Bestiary

27 entries found.

Salamander
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
18
16
12
12
18
32
5
8
2
3
3
1
140
Spear
:
A28
D21
Init16
damD6+5
Long. Sacred. D6 flame damage.
Aura
:
damD6
Area 1. Fire damage.
The Salamander is a fire spirit which lives in the volcanoes and hot springs of the Dragon Mountains. They are crimson scaled, lizard-like bipeds, shorter than a Keldian and will a long tail to balance their slightly stooped bodies. Salamanders are constantly surrounded by an aura made of flame, as are the molten weapons they wield (or anything else they touch). Salamanders have little contact with mortals for they have no interest in items or culture. However they sometimes aid Red Order Mages or attack Black ones. A Salamander can spend its Spirit on damage or regeneration 1 for 1. They are of course immune to any form of fire or heat, but can be harmed by normal weapons (though wooden ones catch fire and are destroyed after one round).

It has been suggested that hide armour made from Salamander skin might also be fire proof (Difficulty 22). Salamanders keep no treasure as Keldians recognise it (they may value molten metals however), and appear to have no crafting skills other than weapon making. Salamander spears retain their fiery aura while in the Brightlands. Away from the Salamander's home, however, the flame goes out and the weapons collapse into slag.

Salamanders are the Brightlands equivalant of the Strigga.
Sallasa Kirist
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
12
4
18
14
9
58
0
6
4
0
4
3
149
Bite
:
A25
D16
Init16
dam2D8+3
The Sallasa Kirist is a large reptilian monster of the Poison Forests. It likes to make it layer in old ruins, especially where the ground is damp. From this layer it ranges for food and to collect baubles that attract its fancy, which it hides amongst the bones at the bottom of its lair. The Kirist has ineffectual front legs, but its huge back legs enable it to bound at amazing speeds. It makes its attacks with its huge jaws, often killing its target with one huge snap. Should it land a critical attack the target is held in the Kirist's jaws, and will either be worried (automatic damage) or flung aside on the next round.

Despite its great natural protection Sallasa Kirist hide does not make for great armour, being no better than Crdlu hide. However the distinctive patterns increase the value of anything made from it.
Salt Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
7
15
16
15
40
0
6
3
7
2
2
140
Bite
:
A17
D13
Init16
damD10+3
Phys vs. 14 or D8 weakening.
Salt Breath
:
A20
D14
Init16
damD8+2
Agility vs. 14 for half damage.
Light
:
Area 15. Fear = to Presence. Agility vs. 17 to close eyes.
A Salt Dragon is a creature of the great salt flats that can be found in the Deadlands and occasionally in the Drylands. Shaped something like a large, many-legged lizard made out of salt, a Salt Dragon is around 10 Legats long (some tales report still larger creatures), with a long tail and a crest of huge salt crystals running the length of it's body. Salt Dragons appear to have no flesh, instead they are made of grains and crystals of salt, and flash and gleam in the sun. The mere presence of a Salt Dragon will turn plants to dust and dry springs. When they venture from their vast deserts into settled lands they are a significant menace.

Salt Dragons move relatively slowly, relying on their bulk and magical powers to avoid danger. They are not aggressive, but will strike at anything that attacks them. A Salt Dragon's bite will inflict serious damage, and drain the blood from the wound (inflicts additional weakening on a hit). If faced by several foes they can breathe out a burning cone of salt, which scours exposed flesh, although it costs them 2 Spirit to do so. A Salt Dragon can also spend 3 Spirit to fill itself with burning light. This attack affects everyone who can see the Dragon, overawing them.

Salt Dragons do not collect treasure, but their very bodies are immensely valuable, consisting of the purest of salt in huge quantities. A dead Salt Dragon can be turned into 5 Value 5 Tirols of Salt.
Sand Beithir
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
20
15
6
18
13
11
34
0
0
4
0
4
7
119
Bite
:
A17
D20
Init20
damD12+2
Claw
:
A14
D20
Init19
damD8+5
Can claw twice on the same round as biting
A huge and four-legged lizard, with obvious scales and a beige, red and black colouration. The Beithir makes its home in deserts and arid lifeless plains. It is not clear what it normally sustains itself on, but it appears to happily devour the bodies of any creature that it kills, though after stripping them of apparently valuable objects first. It has the innate magical powers of Dustflash (3H), Sun's Wrath (4H) and Sun Warding (4H), which it may cast at will by sacrificing Health.

The sand Beithir is both swift and patient. It will wait motionless, often buried in sand or hidden in a gap in the rocks, waiting for the proper time to strike, and when it does so it can run at incredible speeds (Move 15) for short periods. Beithir nests are tunnels with a few chambers in which they store food and their gathered treasure (d4 Treasure 3s). This is also where they lay small clutches of leathery eggs, which hatch into tiny young Beithir after about a month. These young remain in the nest for the first couple of seasons, and then emerge as youngsters (Level 1) which will follow their parent until they mature into young adults.
Sand Fisher
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
10
4
15
13
19
22
0
0
4
0
2
3
90
Slash
:
A20
D17
Init16
damD6+1
May attack twice a round.
Feed
:
A15
D15
Init10
damD6
Ignores armour. Must latch on first.
The Sand Fisher is a relative of the Sand Spider, a large insect about 2 Legats long and almost as broad. It's russet heavily shelled body is held close to the ground on a number of short conical legs, each ending in a small cluster of claws. The rear pair of these legs are modified into trailing appendages for laying eggs. The frontmost pairs are long, slender, specialised lures, their upper parts exactly resembling fronds of withered Razor grass. These fronds are very sensitive, able to detect the slightest contact (or even the disturbance caused by something walking past). The Sand Fisher will bury itself in the ground, or hunker down in a Razor Grass patch, with only these lures visible. When something disturbs them they will leap out to attack (Stealth 19).

To feed the Sand Fisher must latch on with it's jaws, sucking fluid from it's prey for D6 Lethal a turn, but it needs to overpower the target first, and win an Agility vs. Physical contest. Rather than attempting to feed immediately it will instead attack with it's Razor Grass lures, lashing and flicking them at it's prey in a blinding storm. The sharp and jagged lures inflict bleeding wounds that will slow it's prey down ready for feeding.
Sand Hydra
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
11
3
16
10
10
60
0
6
2
0
2
4
133
Bite
:
A21
D18
Init13
damD8+5
Very Long. Can attack 3 times / round (once per head).
Sand Hydras are giant three headed creatures who live most of their life half buried in the red sands, through which they can move at great speed. They avoid the darker lands, seeming to need the heat. They take their prey by bursting from the ground and attacking with their three heads (Stealth 14). Anyone hit for a critical will be swallowed next turn unless they make a resisted Phys roll, after which they will automatically take 5 damage (ignoring armour) a round. Sand Hydra bones are very strong but surprisingly lightweight. Structures and weapons made from them are similarly light, with weapons gaining a +2 initiative bonus. Working with Sand Hydra bone raises the Difficulty by 2.
Sand Spider
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
12
4
12
10
10
13
0
2
2
0
4
3
77
Claws
:
A14
D18
Init18
dam2D4+2
Sand Spiders are large black insectoids, with between 5 and 8 legs apiece, tipped with claws, and a crown of three breathing tubes that can be sealed against the dust. At rest a Sand Spider is low to the ground, a little less than a pace in height, but they can rear up to the height of a Krakath (taller than a Keldian). They have red markings on their squat abdomens. Sand Spiders speed across the deserts of the Bright Size in packs of 4 (Level 1) to 10 (Level 2), keeping to rocks and shadows. They commonly hunt small lizards and insects, but will readily try a group of Keldians, even mounted, although they will just as readily retreat. Sand Spiders can easily survive the loss of one or more limbs, and regrow them on their next moult. Sadly Sand Spider meat is pale and distasteful, but the breathing tubes make useful tools.
Sedilist
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
14
10
8
6
9
10
10
0
4
2
0
3
0
69
Tongue
:
A20
D14
Init13
damD8 Fatigue
Long
The Sedilist is a strange and deadly creature resembling a large upright lizard, its scales glitter with pure green and purple stripes and its long tail flickers constantly. They are normally found in the Poison Forests, or the nearer Drylands. The Sedlist feed on the vital energy of other creatures which they can drain with a touch of their long purple tongues. Each such hit will drain D8 Fatigue. Each hit that does 2 Fatigue or more also adds one to its Attack, making it all the more deadly. The Sedilist will continue its attack till it is sated, at about Attack 30, or till wounded for more than 4 points, at which point it flees.
Shade Moth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
10
14
3
3
15
8
12
0
0
1
0
3
2
58
Hypnosis
:
A17
Init17
Spirit vs. Presence or hypnotised.
Tongue
:
A10
D10
Init14
damD12 Stun
Sting. 1 Weakening Damage.
The Shade Moth is a huge predatory insect of the Twilight Jungles, with a wingspan almost 2 paces across. The Shade Moth is a deep blue-black in colour, with large faceted eyes and long curving antennae. The Shade Moth is generally peaceful, but it feeds on both plants and animals, bringing into frequent conflict with travellers and locals alike.

To hunt the Shade Moth spreads its wings and hovers, revealing hypnotic phosphorescent patterns that twist and change as they are looked at. Anyone viewing them must resist the Moth's Presence with Spirit or be hypnotised for d4 rounds. The Moth will then strike a target with it's long tongue. The touch of this tongue drains energy from it's target, apparently feeding the Moth while fatiguing the target.

Hunters will sometimes go after Shade Moths deliberately, because of the desire for Dreaming Dust, a drug made from the fine scales that drop from a Shade Moth's wings. Once collected and processed (Int + Healing / Poisons vs. 16) a single moth produces enough Dust for a Treasure 4. Hunting Difficulty 19.
Shadow Demon
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
24
19
4
17
15
13
30
0
0
0
0
2
5
114
Claws
:
A22
D24
Init21
damD8+8
A Demon spirit summoned by the Black Order spell Shadow Demon. In full sunlight it appears as no more than a wavering shadow of horrific shape, while in darkness it solidifies into terrible shapes that defy weapons to hit it.
Shadow Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
19
15
9
15
13
12
35
0
5
2
0
3
3
116
Maul
:
A21
D17
Init20
damD8+4
Shadow Lions live in packs like Ice lions and Fire lions, but they have no pack leaders. Male and Female are equal in power and almost indistinguishable, being sleek and black with faintly glowing eyes (Stealth 17). All Shadow Lions have the equivalent of the Shadow Gift.

The Keldians believe that the Shadow Lions are the spirits of the forest, and it does not do to offend them. Though they attack any who cross them they are believed to help those in desperate need, though this may be folklore. Certainly they do not always attack, even when they encounter lone travellers.
Shadow Snake
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
17
16
7
15
10
8
45
0
5
3
0
3
2
131
Bite
:
A30
D15
Init20
damD6+6
Sting. Physical vs. 15 or Paralysed
Shadow Snakes are large black serpents with milky white eyes that live in the trees of the Twilight Forest and the Iceland hills. They are very rarely seen, and even when they do attack someone for food they are almost always snatched away without anyone else seeing anything. The snake attacks from ambush (Stealth 17) and snatches away its prey unless it fails a resisted Phys roll. The target has one chance to cry out, by rolling Spirit, otherwise he is own his own unless anyone else notices (as well as up in a tree). Shadow Snake venom retains its paralysing potency even after the creature is dead (Hunting vs. 11 to safely extract the glands).
Shock Eel
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
13
14
2
4
5
9
14
0
0
0
0
4
1
61
Bite
:
A7
D13
Init18
damD4
Shock
:
A15
D15
Init18
damD10+3
Area 6. Ignores Armour.
The Electric Eel of the one River is a large aquatic predator that stuns its prey with a massive electric shock affecting anything within 6 strides and then devouring it at its leisure. The Eel can release 1-5 shocks and then take 1/2 hour to recharge. Electric Eel teeth are useful for making knife blades, and are a Treasure 2.
Slow Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
10
8
3
22
14
12
70
0
0
7
0
0
0
161
Bite
:
A18
D10
Init6
dam2D10+4
Slow Dragons are omnivorous lizard creatures of the deep Poison Forest. As with the other creatures known as Dragons they have multiple pairs of legs, and a long tail. An adult can grow to 10 Legats long and as much as 4 Legats tall. Unlike the Twilight Dragon the Slow Dragon keeps to the forest floor, shouldering aside obstacles that a Twilight Dragon might climb or balance on. They are massively built, with thick hides resistant to anything the forest can throw at them. Lacking predators they move about slowly in groups, sometimes uprooting or pushing over trees to feed on their leaves. Although midly curious of other creatures they have an air of impassive solidity that gives them their name.

Although Slow Dragon hide is extremely valued, and can be crafted into very hard armour (Leatherworking Difficulty 18), they are rarely hunted, because few weapons can harm them and their bites can kill a Keldian in a single snap. It is just about possible for a Beastmaster to train one of these creatures to pull massive loads, but other animals are thought more suitable.
Snake : Constrictor
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
8
12
2
20
12
12
30
0
0
1
0
0
2
79
Strike
:
A20
D8
Init15
damD4+5
Poison. Physical vs. 13 or 2 Weakening and 2 Stun.
There are many giant constricting snakes to be found in the Poison Forests, such as the Diamond Coil, or the Sussara. These creatures generally approach a sleeping or unaware victim (Stealth 15) and then strike with a single bite (most are mildly poisonous, with a few species having more deadly venoms). If the Bite connects they start to constrict, inflicting Phys bonus in Stun damage every round. The victim is immobilized unless they can win a Physical contest (taking damage each round they roll). If they take more than a third of their Health they will release the victim and back off.
Snake : Swarm
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
12
1
9
13
6
15
0
0
0
0
3
4
62
Bite
:
A17
D10
Init20
damD6
Sting. Poison, Phys vs. 14 or D8 Weakening.
Swarms of small poisonous snakes are a common hazard of the Twilight Jungles. This entry covers numerous similar serpents, such as the green and black Orat, the glowing red Mirit, the grey Aratz and the deep blue Irr. A nest of such snakes will bite aggressively and persistently if disturbed, attacking anything that stumbles into their lair. Shaking the wrong tree could easily drop such a swarm on an incautious adventurer's head.
Soror
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
21
16
1
6
9
10
10
0
0
2
0
5
4
83
Sting
:
A16
D18
Init21
damD6+1
Sting. Roll Health vs. 12 or 2D6.
Soror are vicious and giant flying insects found in the poison jungles. Soror live solitary lives, laying their eggs in the still-living carcasses of their prey. A Soror is as large as a Keldian Kit, and is armed with a deadly sting. A Soror living near a Keldian village is a cause for concern.
Sparklights
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
19
15
0
4
11
4
10
0
0
0
0
1
0
55
Spark
:
A14
D19
Init16
damD4+1
Base Range 1.
Sparklights are tiny insects that dance and swirl over standing pools in the Poison Forest. Each insect flickers with a soft coloured light, usually shades of blue, pink, magenta and purple, though the occasional green or yellow light is seen. Sparklights are generally harmless, but they have an ability to generate a static charge by swarming together. When threatened they can unleash a flash of lightning at a nearby target. Capturing a jarful of Sparklights (Agility resisted by Defence) gives a Treasure 1.
Spear Cactus
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
12
0
0
0
4
0
12
0
0
2
0
0
3
54
Needle Shower
:
A15
D12
damD6
Ranged 2. Area 4.
Spear Cacti grow as dense thickets of grey-green branches without leaves, which cling to rocky slopes and elevated areas. The Cactus is covered in thick bundles of spear-like thorns, many as long as a Keldian's forearm. These thorns are so sharp that anything attempting to eat, cut, or push through the Cactus suffers D6 damage a round automatically. When threatened the Cacti can launch these thorns in a deadly shower that covers an area around and below the plant with a storm of needles. A single bush can only release a limited number of showers (2D4) before they run out, and will require a few days to recover, but a thicket has essentially unlimited attacks. Fire can clear a patch of Spear Cactus, but they will all launch their needles at once when lit, creating a storm of burning needles that can spread the fire and will hit anyone in the area for d8 damage (Agility vs. 15 for half).
Spirit from the Sun
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
15
13
16
14
12
25
0
0
4
0
4
4
105
Whirlwind
:
A16
D12
Init19
dam2D6
May attack twice a round.
A demon summoned by the Red Order spell Spirit from the Sun. The creature is a half visible pillar of dust and fire that falls upon its targets with a maddening shriek, battering them with wind and sand. The Spirit takes D4 extra damage from any Shadow based attack (such as a Black Order spell). The listed Intelligence is only for the purposes of spell resistance, these spirits have never been known to utter a sound other than their shriek.
Spirit Naga
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
16
14
15
19
19
30
9
3
1
0
4
2
111
Whispering Charm
:
Init20
Presence vs. Spirit to link to a mind.
Domination
:
Init10
Presence vs. Spirit to control a linked mind.
Bite
:
A18
D18
Init20
damD10+5
Spirit World only, ignores armour.

Possibly the strangest of all Naga, the Spirit Naga is a creature trapped in an incorporeal form. This Naga exists almost entirely in the Spirit World, linked to the real world only by a single strand, a Naga statue. Where other Naga covet gems and places, the Spirit Naga gathers followers and worshippers instead.

In the physical world the Spirit Naga exists only as a statue. These statues range widely in size and material, from huge stone idols to small bronze images. Regardless of their exact form such statues are highly resistant to damage, having 10 armour that protects fully against magic as well as physical attacks. Any damage done to the statue that passes this armour is transferred to the Naga, unless it chooses to let the statue break.

The Spirit Naga can act on the real world through its statue. It can speak to anyone who encounters it, either out loud, or in subtle whispers that creep into a person's dreams. In either case, the Naga may attempt to establish a link with a person by beating it in a Presence vs. Spirit roll. If the Naga wins it may spend a point of Spirit to create a magical link with the person. From then on it may speak to them no mater how far they move from the statue. Similarly it can appear to them as an immaterial serpent creature, crowned with nine antlers and swirled about with clouds, which is invisible to those who are not linked to it. Physical combat statistics above apply only if the Naga is fought in the Spirit World.

Once a Naga has established a link it will seek to convert the person into a follower. It does this through persuasion, bribery, and trickery (Subterfuge 3 / Deception 7). The Naga can lend some of its power to a follower, granting them bonuses to Presence, Spirit and Defence by spending Spirit (on a one for one basis). The Naga can also gift its followers with any of the following spell-like abilities, by spending Spirit equal to energy level, as follows :

Each gift bestows one casting of a spell. The Naga may grant more than one spell, or more than one casting, on the same person, but it pays the Spirit cost each time.

Each time a person accepts a spell, or stat increase, from the Naga (i.e. each time the Naga spends Spirit) they become more under the Naga's control. Once a person has accepted at least one Gift the Naga may attempt to Dominate them by winning a Presence vs. Spirit contest. The subject has a Spirit penalty equal to the number of Gifts they have accepted. If the Naga wins, the subject must follow their orders for a number of minutes equal to the total Gifts they have taken. In addition the Naga may drain Spirit from them to heal itself. The Naga can only do this if the subject is controlled and has accepted 3 or more gifts, and it can only take up to gifts in Spirit at a time. Once a follower has reached this point the Naga can easily dominate or drain them at will. The number of gifts is reduced by 1 for each additional success scored on a roll to resist a domination.

Slaying a Spirit Naga is extremely hard. If a Naga's statue is destroyed the Naga must find a new one (any existing Naga statue will do) to bind. This process takes a cycle, requires 5 Spirit, and reduces the Naga's Spirit by 1 permanently. If the Naga does not have at least 6 Spirit when its statue is destroyed it cannot get a new one, and is effectively destroyed. It can also be confronted in the Spirit World and combated there, but it cannot be slain so long as the statue endures.

Starflower
level0
The Starflower is a plant that appears to grow by starlight alone, because it is to be found, now and again, in the depths of the Nightlands. Small clumps of delicate silvery fronds, capped with shimmering pearl blossoms, poke unexpectedly from the snow where rock provides shelter from the gale force winds.
Strangler vines
level2
Strangler vines are carnivorous plants that crawl over their victims at night and attempt to kill them, allowing their carcasses to decay and nourish the plant, which grows as a thick mat of hard roots and green vines just under the surface. Though they cannot move fast enough to be of threat to waking characters they can sneak past sentries as if they had Stealth 16. Once in place the prey must roll a Physical resisted by 12 or take D4 Stun, doubling on each successive round until the vine, which has 5 Health, is cut off, or the victim perishes.

Severed lengths of Strangler vines make useful ropes for a few days after they are cut (or longer if kept in water), since they will curl themselves around anything they touch by instinct. This provides +3 climbing.
Strigga
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
12
16
18
12
18
32
5
8
4
3
0
1
138
Spear
:
A28
D21
Init13
damD6+5
Long. Sacred. D6 cold damage.
Aura
:
damD6
Area 1. Ice damage.
The Strigga is a spirit of the ice and darkness that lives amongst the deep glaciers of the Night Side. They are blue scaled, lizard-like bipeds, who bear a crest and mane of feathery ice. Strigga are constantly surrounded by an aura of freezing cold, as are the icy weapons they wield (or anything else that they touch). Strigga have little contact with mortals, appearing to value only the ruins of the ancients, which they constantly seek to enter. However they sometimes aid Black Order Mages or attack Red ones. A Strigga can spend its Spirit on damage regeneration 1 for 1. They are of course immune to any form of cold based attack, but otherwise can be harmed by normal weapons (though metal ones become brittle and gain the fragile quality when striking them).

It has been suggested that a cloak made from the icy fur of a Strigga might be proof against the cold of the deep dark, but working it would be very difficult (Difficulty 22) as the creatures rapidly collapse into frost and snow when slain. Occasionally Strigga will make agreements with Black Order Magi who offer them relics of the ancients, but the creatures appear to have few emotions and will not hesitate to break an agreement they have made.

Strigga are the Icelands equivalent of the Salamander.
Striv
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
12
11
2
2
0
4
3
0
2
2
0
4
0
41
Bite
:
A9
Init15
dam2
Striv, or waterbugs, are pests of the Drylands. Large, armoured, and multi-segmented insects about a foot long; Striv are reddish brown in color, and gather wherever open water or copious moisture is to be found. Once they have found such a source the Striv swarm over it, absorbing every drop and swelling up as they do so. Eventually each Striv holds as much as a water flask. When water levels fall the Striv dig holes in the ground and hirbenate until the next rain. If water is plentiful the Striv quickly multiply, and can drink a whole well dry. The only way to get at the water then is to dig the Striv out, catch them, and crack them open — a laborious, time consuming, exhausting and painful (Striv bites are certainly painful) process. Stats above are for individual Striv. To catch a Striv roll contested Agility + Move.

Although fit and healthy Keldians are not in much danger from the bugs themselves, many a desperte traveller has crawled to a water source only to find it dry and Striv ridden. Such unfortunates likely end up as Striv food themselves. Striv make good encounters for a failed survival roll. Have each person make Attack + Move rolls, each success nets 1 Arin of water.
Sun Eagle
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
19
13
5
5
13
8
15
4
0
2
5
5
3
104
Claw Strike
:
A17
D17
Init18
damD8+3
Fireblast
:
A21
D16
Init15
dam2D8+3
Ranged 5. Fire. Area 1.
Sun Eagles are magnificent aerial predators of the Drylands with a mystical connection to the Sun. About 4 hands high when at rest, a Sun Eagle has a coppery colouring with marked black feathers on the head and white patches around the eyes. When they spread their wings a brilliant red circle is visible on their back and wings, which many liken to the sun itself. Brilliant flyers, the Sun Eagle primarily hunts other flying creatures, such as Daybats and Cudu'djell, although it will happily take land creatures up to the size of a Frian as well.

The Sun Eagle has the power to absorb solar energy through the markings on it's back. When fully charged it shimmers with a faint glow all over, which provides MD5 versus Red Order magic. This aura also seems to provide the Sun Eagle with protection from the Sun's light, and it is never seen to seek shade or water as other Drylands creatures do. The Sun Eagle can release some of this energy as a blast of fire, which it emits from its beak. Doing so costs it 3 Presence. If its presence reaches 0 it loses its Magic Defence and glow. The Sun Eagle can recover lost Presence at a rate of 1 for every 10 minutes it spends absorbing sunlight, and will often be observed perching with wing's spread to present its back to the sun.

Sun Eagle feathers are very valuable, being a treasure 5, and conferring +1 MD versus Red Order Magic to anyone who carries a charm crafted from them. However the Red Order regards Sun Eagles as a sacred creature and often punishes those who hunt or kill them.
Swamp Beithir
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
18
14
6
18
13
11
35
0
0
5
0
2
4
120
Bite
:
A24
D18
Init16
damD8+3
Very Long. Phys vs. Phys or be knocked down.
The Swamp Beithir is a large reptilian creature, related to the Sand Beithir, and perhaps also to the Crocodylle. It lives a semi-aquatic life in shallow waters and bogs around the One River. The Swamp Beithir has many strong clawed legs, a sinuous and heavily scaled body, and a long mobile neck. It can breathe air or water with equal ease, and will often strike from beneath the water's surface. It's normal diet includes Cambarids and Fish as well as land animals. Swamp Beithir lay clutches of leathery eggs that hatch into groups of miniature young. The parent Beithir will guard these for a season, until they are large enough to hunt on their own (treat these youngsters as Level 2).

In Combat the Swamp Beithir strikes mostly with it's bite, using it's mobility and long neck to snap at foes from above and then toss them aside. It can also attack with some of it's legs at the same time, though this is not it's preferred attack form. If severely threatened it rears up and spits out a cloud of acidic green gas, a cone some 8 Legats long and 3 Legats across at the far end. This gas burns exposed flesh and is highly flammable. In addition it has the innate magical powers of Night Walking (4H), Shade Dance (4H), and Closing of the Eye (5H), which it may cast at will by sacrificing Health.