathur with a passion, and will attempt to drive out or kill any pack that settles in their range. Such an attempt requires a significant group to attempt.
Haunt
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
10
9
12
10
12
30
4
8
2
2
1
0
100
Weapon
:
A18
D15
Init11
damD6+6
These creatures usually guard the tombs they were buried in, kept alive by their evil powers, though they half-existence may be worse than death. They appear as gaunt, dry, figures who wield black weapons, and often wear ancient armour. The sight of these walking corpses causes all who sees them to suffer Fear 14. These creatures arise when a vengeful ghost is bound to the site of their own body. They act only to protect their tombs, and rarely step beyond their doors.

When slain a Haunt crumbles into dust and shards of bone. It's weapons and arms will usually do the same, but sometimes a Black Spear or piece of armour will remain. Haunt weapons are equivalent to their normal counterparts but have +1 Damage. Using such a weapon or wearing such armour brings bad dreams. When first used or worn the bearer gains 1 Insanity point.
Hirin
level0
Hirin, or root cactus, is a crop plant that can be cultivated in the Drylands (unlike Maugey it does not thrive on the Twilight slopes). The above ground part of the Hirin just resembles twisted and thorny stems of a dusty grey, without leaves. The plant is grown for the large ridged tubers in which the Hirin stores water. As well as the milky sweet liquid in their cores the roots can be pounded and ground into a starchy meal which can be used as a substitute to Maize flour.
Hunters
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Hunter
29
20
14
15
15
14
13
35
0
6
6
0
2
5
142
6
Spear
:
A29
D23
Init16
damD6+6
Long.
Master
30
20
14
16
17
15
15
44
10
8
8
0
2
5
171
7
Spear
:
A30
D23
Init16
damD6+6
Long.
Whip
:
A32
D20
Init19
damD6+4
Long. Wounds bleed 1 Lethal / round.
Lightning
:
A20
D20
Init18
damD6+5
Ignores armour.
The Hunters are a race of cruel beings from some other dimension that are occasionally summoned by dark and secret magics. All that is known of the ritual of their summoning is that a fire must burn on a sacred high place for them to be summoned, and that they may not come. If they do appear then they will demand a sacrifice in blood, for they love to fight, and if this is not met then they attack their summoner. The Hunters are a terrifying sight, their appearance causes Fear 16, dark figures in barbaric armour carved with demons and bathed in blood, who wield fell spears. Sometimes the Hunters appear riding black spectral steeds, like those conjured by the Shadow Steed spell.

The Master of the Hunters is reported to have been summoned once or twice. He is larger and even more dangerous than his kin, and is always accompanied by at least four hunters. In one mailed hand he holds a spear, in the other a barbed whip made from lighting which may be used either to inflict bleeding wounds or to act as a bolt from a Lighting Burst spell. In addition the Master carries a horn that can be used to summon another D4 Hunters in D4 turns if he is not slain first.

It is thought that killing the Hunters merely send them back to their home plane, and they are sure to hate whoever sent them there.
Hunting Sarks
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
15
14
6
9
6
9
15
0
3
0
0
4
4
71
Bite
:
A17
D15
Init19
damD6+2
Hunting Sarks are low slung four-footed creatures that hunt in the tall grasses of the Dead Plains in the Southern half of the Dead lands. Sarks are related to Frians, but are significantly larger and lower to the ground. They travel in small packs picking off strays and lames from Crdlu herds and scavenging on the bodies of the dead. They will not hesitate, however, to attack a similar sized or smaller group of Keldians, though they are less likely to attack those mounted on Krakaths. They are quite cunning in their tactics, harrying their targets in quick strikes and then retreating. If badly wounded Sarks pull away at once however. Sark meat is stringy, and not especially palatable, but is edible in a pinch. They are not commonly hunted (Hunting Difficulty 16).
Hunut
level0
The Hunut is a Drylands tree with a high tolerance for drought. Like the Zerom Tree isolated Hunut can be found growing in the Razor Grass plains. A Hunut stands 2 to 4 times the height of an adult Keldian, the narrow trunk topped by a flourish of short branches each of which end in a cluster of spiky leaves. Although the Hunut provides no fruit, the flower buds and seeds can both be eaten, and the bark can be stripped and used for weaving. The wood of the Hunut is dry and fibrous, no use for building and providing no relief for a thirsty traveller.