Bestiary

33 entries found.

Bandit
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bandit
13
14
12
10
11
11
9
15
2
6
3
0
1
2
73
2
Horn Knife
:
A19
D15
Init17
damD4+4
Short
Stone Mace
:
A15
D14
Init11
damD6+4
Leader
14
14
12
10
11
13
10
19
3
7
4
0
1
2
81
3
Bronze Sword
:
A18
D14
Init17
damD6+3
In the fringes of the Empire, when life goes bad, banditry is an easy answer. Travelling merchants, Crdlu herders, or messengers can be robbed or held for ransom with just a collection of low quality weapons and the use of intimidation and threats. Dealing with a Bandit group is a plausible mission for low level Red Order soldiers.

Most bandits don't have organised bases, they are either drawn from the population of a single poorly controlled village, or are nomads who raid villages (and occasional travellers). A bandit group will sometimes be equipped with Krakath, Crdlu and Frian, and may be found leading carts too, especially when fresh from a village raid. If a bandit group is forced to make camp in the wilderness then they are likely to have no more than tents or a cave to do it in, and may be hard to distinguish from a Tribal group.
Blacksnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
16
2
3
14
13
10
0
0
0
0
2
2
60
Bite
:
A20
D11
Init18
damD6+1
Sting. Poison, Phys vs. 14 or D12+10 Weakening Damage.
The Black Snakes are one of the most poisonous creatures on Sun Keld. Luckily their venom is unstable outside their bodies. The snakes tend to drop onto their victims from trees and bite them. When not attacking from surprise they have Attack 18.
Bloodsnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
9
0
14
5
5
40
0
0
3
0
2
6
99
Suckers
:
A16
D12
Init17
damD4+2
Can attack 3 times a round. Phys vs. Phys or attached.
The Bloodsnake is a bizarre plant creature, formed when a Bloodvine root is close to death. When the plant can no longer continue to grow in its current location the root detaches its many tentacles, pulls itself from the ground, and becomes a Bloodvine. This mass of sucker tipped tentacles moves slowly about on a long root mass, crossing surprising distances until it finds a new location to plant itself (somewhere with moisture and earth), at which point it becomes a dormant root for a few days before putting out new tendrils.

Like the parent plant the Bloodsnake feeds on the blood of animals. It is keenly attracted towards the heat and noise of living creatures, especially bleeding ones, and will seek them out. When it reaches them it will strike at them with many suckers, latching on to exposed flesh.

If it inflicts at least 1 point of damage with an attack then it will attempt to latch on. The target must make a successful resisted Physical roll to avoid this. Once latched on each tentacle will start to drain D4 Lethal a round in blood. Each attached tentacle gives the victim -3A/-3D. A target can attempt to break free of multiple tentacles at once (one for each success on the resisted roll) but has -2 Phys for each tentacle they attempt to break after the first.
Bog Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
16
12
8
12
12
14
18
0
0
3
0
3
4
90
Bite
:
A19
D16
Init15
damD8+2
Poison. Phys vs. 16 or D10 Lethal.
The Imiur, or Bog Hound, is a spirit creature formed from animated marsh debris (mud, reeds, weed and the like). The Bog Hound drips water, its breath coming out as steam, its eyes glowing with a greenish glow. The Imiur is at home in both land and water, blending in with a swamp so well (Stealth 18) that it is almost impossible to detect before it attacks. The Bog Hound will generally attack from concealment in this way.

Although the Imiur is a Spirit creature it appears to feed on small animals, fish, insects and the like. Close examination of an Imiur's body shows that fragments of shell, fish bones, dragonfly wings and similar are strewn through the structure of its body. An Imiur's poison bite also seems to come from devouring venomous creatures, and its potency often varies. An Imiur will attack larger prey, including Keldians, but apparently not to eat them.

When an Imiur is destroyed the spirit animating it breaks free, the greenish glow escaping like a gas and vanishing back into the swamp. Doing so causes the Imiur 4 Spirit Damage, and it cannot regenerate Spirit until it forms a new body (thereafter it regenerates 2 Spirit a day). Only if it is destroyed when below 5 Spirit is it apparently killed for good. When this happens the green glow stays in the corpse, hardening into an irregular gemstone that is a Treasure 5. Occasionally Imiur hunt in packs.
Bonded Official
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bonded Offical
10
10
10
11
10
12
11
15
9
5
3
0
0
3
63
3
Official Writ
:
A17
D14
Init17
damD4+3
Senior Bonded One
10
10
10
11
10
13
11
15
14
7
3
0
0
4
74
5
Seal of Office
:
A18
D14
Init18
damD4+4

Bonded Officials run the major areas of Order bureaucracy. Trusted by the Magi they are a key part of the Eternal Empire. They are often commanded by a senior Magi and may be charged with carrying out orders that the Mage does not wish to do themselves.

Skills

  • Law 2 / Politics 3
  • Merchant 2 / Administrate 4, Bargain 4
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One
  • Assured (+4 social health)
  • Edge : Wiley
Calling the Dead
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
94
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
A foul creature of White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air.
Cambarid (Red)
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
10
2
16
5
10
35
0
5
9
0
0
4
114
Claw
:
A17
D9
Init10
damD12+10
Can attack 2 times / round.
Larger cousins of the more common Yellow Cambarid, Red Cambarids live only in the deep channels, and will happily attack other aquatic predators. Their deep red shells make them hard to see in the dark One River waters, and they can attack suddenly and from surprise. They are about 5 strides long, with huge claws easily capable of cutting a Keldian in half, and their defence combined with the armoured head make them very hard to fight from the front. From the sides and rear however they are much more vulnerable (Armour 4, Defence 7). Giant Lobsters generally feed on muck and on their smaller cousins, but will attack anything that looks like food. The shells of these lobsters can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
Cudu'djell
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
19
18
4
6
7
8
15
0
0
3
0
4
0
93
Claw Strike
:
A18
D19
Init23
dam3D4
The Cudu’djell, or heat flyers, are lean brown monsters that hunt over the deserts of the Dead Lands and the Burning Plains. Their undersides are the colour of the red sky, making them very hard to spot (Stealth 13). They have very wide flat wings with which they soar on the thermals. When they sight prey they swoop in at very high speed, striking at the head and shoulders of their target with their claws. Only once the prey has fallen will they venture to land to feed. Cudu’djell live solitarily, only breeding every few years, and each protects a wide territory and a source of water. If forced to land they are clumsy (Defence 8). Cudu'djell do not collect any sort of treasure by preference, but will carry smaller prey up to their nests, leaving parts of the remains in the structure of the nest. This may allow collection of animal parts worth 1 to 2.
Devil Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
18
14
3
11
12
8
20
0
1
2
0
4
5
99
Bite
:
A23
D18
Init18
damD6+5
Critical hits do 1 extra damage.
Devil Birds are flightless predatory birds found both on the Drylands plains and in parts of the Twilight Jungle. Devil Birds have evolved beaks full of powerful teeth, which are capable of inflicting very dangerous bites, since they are needle sharp and capable of biting through armour. If a Devil Bird scores a critical hit, or rolls maximum damage on a hit, they will latch on and violently shake their prey, inflicting D8 damage a round without rolling to hit (make a resisted Physical roll to break free). Devil Birds hunt in small packs of 3-7 members, but do not employ complex hunting tactics, and frequently get distracted gorging on any prey that falls.

Devil Bird teeth are used in the construction of the weapon known as a Stenon, a wooden blade set with a row of Devil Bird teeth on each edge. For this reason the removed teeth of a Devil Bird are a Treasure 1.
Esur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
20
17
4
10
11
9
30
2
0
1
0
6
3
108
Bite
:
Init23
damD6+1
3 times a round.
Esur, or Triple Hounds, are in some way related to common Frian, though an individual Esur is larger, with a distinctive red colouration, fur tufts on its ears, and a white underbelly. Individual Esur, however, are never seen, Esur always appear in groups of three. A pack of Esur fights as a single organism, co-ordinating its attacks, focussing on a single target, and displaying supernatural agility and awareness. Wounds inflicted on one Esur appear on each of the others at the same time (they have a shared Health score). Esur live together and die together. If one Esur were to be captured the other two will stop at nothing to rescue it.

When all three Esur of a pack are together they exhibit a form of teleportation, able to slip in and out of the Spirit world from one moment to the next. This ability will only take them short distances, although the whole pack can slip together and jump up to 30 Legats at once. They will use the later ability to flee from combat should they be seriously wounded. When a pack attacks they slip in and out of visibility, vanishing before a blade hits them only to reappear an instant later snapping at your heels. This ability is reflected in the stats given above. An Esur somehow separated from the rest of it's pack cannot enter the Spirit world and has -6A/-6D.

Esur do not appear to be trainable, but they can still be calmed by a Beastmaster. Occasional stories tell of a triple of Esur accompanying a Passing Hound
Ghebbeth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Level 3
14
13
12
12
12
12
11
23
0
0
4
0
2
4
90
3
Claw
:
A17
D13
Init14
damD6+2
Corrupts.
Balefire
:
A17
D13
Init14
dam2D4
Ignores Armour. Range 14.
Level 5
16
15
13
13
14
14
11
25
0
0
4
0
2
4
106
5
Claw
:
A19
D15
Init15
damD6+2
Corrupts.
Balefire
:
A19
D15
Init15
dam2D4
Ignores Armour. Range 18.
Level 7
18
17
13
14
15
15
12
33
0
0
4
0
2
4
129
7
Claw
:
A21
D17
Init15
damD6+3
Corrupts.
Dark One's Light
:
A21
D17
Init15
damD10+2
Range 10.
Level 10
18
17
14
15
15
16
14
46
0
0
13
0
2
4
170
10
Claw
:
A21
D17
Init15
damD6+3
Corrupts. Sting. Phys vs. 16 or 2D12 poison damage.

Ghebbeths are creatures created by White Order magic, either by various spells employed by a White Order Mage to make a temporary servant, or by the Mage themselves becoming overcome by their own corruption. The stats given above are for White Order Mages of various levels that have lost their fight with corruption and become destructive servants of their mysterious masters.

Ghebbeths created from corrupted Magi are loathsome creatures. Their Keldian fur is bleached, patchy and rent by swathes of scaly hide. Their eyes are milky white, their hands elongated into claws, their mouths black and full of ash. They exude a scent of bitter smoke, and their body glows with a dirty white radiance. Although a Ghebbeth is supernaturally tough, and hard to kill, they cannot heal any Lethal damage done to them, and they do not truly live.

Ghebbeth magi retain all of the spells that they had in life, and need not fatigue to cast them. However all corruption normally inflicted by the spells is dealt as Lethal Damage instead. The following lists suggest suitable spells for each rank of Ghebbeth.

Level 3 : Balefire (2), Dustworm (1), Hand of Dust (2)

Level 5 : As level 3 + Dark One's Light (2), Deceiving Light (2), Calling the Dead (4)

Level 7 : As level 5 + Levitation (3), Wind Dragon Summoning (4)

Level 10 : As level 7 + Night's Wings (1), Poison Sending (1), Reversal (2), Desecrating Summoning of the Hunter (3)

Ghebbeth Magi never cast spells to shed corruption, nor do they accumulate power, draw plans, or act with patience. Their only aim is to cause as much destruction and havok as possible before they are overcome by the power they channel. Although theoretically capable of using weapons, they always attack with their claws if not using magic, as their touch causes 1 point of corruption to anyone who cannot make a resisted Spirit vs. Presence roll. If outnumbered they will summon minions, and continue to attack.

Girtab
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
17
16
3
19
12
9
35
0
0
4
0
4
5
119
Claw
:
A21
D16
Init16
damD10+3
Can attack 2 times / round.
Sting
:
A15
D16
Init20
damD6+1
Sting. Poison. Phys vs. 16 or paralyzed for 30-Phys rounds.
Girtab are cousins of the Sand Spider, but much larger, with jointed legs and a red-brown carapace. A full grown Girtab can get larger than a Bull Crdlu, standing on eight solid jointed legs. A pair of long toothed claws are held low at the front, while a pair of tails extend from the back, behind the triple breathing tubes. Each of these tails is tipped with a poisonous sting, which the Girtab can use to attack a creature held in it's claws. The body of the Girtab is encased in a heavy nobbled shell that can turn aside sword blows better than stout hide.

Girtab spend much of their time buried in the sand, with only the tips of their breathing tubes projecting above the surface. Their sensitive feelers extend into the soil, sensing any moving creatures. When full they remain buried to avoid predators. When hungry they will go after the detected prey, stinging it before devouring it.
Greater Spirit of the Dark
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
98
Claws
:
A19
D19
Init18
dam3D4+1
A Demon spirit summoned by the Black Order spell Greater Spirit of the Dark. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.
Halfhound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
15
5
14
8
9
20
0
0
3
0
4
5
94
Bite
:
A17
D18
Init20
damD8+4
The heat of the bites also inflict 1 Fatigue.
Halfhounds are foul creatures, grey ,black, and white, that appear in packs to serve the Halfmen. They resemble the dogs of other worlds, but sliced in half, with the two halves slightly separated in mid air, a bizarre and horrific sight that inflicts Fear 14. Their eyes are a glowing red, like coal embers, surrounded by black patches that sweep back across their white flanks, sometimes streaked with grey lines. They are very fast, and cunning, attacking in groups of three. One hound will generally pursue the prey, driving it into the other two hounds, which will flank the target, or attack in a staggered formation. They will then nip at the heels of the prey, forcing a Phys / Wrestling roll resisted by 14 to stay on your feet. As with all Half creatures when they die their corpses slip back into their own dimension.
Harathur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
17
13
6
14
12
6
15
0
0
1
0
4
6
79
Bite
:
A17
D16
Init17
damD6+2
Poison. Phys vs. 9 or D6 Weakening
Harathur are noisome and dirty relatives of the Hunting Sarks which frequently take over desert water sources and hunts anything nearby, leaving nothing but bones and polluted waters behind. An individual Harathur stands taller than a Sark, it's dark brown fur dappled with black patches, and with something a little like a Mane around the head and neck. Patches of white fur surround the Harathur's eyes, and it's jaws are mostly hairless, revealing dark flesh that is often stained with mud and blood. Harathur have a distinctive whooping bark, a little like laughter, which they will use to unnerve and herd prey.

A pack of Harathur usually numbers 15-20 individuals, led by a matriarch (H+4, Pre+3). A pack will roam the Drylands until it finds an oasis or spring and then settle on it's banks, frequently rolling and defecating into the waters. Animals attempting to drink are swarmed by the pack and then eaten by the water edge. Harathur males will mark the ground with a pungent and acid spray, as well as gnawing at the bark and wood of any plants to get at the water. An open water source inhabited by a Harathur pack quickly becomes muddy and tainted. Anyone drinking water from such a source must roll Phys vs. 14 or take D10 Weakening. Make a second roll to avoid contracting a disease that inflicts a further D3 Weakening a day until cured.

By the time a pack is finished with a particular oasis, little remains. Open water is poisoned, plants are gnawed and eaten, grass is scorched by spray and most animals will have been chased away or eaten. For this reason Tribesmen hate Harathur with a passion, and will attempt to drive out or kill any pack that settles in their range. Such an attempt requires a significant group to attempt.
Haunt
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
10
9
12
10
12
30
4
8
2
2
1
0
100
Weapon
:
A18
D15
Init11
damD6+6
These creatures usually guard the tombs they were buried in, kept alive by their evil powers, though they half-existence may be worse than death. They appear as gaunt, dry, figures who wield black weapons, and often wear ancient armour. The sight of these walking corpses causes all who sees them to suffer Fear 14. These creatures arise when a vengeful ghost is bound to the site of their own body. They act only to protect their tombs, and rarely step beyond their doors.

When slain a Haunt crumbles into dust and shards of bone. It's weapons and arms will usually do the same, but sometimes a Black Spear or piece of armour will remain. Haunt weapons are equivalent to their normal counterparts but have +1 Damage. Using such a weapon or wearing such armour brings bad dreams. When first used or worn the bearer gains 1 Insanity point.
Ice Gargoyle
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
13
6
15
10
11
16
0
5
5
0
0
4
85
Claw
:
A18
D15
Init13
damD6+5
Ice gargoyles are spirit creatures inhabiting roughly carved stone bodies — Keldian in appearance but with avian heads. They will wait immobile for a living creature to stray close to them, at which point they will suddenly come to life and attack with surprise (Stealth 18), eagerly eating their prey as they attack them, and casting their belongings into piles nearby.

They can be found on the edges of the Ice Hills, often around ancient ruins. When slain, their bodies collapse into chunks of ice and stone.
Ikkoku Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
16
16
15
11
14
13
15
8
5
4
0
0
0
78
Claws
:
A13
D16
Init17
damD12+2
Ikkoku Birds live in mountainous areas, especially the ice hills. An Ikkoku is brightly coloured and of large size, with a wingspan of more than 3 strides. While it has the body and claws of a bird it has the head of a Keldian, usually a female. Ikkokku are secretive, solitary, and very long lived — and are valuable sources of information if they can be found and tracked down. Occasionally an Ikkoku will consent to help Keldians, especially Mages of the Red Order. (Ikokku can cast Red Order spells as if they were Level 3, with a base save of 16). Ikkoku birds are generally good, and have been known to spontaneously aid great heroes in legend. More often, however, a hero must seek out an Ikkoku for some knowledge that only it knows.

Ikkoku Birds are not great combatants, and will usually prefer magic or talking to physical fighting. If they land a blow with their sharp claws they can inflict a lot of damage, but they are somewhat ungainly in flight and not a great threat to a trained warrior.

Ikkoku feathers can be used by a Pluma worker (Craft : Pluma) to make a circlet (Difficulty 13) or cloak (Difficulty 17) which gives a Red Order Mage +1 Magic Save, however unless such an item is known to have been made as the result of a gift of feathers then anyone wearing one gets short shrift from most of the Red Order.
Iron Raven
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
11
14
8
10
9
9
25
0
5
5
0
3
3
89
Peck
:
A18
D20
Init18
damD6+2
Iron Ravens are large metallic looking birds that live in the Ice of the Dark Side, commonly attacking Night Goblins and travellers. The birds ambush their targets beneath the dark sky, attacking with long swooping passes till the targets fall (attack stats given are for such aerial assaults, they have A:14/D:11 on the ground). Their iron coloured feathers are very resistant to damage (Armoury difficulty 15 to work). The feathers from one bird are a Treasure 3.

If raised from a chick by a Beastmaster an Iron Raven can be tamed and kept as a pet, but this is very unusual. Tame Iron Ravens can learn a few words by repetition, though it is not clear how well they understand them.
Judge
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Judge
9
10
10
13
9
12
12
14
13
8
3
0
0
3
62
3
Law
:
A24
D12
Init11
damD6+2
Presiding Judge
10
10
10
13
8
14
13
15
13
9
3
0
0
4
69
4
Law
:
A24
D12
Init11
damD6+2

At level 3 a typical Bonded Judge presiding over a lower court (one intended for Clerks). At level 4 a presiding Bonded Judge assisted by two lesser Judges for a court set to try a Bonded One. These Judges have Social Armour and Assurance (and are Bonded Clerks). A Noble Judge would have +1 Status and -1 Wealth.

Skills

  • Law 4 / Nastrim's Code 10, Politics 5
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One, Clerk
  • Assured, Distinction
  • Edge : Judgement
Night Goblin
level2
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.
Night Goblins are strange semi-intelligent creatures that live on the Dark side hills and in the edges of the Night forests. They are half the size of Keldians, with dark green skin and black and purple clothing made from hard hide. They carry cruel curved swords made from obsidian that they mine themselves, and short spears. They have no Mages at all, but their champions are highly skilled warriors and wield poisoned weapons. Night Goblin tribes are brutal, ruled by the strongest regardless of age or gender. Mostly they stay far from the City States, but every so often they invade the Twilight lands in massed groups to steel cattle and kill Keldians. They are even more of a menace for those trying to pass into the Dark Side.

Occasionally Keldian communities and Night Goblins go to war with each other, especially Iceland villages, which can sometimes be wiped out in these conflicts. Although these conflicts leave a lot of Keldian equipment in Goblin hands (and vice-versa) neither side likes to use the weapons of the other. This means that Goblin lairs often have Keldian weapons littered nearby, while Goblin weapons are melted down by Keldians.

A standard Night Goblin patrol is a Level 2 monster and has 10 individuals in it (CS 510). Larger patrols have 15-20 Goblins and an Acolyte (Level 3) (CS 1088). Small tribes have 30-40 Goblins, D3 Acolytes and a Master (Level 4). Larger tribes, or war parties, will have 50-100 Goblins, D6 Acolytes, 2 Masters and a Champion (Level 6).
Passing Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
17
11
9
10
12
9
18
2
0
2
0
4
2
86
Bite
:
A20
D15
Init16
damD6+1
Ignores Armour.
Passing Hounds (or Uzur) are spirit creatures that resemble oversized Frians with milky-white fur, glowing eyes, and translucent bodies. Many believe that Passing Hounds are the ghosts of particularly faithful Frian hounds. Passing Hounds are generally friendly towards Keldians, especially those who care for Frians, although they have an intense hatred (Ferocity 6) of anyone who mistreats one. The only creature they hate more are Halfhounds. They appear only rarely, usually to lend aid to a Frian pack in trouble (or perhaps any Keldians with them), and almost never when the Passing is not visible in the sky. Despite being able to attack living beings, a Passing Hound is immaterial, and can pass through solid objects with ease.
Preta
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
13
10
3
10
14
12
20
0
0
2
3
3
4
85
Dry Touch
:
A16
D13
Init14
damD4 Weakening
Thirsty Breath
:
Init18
Cone 15. Roll Physical + Survival / Drylands vs. Health - (Range / 5) or take margin Weakening
The Preta is the ghost of someone who has died of thirst, and continues on into death to slake it. Shrunken and tattered they are accompanied by a hot biting wind that whistles about their blackened bodies. When a Preta comes close, water dries in its containers, throats become parched and rivers fail. The touch of a Preta drains all the moisture from a living creature, and it will run madly towards anything that it can consume with thirst in its mad eyes. A more dangerous attack, however, is the Preta's Thirsty Breath. The Preta opens its unhinged jaw and a desiccating tornado of wind rushes into its body, sucking moisture from whatever it touches. The Preta heals 1 Health for each 5 weakening it inflicts in this way.

Like most embodied undead the Preta is resistant to normal weapons, taking half damage from physical attacks and spells. Sacred weapons, ice and water based attacks, and attacks made using living weapons (natural weapons, barehanded attacks, living wood) do normal damage. Immersing a Preta in open water deals D10 damage a round.
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.
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.
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.
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.
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.
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.
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.
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.