Bestiary

14 entries found.

Naga King
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
23
15
14
22
20
17
75
12
12
6
0
4
3
202
Bite
:
A24
D22
Init19
damD10+4
Poison. Spi vs. 18 or charmed for 3D4 minutes.
Breath Weapon
:
Init14
damD10 Fatigue
Range 8. Ignores Armour. Ag vs. 15 for half.
A Naga King is a huge and impressive example of Naga kind. Its upper body is shaped rather like a terrestrial cobra, complete with flaring hood, while the lower body has the many clawed legs typical of Naga kind. The Naga King's skin is covered with glittering metallic scales, that shimmer red silver and gold in the sunlight. A King is 12-15 paces in length, rearing higher than a standing Keldian. Their heads are crowned with six glassy eyes, with which they can see invisible and spirit creatures (Observation 6), and look in all directions at once. Above this ring of eyes sits a golden crown, though this is not solid, but rather a magical projection of the King's presence. When the King flares its hood it reveals a number of gems set into the scales which glow with their own radiance.

Naga Kings do not like to fight, and prefer to have others do their fighting for them. The bite of a Naga King can control another creature's mind, charming them to follow the King's suggestions. A normal bite in combat charms for 3D4 minutes, but a King may inject more venom into a controlled or unresisting victim that extends this charm to 3D4 days. The King then uses such minions to enact its wishes, or to deal with their own comrades. A charmed Keldian can make a Spirit roll versus the King's Presence to try and break free of the control if forced to do something that harms their friends or companions (add bonuses for close relationships), or violates a closely held belief. If they fail they take the action anyway. The King can only communicate orders in person, giving a charmed subject more room to interpret instructions when away on a mission.

If confronted by a large number of foes the King will spread its hood. The hypnotic glow of the gems set into its flesh force any who see them to make a Spirit roll resisted by the King's Presence. If they fail then they are struck motionless, and will remain in a dreamlike state for 2d4 rounds, unless attacked. The King will generally bite one or more people in this state and have them deal with the rest. It can do this three times a day.

Finally the King can breathe out a cone of flickering multi-coloured light 2 times a day. This cone automatically hits anyone in the area of affect, inflicting fatigue damage (may make an agility roll to halve). Anyone falling unconscious from this attack is, of course, likely to be bitten.

As with all Naga, the Naga King seems to exist somewhere on the edge between Clay and Spirit. If slain, the Naga King can reform itself again in 7 days provided that at least one minion remains under its control. The King takes refuge in the mind of the minion. Normally the minion is unaware of this, but the King can attempt to direct their actions by winning a Presence vs. Spirit contest each time it needs to direct an action. When the minion is possessed in this way those with the ability to see magical things may notice a pale image of the King's crown above the head of the controlled minion.

Other Naga seem to acknowledge the Kings as superior, and will defend them in combat. Kings generally lair somewhere with other Naga close by, such as ancient ruins or treasure hordes (there is surely one in the ruins of Nammu for example), and may take these hoards from Naga of Eight Eyes and claim them for themselves. Naga Kings always wish to increase their hoards, and will use charmed servants and other Naga to do so. A King's lair contains a hoard suitable for its Wealth. In addition the gems set into the Naga's hood are enough for four Treasure 5s, while the metallic hide is a Treasure 7.
Naga of Eight Eyes
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
33
15
9
14
16
15
55
5
10
4
0
2
3
180
Bite
:
A24
D33
Init19
damD8+3
Tail Swipe
:
A28
Init18
dam2D4
Roll Ag + Movement / Acrobatics or fall over.
Black Ray
:
A25
Init20
damD12+4
Ranged 4.
The Naga of Eight Eyes is a spirit creature found in ancient ruins and places of power. It resembles a large green and copper serpent (it is often mistaken for a verdigris stained statue) crowned with a dragon head. As with other Naga it has many short clawed legs. Atop its head are eight black eyes which allow it to see in every direction and dodge any blow, hence its high defence. Such Nagas commonly protect certain places, for what reason it is not known, and will attack anything that strays into their area.

The eyes of the Naga are its main weapon, each capable of projecting a black ray of force at a nearby target. This ray either does damage, or strikes against a spell or magic item carried by the target. A spell struck is dispelled if the ray's damage exceeds twice the Circle + EL of the spell. A magic item is disabled for a number of rounds equal to the damage roll -6 (negative numbers mean no effect). The Naga can instinctively sense active spells and magic items, and choose which to target. Each eye takes eight rounds to recharge before it can fire again, and the Naga can fire as many rays as it wishes each round. It may also strike with its bite, or tail smash, regardless of whether it used any rays. A blow doing at least 5 damage to an eye (Hit Location -10) will disable it.

Should a Naga of Eight Eyes be seriously wounded or slain, it will sink into the earth to recover. It assumes a solid stone form beneath the ground, in an isolated chamber. If this stone form is smashed it will be found to contain 8 Treasure 4 gemstones, otherwise the Naga will reform in 3 days undamaged. Digging a recuperating Naga out of solid stone is an adventure in itself.
Naga of Misty Winds
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
15
15
10
14
12
12
35
0
8
6
0
4
4
127
Strike
:
A25
D15
Init17
dam3D4
Armour counts half.
Like all Nagas, the Naga of Misty Winds is a long serpentine creature with a horned head and many short legs. The Naga of Misty Winds has a body made from hot damp air, and seldom touches the ground, though they do not appear to be able to fly far from the surface either. It attacks simply by flying at its target and scalding it with its body. A Naga of Misty Winds takes no damage from piercing attacks, and only half from any other weapon or spell. Wind-based attacks do double damage.

Such Nagas are found in all parts of the world, always close to a source of water, usually one far from habitation. The Naga makes this water source their home, and spends most of its time near to it. Many travellers like to repeat tales of having to bargain with a Wind Naga for access to their water.

Most of these tales are probably untrue, keldians encountering a Wind Naga at its pool are usually attacked without warning. At other times the Nage will range as much as half a day's travel from the pool and attack seemingly at random. A wise traveller knows that a sighting of a Wind Naga means that a source of water must be somewhere close by. A very wise one will most likely avoid it.

If seriously wounded or slain, the Naga assumes a crystalline shape, like a small version of itself, at the bottom of its pool. If this is removed from the water then it will become a gem worth Treasure 5, otherwise in three days it becomes the unwounded Naga once again.
Naga of the Air
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
18
16
14
13
13
13
45
3
8
6
0
4
4
156
Flyby
:
A25
D22
Init21
damD8+5
Defend with a -1 wait action
Fire Bolt
:
dam2D6+5
Range 12. Does 1 damage to the Naga in stone form
Bite
:
A25
Init16
damD8+5
Ground only
The Naga of the Air is a long serpent like spirit creature that flies through the air with ease. Its long scaly body gleams like red gold and its sleek horn crowned head is graced with huge jaws. Although it has many small legs placed along its body, it seldom lands. The Naga of the Air is partially immaterial and appears to shimmer like a heat haze as it attacks. They delight in swooping suddenly down on unsuspecting travellers and bitting at them before retreating back into the air.

Like all Naga, the Air Nagas lay claim to a certain place, and make it their own, in this case a high point, such as a mountain peak, rocky spire, or Ancient tower. People approaching the Naga's eyrie will be attacked, generally by surprise (Agility / Stealth 20), in a series of quick flybys. To attack the Naga during a flyby, take a Wait Action (at -1) and use the flyby defence of 22. The Naga can also attack from the air by spitting bolts of burning sunfire. If struck by a sacred weapon it has 2 less armour.

If seriously wounded or slain, the Naga's essence retreats at great speed through the air back to its eyrie and assumes a rocky form, regenerating 3 health every hour until whole again. If a Naga can be sought out at this point (perhaps by following the spirit as it retreats) it is vulnerable, and it is possible to prize from its forehead a Treasure 4 gemstone. The Naga cannot use its bite in this form, but can still cast its fire bolt, though in this case it takes 1 damage each time it does so.

The Nagas of the Air occasionally associate with Naga of Misty Winds, for example when a pool lies at the base of a rocky spire, but do not appear to tolerate others of their kind (unless under the control of a Naga King). The sage Nirshur of Ur speculated that the Nagas of Wind and Air were male and female of the same species, but there remains no proof of her theory.
Naga of the Gems
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
17
20
12
14
15
11
50
0
9
5
0
2
4
147
Bite
:
A18
D17
Init22
dam3D6
Myriad Bolt
:
A24
Init22
dam1D4
Roll Spirit vs. 16 or half A and D
Like all Naga, the Naga of the Gems has a roughly serpentine shape, with multiple clawed legs, and a hide of glimmering scales which are highly resistant to damage. They are often surrounded by a blinding aura of light which makes them impossible to see clearly. Seen without this, it glimmers gold with emerald highlights, as if cast from metal and gemstones.

Nagas of the Gems collect a hoard of valuable substances, usually gemstones or precious metals, though occasionally one will hoard magic items or art objects instead. The Naga makes a den in a deep cave to hold this treasure hoard, and will fight to the death to protect it. Unlike Naga of Eight Eyes they do not simply wait alongside their hoard, but will range some klegs distant, watching for danger, and setting ambushes for any who appear to have designs on its valuables. Some Gem Naga will even set up false caves, and false (generally worthless) hoards to decieve treasure hunters, while others will construct traps and deadfalls in their real lairs.

A Gem Naga has four eyes made from gems from which it projects a cloak of light. It may either project a shimmering field of heat haze, which gives it Stealth 17, or a field of blinding light, which subtracts 10 from the attack of all nearby (a Dance roll will halve this penalty). It can also focus the light from its eyes to shoot a bolt of coloured light once per round. A target struck by this light must win a contest of Spirit vs. 16 or have their Attack, Defence halved. They can repeat the test at the start of each round, recovering when they succeed.

When the Naga is slain its body turns into a golden haze, except for its eyes, which vanish, only to reappear amongst its hoard. If the eyes are separated from the rest of the treasure (they must be at least a Kleg distant) then they become inert, and are a Treasure 5, otherwise the Naga will reform, unharmed, three days after its death.

The Naga's hoard, not counting the eyes, will usually consist of at 2d4 x Treasure 3. When generating the hoard, you may replace any two Treasure 3s with a Treasure 4.
Narasaist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
7
9
0
3
3
4
6
0
0
0
0
2
0
36
Bite
:
A14
D7
Init14
damn/a
Implant
The Narasaist is a horrible parasite found in the waters of the One-River. It resembles a segmented worm about a hands-breadth in length when full grown, with a circular mouth ringed by gripping claws. The adult Narasaist is drawn to living creatures in the water, which it then bites. If the bite is successful in doing at least one point of damage then it injects a numbing poison (so that the victim is unaware of the attack) and then implants a number of it's young into the wound. These young are less than a finger's width in size, and burrow quickly into the flesh of the victim.

Once infected the victim spends a few days unaware of the larvae, and then begins to develop a deep and painful rash, that spreads from the point of the bite across the body. Over the next week the larvae grow, feeding on the victim's flesh (causing d3 Weakening Damage each day), until they have reached full size, at which point they emerge from the victim's skin the next time they are in contact with water, causing d3 Lethal Damage (assuming that the victim has survived).

Treatment for a Narasaist infection is best done by a Stonetalker, who can prepare a bitter tasting brew (Int + Healing / Stonetalking resisted by a 12) that will cause the larval Narasaist to leave the body as soon as possible. Failing that a brave (or foolish) Keldian can attempt to cut them free with a sharp knife, doing full damage for the weapon in the process.
Night Bat
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
10
16
4
8
8
8
14
0
0
1
0
3
1
61
Claws
:
A17
D18
Init19
damD6+1
Night Bats are large black predatory creatures that live in the Cold hills of the Dark Side near where the warm air still reaches. They are relatives of Daybats. A full grown Night Bat is about half the size of a Keldian, with jet black fur. A Night Bat has four short clawed feet and a pair of leathery wings (all of a Night Bat's exposed skin is actually covered in very fine scales). Night Bats have sensitive noses, large dark eyes, and the ability to echo-locate, giving them excellent senses (Observation 18).

When hungry they fly down into the Twilight lands to seek prey, usually in small hunting groups. They swoop down silently (Stealth 18) from above and attack the heads and arms of their targets with their claws (If forced to land they have A:12/D:10). They are hard to scare off, though burning weapons cause them to take a test of Fear 14 whenever one is damaged or flee. Night Bats are sometimes hunted, since they are fair eating, but their roosts are generally underground, or high above the surface, so that can be very hard. Hunting Difficulty 18.
Night Flowers
level0

This is a generic term for the large and phosphorescent flowers of the Twilight lands. While many of these plants are poisonous someone with the appropriate survival skills can recognize those that have sweet sap (Heal D6 lost through hunger) and which can be cut to give fresh water. There are as many local varieties (and names) for these flowers as there are Twilight villages, and many can be cultivated as food crops. Gardens of nodding blooms are a common site around little village huts.

Some common varieties include:

  • Anzuluma - Wine can be made from the cut vines
  • Burru - Produces sour blue berries
  • Girin - White and Pink edible flowers
  • Hashur - Fist-sized sweet orange fruits
  • Munzur - All parts very bitter, yellow flowers can be eaten
  • Nisag - Flowers can be pressed into wine
  • Nug - Bitter fruits, roots can be boiled (raw are poison)
  • Nuruma - Poison berries, edible shoots
  • Sahharu - Small flowers, peppery garden spices
  • Shennur - Heavy seed pods produce nectar, or be made into paste
  • Silum - Edible, sharp, red flowers
  • Sur - Green shoots and flowers, new stems are edible
  • Té - Yellow flowers dry to orange pods that can be used as spice
  • Tudsum - Mildy poisoned, seed heads swell to bulbs usable as a spice
  • Umah - Grows in the mud, flower pods edible
  • Zulum - Plant stings when touched, green flowers can be eaten

See also Kail Tree

Night Goblin
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Normal
10
10
13
9
12
8
9
14
1
4
1
0
1
4
57
2
Curved Sword
:
A13
D12
Init15
damD6+3
Acolyte
12
12
13
9
12
9
9
20
2
5
2
0
1
4
74
3
Serrated Sword
:
A15
D14
Init15
damD6+3
Poisoned, Phys vs. 14 or D4.
Master
15
15
13
10
13
10
10
25
4
6
3
0
1
4
92
4
Sword and Dagger
:
A18
D18
Init14
damD6+3
Poisoned, Phys vs. 14 or D4.
Champion
18
18
14
10
15
11
11
25
5
7
5
0
2
4
110
5
Sword and Dagger
:
A21
D21
Init17
damD6+4
Poisoned, Phys vs. 15 or D4.
Night Goblins are strange semi-intelligent creatures that live on the Dark side hills and in the edges of the Night forests. They are half the size of Keldians, with dark green skin and black and purple clothing made from hard hide. They carry cruel curved swords made from obsidian that they mine themselves, and short spears. They have no Mages at all, but their champions are highly skilled warriors and wield poisoned weapons. Night Goblin tribes are brutal, ruled by the strongest regardless of age or gender. Mostly they stay far from the City States, but every so often they invade the Twilight lands in massed groups to steel cattle and kill Keldians. They are even more of a menace for those trying to pass into the Dark Side.

Occasionally Keldian communities and Night Goblins go to war with each other, especially Iceland villages, which can sometimes be wiped out in these conflicts. Although these conflicts leave a lot of Keldian equipment in Goblin hands (and vice-versa) neither side likes to use the weapons of the other. This means that Goblin lairs often have Keldian weapons littered nearby, while Goblin weapons are melted down by Keldians.

A standard Night Goblin patrol is a Level 2 monster and has 10 individuals in it (CS 510). Larger patrols have 15-20 Goblins and an Acolyte (Level 3) (CS 1088). Small tribes have 30-40 Goblins, D3 Acolytes and a Master (Level 4). Larger tribes, or war parties, will have 50-100 Goblins, D6 Acolytes, 2 Masters and a Champion (Level 6).
Night Raven
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
10
14
10
10
30
0
4
3
0
4
2
107
Peck
:
A14
D14
Init18
dam1D8+2
Gust
:
A20
D16
Init18
Phys vs. 16 or knocked back.
Night Ravens are larger cousins of the Iron Ravens, with 4 Legat wingspans or more, with feathers as black as the night that surrounds them. Night ravens are usually solitary, but small groups are sometimes seen deep into the Darklands. Little is known about their life cycle, since they live so far from Keldian lands, and it is not clear if they have any sort of society or language. Night Ravens are rarely aggressive, preferring to fly away from combat. If cornered they will flap their wings to push attackers back before taking to the air (Combat stats above are for a Night Raven on the ground). They are regarded as unlucky because they are said to hold the souls of the ancient ones whose ruined cities can be found buried in the sands of the Light Side.
Night Wort
level1
The Night Wort is a small plant with leaves so dark and glossy that they are almost black. It grows in deep shadows in the Poison Forest, and along the edges of the Ice Hills. During the Passing it produces white flowers of an almost ghostly hue that contrast strongly with its leaves. The Night Wort’s distinguishing feature is the extreme toxicity of its leaves, almost anything that tries to graze on it will die, and this allows large patches of Night Wort to thrive. A Keldian who must cross one of these patches is in danger, and must make an Agility roll vs. 14 or touch the plants, taking D6 Lethal damage. Carefully removed and rendered into a liquid its leaves are a poison capable of killing. Roll Agility + Healing / Poisons vs. 15 to gather the leaves carefully (on a failure take 2D4 Lethal), and then Int + Poisons vs. 17 to craft the poison.
Night Wraith
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
15
12
14
14
16
50
0
0
4
4
0
4
146
Touch
:
A17
D15
Init15
damD8 Fatigue
Aura
:
damD6+8
Area 1
A Night Wraith is the soul of a former Mage that was bound into a star Iron weapon which was then destroyed. After years of imprisonment they hate living beings and use their formidable powers, that of a 4th level Mage, to hunt it. A Night Wraith resembles a ragged version of the original Mage, its skin ebony and swirling dimly with uneasy energy. They are insubstantial and move through solid objects at will, and they are always utterly silent and can see in the dark. The sight of one of these creatures inflicts a Fear 18 attack.

Wraiths never carry arms, mere close proximity to one inflicts D6+8 wounds that are resistant to healing, a Stonetalker can restore only his level in Health. In addition actual touch inflicts D8 Fatigue, and the subject must roll Health or be rooted to the spot for 2 rounds. Wraiths often wear spectral amour and may use magic objects, but do not otherwise carry treasure or items, they have no interest in such material wealth any more.
Nin-Shub Gargantuan
level15
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
50
20
5
5
40
40
40
600
0
0
40
10
30
0
953
Crush
:
A55
dam3d10+8
Ranged 2. Area 10. Mighty 5.
Disintegrating Gaze
:
A45
D10
Init1
dam5d6x5
Ranged 100. Area 20. Mighty 10. Ignores Armour. Takes 5 rounds to fire, damages all target in line.
Earthquake
:
dam1d6
Area 20. Mighty 1. Roll Agility or Phys vs. 15 to ignore.

The Nin-Shub Gargantuan more closely resembles a natural disaster than a creature to be combated. A massive animated statue of obsidian and olivine, the Gargantuan stands 50 Legats tall. Its club shaped hands and feet are only capable of crushing and rending, while its enormous head bears a single eye rendered from crimson crystal. Clearly the product of some titanic sorcery of the Ancients, the Gargantuan is larger than many fortresses, and capable of destroying stone and metal with equal ease. Fortunately the Gargantuan is known only from legends and stories, a plague that would emerge from the howling gales of the Nightside to plow its way through Keldian works. Sages agree that the Gargantuan has most likely lapsed into quiescence long ages ago, and may even now be weathering away unseen beneath the snow and ice of the Night hills.

Where the Gargantuan walks, destruction follows. The earth shakes at its footsteps, damaging everything around it (In a 60 Legat area around it, structures take 1 damage a round. In a 20 Legat area, the damage increases to 1d6/Mighty 1 each round. A Keldian in the area can roll Phys/Ag vs. 15 to ignore this).

Should the Gargantuan directly intrude into an area it is subject to its crush, as its enormous feet smash buildings to rubble and grind living things to paste. It can do the same damage to buildings (and other large structures) with its fists. These attacks do not target individuals directly (they are too small for the Gargantuan to notice), but hit whole areas at once. If even these ferocious attacks fail to get the Gargantuan to its goal it can engage its Disintegrating Gaze, which works as follows:

On the first round the Gargantuan stops, making no attacks, and begins to gather energy. A low-pitched hum can be felt, rather than heard. On the second and third rounds red lambent energy begins to gather around the Gargantuan. The same energy can be seen to flicker through channels etched into its surface. On the fourth round this energy becomes blinding. Finally, on the fifth round, the Gargantuan unleashes a beam of crimson energy from its single eye. This beam rips apart matter of all sorts, causing solid objects along its path to disintegrate into black particles. Assess the full damage against the first structure on the path (ignoring armour). If that structure is destroyed, apply any remaining damage to the next structure and so forth. Creatures inside a hit structure take the full damage.

The Gargantuan itself is largely immune to damage. Its incredible armour means that only siege weapons and magic of similar power have much of a change of damaging it, and its sheer size means that even crippling damage does little. In combat each part of the Gargantuan (2 Legs, 2 Arms, Head, Torso) must be separately targeted and destroyed. The parts' Health are as follows:

  • Legs : 250
  • Arms : 200
  • Head : 200
  • Torso : 600

A better option would be to treat the Gargantuan as a location and delve the secrets within it ...

Nishag Tree
level0
The Nishag is a strange tree of the Drylands, a distinctive sight with it's twisted trunk and gnarled branches ending in sharp points. The Nishag appears to all intents dead, it's bulbous lower trunk often riddled with insect bores and no leaves visible on it's surface. A Keldian without at least Survival / Drylands 2 who encounters one will likely assume that it is dead, but the Nishag can slumber for many years until rain comes.

When rain falls the Nishag explodes into life. Green shoots unfurl from the thorny branches, catching the rain and channelling it down into the soil around the tree. Here thick woody tubers store the moisture well away from the sun's heat, giving the tree the means to sustain itself through long periods without water. The Nishag will retain its leaves as long as it continues to receive enough moisture, but when drought sets in the leaves are drawn back into the tree again.