Bestiary

8 entries found.

Tarig Sawrm
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
11
12
0
0
2
2
6
0
0
0
0
3
3
42
Bites & Stings
:
damD4-1
Full armour counts double
Tarig flies are a common pest of the settled lands. A single winged Tarig Queen will set up a nest anywhere she can find a crack and a source of wood or fibre. Worker Tarigs quickly build a dense pill shaped paper nest, which can grow to a foot and a half long before it buds off another hive. Unckecked an infestation can easily demolish a small house in a year. Tarig nests are fiercely defended by soldier flies, winged males, and countless workers, who will swarm over anyone who disturbs a nest inflicting hundreds of painful bites and stings. Only fleeing from the hive helps, though a character being swarmed can clear the flies from her body with a full round action and a successful Agility roll.

Certain Keldians learn the trick of catching a queen and daubng themselves with her scent, which will render them safe from the attacks of that hive. Some arena warriors, keen to create a spectacle, will carry a hive into battle as a weapon, hoping to cover their foes in angry flies.
Tegu
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
10
10
9
11
13
15
6
6
2
0
3
0
69
Hypnotic Tune
:
Init16
Roll Spi + Faith vs. Pre + Music (9) or be enchanted
The Tegu are a breed of Spirit Goblin sometimes to be found wandering the Light Side. A Tegu stands shorter than a Keldian. A Tegu's skin is dusty red, hairless and leathery. They have long, spindly, and dexterous fingers, and large white pupil-less eyes set into sharp faces. It is very rare to see a Tegu clearly, however, since they always go about dressed in clothing made of woven razor grass. Loose sun-cloaks cover their shoulders, wide woven hats hide their heads, and their faces are concealed behind masks so that only the eyes can be seen. Many Tegu decorate their grass clothing with geometric panels and designs made from cornmeal, ochre, and lapis. Tegu usually travel in small groups of 3 or 4 individuals.

Tegu value music above all other things. They craft flutes from Razor Grass stems, and spend much of their time playing. Tegu love to collect new music, and will sometimes trade valuables like lumps of glass and lapis for new tunes. Similarly they are sometimes said to kidnap musicians and force them to play till they die of exhaustion. Stories are told of lone travellers hearing the echo of their music in the open plains, but finding only scuffed sand, or a woven mat, when they seek the source.

Tegu are not generally hostile, though they can be capricious. If threatened with violence they will play their flutes, the sound of which will enchant anyone who fails to resist. An enchanted person has their actions controlled by the Tegu for as long as the music continues, although they are allowed another roll to resist if ordered to harm someone. A single Tegu may attempt to enchant multiple people at once, but has a -2 penalty for each target after the first. Multiple Tegu can play together to control multiple people. A Tegu can also use their flutes to cast the equivalent of the spells : Air Barrier Dustflash and Chant. Doing so is exhausting. An individual Tegu can only cast one spell a day in this manner.
Thorn Devil
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
8
8
12
10
10
20
0
6
2
0
0
2
78
Limb
:
A16
D12
Init11
damD6+4
-1A/-1D per hit
Needle Shower
:
A15
D11
Init10
damD6+2
Ranged, Base Range 1. -1A/-1D per hit.
Thorn Devils are desert plants, roughly Keldian in shape and covered in long needle sharp thorns, which they use to keep away predators. Despite being plants they are capable of movement, and congregate around sources of water, rooting themselves and then sucking the water dry. If undisturbed they are content to stand still and absorb the sunlight and water, but they will react to attack by uprooting and coming after the attackers.

In combat they attack with their thorns, either slamming their limbs into the target or shaking showers of thorns at them. Each successful hit leaves dozens of needles stuck in the target, reducing Attack and Defence by 1 per hit until you take an action to shake and scrape them off.
Tivik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
10
0
5
3
3
6
0
0
0
0
4
3
47
Bite
:
dam2
Blood drain. Anaesthetic.
Tivik are loathesome parasitic creatures that latch into animals and drink their blood. Normally a parasite of Crdlu they are equally happy to feed on Braga, Frian or Keldian blood. A Tivik is about the size of a Keldian palm (including spread fingers), flat, many legged, and armoured. They do not see well but have a keen sense of smell and can also sense heat. When food is not available they hibernate in dark places, coming back to life when they sense prey. A Tivik will generally attack when its target is sleeping (Stealth 18), carefully seeking out exposed flesh, but they will also attack anything that comes close enough in the darkness. The bite of the Tivik injects an anaesthetic, so its quite possible not to notice the attack. Roll Phys vs. 17 secretly to see if the character notices. Once latched on the Tivik hides in fur (Int + Search to notice) and causes weakening damage, 1 per hour until sated (6 weakening) at which point it drops off. While a single Tivik cannot kill a healthy Keldian they might finish off a sick one, and many Tivik together will feed until each one is sated.
Tomb Hulk
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
16
9
2
18
14
10
25
0
7
3
0
2
5
104
Claws
:
A17
D16
Init12
damD8+3
Can attack twice a turn
Sand Blast
:
A24
D16
Init15
dam2D4
Ignore half physical armour. Ranged 2. Ag vs. 15 or -2A
Ancient rock-cut tombs lie scattered across the rock-cliffs of the Deadlands, signs of a past civilisation long gone. Sometimes these places are guarded by Tomb Hulks, who will unrelentingly attack anyone who steals from such a tomb. Tomb Hulks resemble a mockery of the Keldian form, with short blunt snouts, sunken eyes, and large claws. They are of huge size, withered and shrivelled by the desert, and clad in a shell of piecemeal armour plates of corroded bronze. They commonly lie buried in the sands, ready to burst out and attack with their swinging claws. They can also whip the sand into a ranged blast, though they cannot attack with their claws in the same round.

Although Tomb Hulks are spirit creatures they can be hurt by mundane weapons. They take full damage from Sacred and Crushing weapons, but only half from any other form of damage (including magic).
Tornrait
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
1
10
12
4
4
14
10
10
0
0
0
6
1
0
45
Wail
:
Init13
Area 10. Fear 14. 1 Insanity.
The Tornrait is a sad creature, a Keldian ghost that has clung to the remains of its dead body. Tornrait's stay close to their remains, appearing as tattered figures made of dust sand and shadow, that ripple in the wind. A Tornrait is immaterial, able to interact with the world only through its voice, which inflicts a fear attack to all that hear it. Anyone who fails a fear check when hearing a Tornrait gains 1 Insanity point.

Unlike a Ghost a Tornrait can be harmed by Attack spells, although it has MD6. However like a Ghost it cannot be destroyed by attacks, if reduced to 0 Health it will vanish, but will reform in a day, and return to haunt again. It can only be laid to rest permanently by finding its remains and either destroying them or purifying them. Tornrait do not appear in the Twilight lands, where Ghosts can range freely.
Tristelle Tree
level3
Tristelle Trees are uncommon, but feared, creatures of the Poison Forest. A Tristelle Tree is small and scrubby, easy to miss in the mass of plants (Observation or Survival resisted by 15), but can be deadly for any passing close. The tree lives by draining blood from those nearby through it's straggly thorn covered branches. Any creature that comes within 5 paces of it and brushes these tendrils (use an attack roll only if the player noticed the tree) is struck by a paralyzing energy. They must roll Spirit or be frozen in their tracks. The tendrils will then inflict D10 Fatigue per round. Multiple targets can be paralyzed, but only one can be drained at a time. The tree will react violently to attack by naked flame, drawing in it's tendrils rapidly.

Tristelle Trees sprout large gourd-like fruit with sweet scented pulp. These attract prey to the tree, making it easier for the Tristelle to feed. Some small jungle lizards are immune to the tree's energy, and feed on these fruit with impunity.
Twilight Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
23
17
6
17
12
11
60
0
0
5
0
0
0
147
Bite
:
A16
D23
Init17
damD10+3
Twilight Dragons are 8 to 12 stride long reptiles, with many pairs of legs. They are beautiful and mysterious, their black scales shimmering with soft colours. Their heads are triangular, with large jaws, though their pearly teeth are invisible when their mouths are closed. Their eyes are cobalt blue, and glimmer slightly in the shadows of their sunken eye sockets. They move with a slow, fluid, deliberateness, managing to support themselves in the branches of trees and bushes by spreading their weight across many plants. Their long tails curl back along their path, and they almost never come entirely into the open, except when it is the only way to get water. They are thought to eat a mixture of fruits and small lizards or insects, but they have never been seen to feed, certainly they do not attack Keldians to eat them, though they are sometimes accused of devouring Crdlus or Krakaths.

They pass without a sound through the poison jungles, usually avoiding Keldians, though they have been said to attack certain groups, usually without anyone being sure why. They have the ability to fade back into the vegetation, even if being watched, if all the people fighting it fail a resisted roll of Observation vs. Stealth 16. This seems to be partly due to their fluidity, and partly due to their jeweled skins. A cloak made from a Twilight Dragon skin adds +3 stealth to its wearer while in the Twilight lands, and they are thus much valued. Twilight Dragons are seldom deliberately hunted, however, since they are almost impossible to track.