Bestiary

9 entries found.

Wasp Service
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
72
Sting
:
A15
D13
Init19
dam2D4
A swarm of Wasp Spirits summoned by the Wasp Service spell. These spirits appear as a cloud of darting luminous purple spots. Close examination of one shows it to be similar in form to a wasp with a glowing abdomen and eyes. Although the creatures are spirits, treat them as normal swarms for the purposes of attacks. Sacred weapons inflict full damage to the swarm.
Water Bull
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
13
3
16
12
10
50
0
5
4
0
0
4
115
Bite
:
A19
D13
Init13
damD8+3
Charge
:
A21
D15
Init10
damD10+3
Water Bulls are large dark creatures that inhabit pools and springs in the Drylands. They have the heads of bulls, with glowing red eyes and nostrils that trail steam. They lurk under the water and will attack anything that enters the water. Despite their glowing eyes they are not Spirit Creatures, and Water Bull flesh can be eaten, though it has an unpleasant burnt taste. Nevertheless Water Bulls are commonly supposed only to appear where someone has been drowned, as if to avenge their murder.
Watersnake
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
21
11
14
2
25
6
12
40
0
3
2
0
2
4
113
Bite
:
A21
D11
Init19
damD8+5
Poison. Phys vs. 12 or D10 Weakening.
Giant cousins of the constrictor snakes of the Twilight Jungles, these monstrous snakes can grow as long as a Keldian barge, with muscular bodies nearly a Legat in diameter. Unlike the constrictors, Watersnakes kill mostly with their bite, their enormous strength and sharp teeth capable of inflicting lethal damage. Their venom, in contrast, is weak, but can leave a victim listless and pale for many days. A Watersnake on the hunt will pick a single target and bite it again and again, then wrap it in a coil and carry it off. They have been known to attack Keldians in boats as well as parties travelling through the forests on land.
White Rot
level2
White Rots are huge fungoid masses of a white fibrous material. They grow slowly, but when they contact living flesh they secrete a paralysing poison (Roll Health resisted by 12) capable of completely freezing the muscles. They rot then grows over the hapless victim and digests it. Thus a White Rot mass is full of treasure, armour and bones that a character protected all over by leather might be able to extract. The real danger of a White Rot is that tendrils grow into the rooves of passages, ready to drop on the heads of those passing below at Attack 24.
Whitesnake
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
13
2
3
14
8
9
0
0
1
0
1
2
57
Bite
:
A14
D10
Init16
damD4
Sting. Poison, Health vs. 12 or D6+1 Lethal
Gaze
:
A16
D12
Init16
Roll Spirit vs. Snake's Presence or be Paralysed
The Whitesnake is a large and heavy serpent with pure white scales, found in a range between the Drylands and the Twilight Jungle. The bite of the Whitesnake is painful but rarely fatal. It's gaze is hypnotic. A Keldian who meets it's eyes (a successful gaze attack) must resist or be paralysed, and have no defence against it's bite.
Wind Dragon Summoning
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
117
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4
A summoned creature created by White Order magic. The Wind Dragon Summoning is an immaterial serpent of animated wind, it's body full of lashing detritus pulled up from the world around it. It's attacks vary depending on which part of the world it has been summoned in. The Wind Dragon is immune to normal weapons.
Winddrift
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tentacles
18
18
15
2
11
2
8
25
0
0
3
0
0
5
109
6
Stinger
:
A18
D18
Init20
damD8+4
Sting. Phys vs. 15 or D8 Stun.
Body
5
30
4
2
15
10
8
40
0
0
2
0
3
1
139
6
Sun Ray
:
A26
Init6
dam2D12
Ag vs. 15 for half damage. Sets target on fire.
The Winddrift is a Drylands predator sometimes also referred to as the Namushzu (Glass Death). Its large body is nearly transparent and lighter than air. A Winddrift never lands, instead they drift across the Lightside with the wind, trailing a cloud of thread-thin stingers just above the ground. These stingers are hard to see (Stealth 18). When these stingers touch a living thing their venom stuns them, leaving them open to further stings. When the target ceases to struggle larger tentacles descend from the bulk of the Winddrift and draw the body up, to be sucked dry and then dropped. A single Winddrift cannot lift something much larger than a Keldian, but multiple creatures sometimes congregate around larger prey, descending to extend their feeding tentacles.

A grounded target facing a Winddrift is in serious trouble. Although they can strike against the stingers and tentacles (Defence as above), they can do little to the barely visible creature above, although dealing 25 points of damage to its feeding limbs may drive it off. The only real defence is to seek shelter in a closed structure. Even this is not sure protection, however. When a Winddrift knows that food is available it can alter its mantle in such a way that it becomes a giant lens, focusing a ray of light and heat onto the surface. Anyone hit by this beam will be set alight, and the Winddrift uses this ray to set fire to Razor Grass and wooden structures, to flush their prey out where they can catch them.

If a Winddrift's prey does find some way of attacking its body then they can drive the creature off for good; it will retreat if it takes more than 10 damage to its body, and will not return to the same area.
Windhorn
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
6
18
15
12
35
4
0
3
0
7
1
123
Gore
:
A17
D13
Init21
dam2D6+3
Song
:
Init15
Spirit vs. 16 or entranced.
The Windhorn is a majestic beast resembling an antelope twice the height of a Keldian. It's coat is brown with sweeping white patches and black markings along the spine, mane and around the eyes. It's head is crowned with two spiralling black horns pierced with holes. These horns give the Windhorn it's name, since wind blowing through the horns plays haunting tunes. The Windhorn can control the sounds produced by their horns, using them to communicate over vast distances with others of their kind. If threatened they can produce an enchanting song instead. All creatures hearing it must make a Spirit roll resisted by a 16 or become entranced. An entranced creature is rooted to the spot, lost in thought, for d4 minutes, long enough for the Windhorn to make it's escape. Only if cornered will they lash out with hooves and horns.

Windhorns are rare. The average Drylander is likely to see no more than one in their lifetime. Despite the difficulty of catching one they are often hunted, since their huge bodies have enough meat to sustain a family for months, and their horns are a Treasure 5. Hunting Difficulty 18.
Windkiller
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
25
22
7
12
12
10
25
0
0
0
0
5
4
117
Life Drain
:
A20
D18
Init27
dam2D6
Ignores Armour.
Windkillers are evil elemental beasts that haunt the wide razor grass plains. They are no more than shifting columns of air with a sort of flickering presence within, and they tear at extraordinary speed across the plains seeking prey. Any target is valid for them, the Windkillers will spin in with a sound like high pitched laughter, passing through their victims and draining their life from them directly. Those that have survived speak of wildly slashing at the air as it shimmered about them. Nevertheless they can be harmed by normal weapons. For some reason White Order Mages (if they exists in your game) are immune to their attacks.