Bestiary

6 entries found.

Rakku
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
22
16
8
22
12
19
35
4
5
3
0
4
2
129
Claw
:
A23
D18
Init20
dam2D6+2
Grab and fly off.
Bite
:
A15
D15
Init18
damD12+5
Only on the ground.
The Rakku is a giant bird that makes it's home in the Drylands. It has a tawny colouring, with a pale underbelly and a black tail and head. On it's forehead it has a white blaze in the shape of a crown, which lead some to refer to it as the Desert King. It has huge claws, and is capable of lifting a medium sized Crdlu straight from the ground and carrying it to its mountain roost to devour. If it scores at least one degree of success on its attack then it has grabbed its target and may carry it off. If it takes at least 3 damage to its feet it will drop what it is holding.

Their nests, always high in a rocky outcropping, are filled with bones and the discarded possessions of past victims, generally amounting to a Treasure 5. These nests will often prove to contain another Rakku, and perhaps Rakku young as well, so are not easy places to find treasure.
Razor Grass
level1
Razor Grass is one of the dangers of the Dead Lands, more common as you approach the Twilight Zone. The green-brown razor grass grows waist high and more, its jagged edges capable of wearing their way through cloth and even hide armour. For every hour spent in the grass a character should roll Survival / Drylands, a fail meaning that they take 1 damage from the grass (Negate this damage with proper protective clothing).
Razor Lizard
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
18
4
4
7
7
8
0
2
0
0
5
2
61
Bite
:
A14
D17
Init23
damD4+1
Razor Lizards are small vicious lizard-like creatures. About 1/3 of a stride long, with 6 strides and scaly skin patterned with bright yellows, blues and reds they live in the flowers and tangled bushes of the Twilight forests. Moving at incredible speed a pack of these creatures will descend on a likely looking prey and swarm about them until they flee or fall. They also hunt smaller lizards and insects. Although Razor Lizards are quick to attack and give chase they will retreat if badly hurt. Razor Lizards are sometimes hunted by Twilight villagers. Their meat is tasty, though there is not much of it. It is a dangerous undertaking, however, an unwise hunter will quickly find themselves the hunted. Hunting Difficulty 16.
Remnant
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
15
5
15
5
40
8
12
5
8
1
2
151
Touch
:
A19
D14
Init15
damD4+1
Ignores Armour. Drain 2 points from Phys or Spi.
Black Ray
:
A30
D14
Init15
damD12+1
Ignores Armour. Ranged 3.
As is the way of all creatures of Clay, all Keldians must eventually die. Even the most mighty magics of the Orders cannot prevent this, but there are always those so desperate to live that they will explore any means to do so. For some this means embracing the magic of the White Order, while others quest for the fabled Immortality Stone, or some artefact of the Ancients said to extend life forever. All such attempts fail, indeed many are themselves fatal, but sometimes they involve powers sufficient to rip the spirit from the body. Occasionally some part of the Keldian's spirit remains as a Remnant, a powerful Undead creature still obsessed with the quest for immortality.

Each Remnant has a different appearance, depending on what power or misadventure created them. Many are no more than shadows, inky figures with gaps or white lights for eyes. Others are twisted or animated corpses, or ghosts clad in shreds of their former body and clothing. Regardless of appearance they all have the standard immunities of Spirits.

Remnants are driven by the desire to escape their half-life and claim the immortality they feel they deserve. The touch of a Remnant drains the vital energy of living things, inflicting Physical and Spirit damage as well as (or if it wishes, instead of) Health. The Remnant then adds these points to its own Attributes, often growing some sort of body as it does so. Stolen points can be used to increase any Attribute, one for one. Reaching 10 Physical gives the Remnant a solid body which can pass for living if the Remnant's Spirit is also 10 or more. (The lower this Spirit, the more corpse-like the body looks.) If the Remnant currently has a solid body it can (and will) use weapons and armour. If the Remnant currently has a Spirit of 10 or more then it may use Red or Black Order magic as if it was a level 6 Mage (a given Remnant will use one or the other, not both). Stolen attribute points are not permenant. Each day a Remnant will lose 1 point from each attribute until it returns to its normal score.

Anyone who has lost Spirit to a Remnant may fall under its control if they fail a Spirit vs. Presence roll. The Remnant may spend Health or Spirit for 1 for 1 bonuses when making such rolls. Someone so charmed by a Remnant will follow its orders until such time as the drained Spirit heals. The Remnant will usually use this ability to send minions to steal secret knowledge, obtain artefacts, or prevent others from doing so, all to further its continuing quest.

Remnants may also dominate other Undead in the same manner, and are capable of using their touch even on immaterial creatures. When they do so they can redirect the usual urges of these creatures and co-opt them to their own. Remnant lairs are often guarded by other Undead, who may recover Spirit at a slower rate than living creatures. It is rare that a Remnant can drag itself away from its pursuits to fight intruders in person. When it does so it will generally attempt to drain and then dominate targets as quickly as possible. Only when this is not possible will the Remnant use its other combat abilities. Once per round, instead of making a touch, they can release a black ray that deals damage. Alternatively it can spend a round altering its attributes by moving points. Up to 6 points may be moved in one round.
Roaring Bull
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
15
10
4
25
15
11
50
0
7
4
0
2
4
137
Charge
:
A22
D13
Init12
damD10+5
Full move.
Roar
:
D15
Init10
damD12+4 Stun
Area 8.
Roaring Bulls are evil spirit creatures that sometimes appear on open plains. They are huge, black, and have flaming eyes and mouths, with wide cruel horns. They get their name because they can let out a terrible roar that inflicts D12+4 Stun damage on all creatures nearby (ignoring armour), and causes a Long Term Injury. When slain their bodies vanish away into thin air. Unlike most Spirits they can be injured by any sort of metal weapon.
Rock Wight
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
10
10
24
10
10
35
0
7
8
0
0
1
114
Fist
:
A14
D14
Init8
damD8+7
Rock Wights resemble tall and angular figures made from rock who live deep in mountain caves and crevasses. They do not dislike sunlight but are believed to feed on minerals, they have been seen only a few times when not summoned by a spell. They appear to be intelligent, but have never been known to speak so it must remain in doubt. They have been observed to wear various gemstones about them, perhaps Treasure 4 or 5, but not to carry tools or armour. They are not naturally aggressive, nor are they particularly skilled in combat, but can inflict massive blows with their fists. Sometimes they appear to hunt gemstones, appearing from solid rock walls (Stealth 20) and knocking people aside to get at them.