| 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. | ||||||||||||||
| 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. | ||||||||||||||
| 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. | ||||||||||||||
| 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 | ||||||||||||||
| 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 | ||||||||||||||
| 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 | ||||||||||||||
| 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 | ||||||||||||||
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:
See also Kail Tree
| 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. | ||||||||||||||||
| 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. | ||||||||||||||
| 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 | ||||||||||||||
| 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:
A better option would be to treat the Gargantuan as a location and delve the secrets within it ...