Bestiary

22 entries found.

Alleorn
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tree
0
0
0
3
0
12
10
30
3
4
6
0
0
0
58
2
Thorns
:
A10
damD6
Sting. Phys vs. 13 or D10 Lethal
Ants
16
17
12
2
10
10
8
12
0
0
1
0
3
4
84
5
Bite
:
A16
D15
Init15
damD4+2
Sting. Phys vs. 13 or D6 Lethal.
Alleorn trees are a unique danger of the Twilight Jungles. Tall, thick trunked, and dark leaved, Alleorns are covered in foot-long thorns that exude a deadly venom. Though sharp, these thorns are mostly only dangerous to anyone coming very close to the tree (or attacking it), the real danger comes from the nest of symbiotic ants that invariably guards each tree. Growing to enormous size (nearly a Legat in length) these ants ingest the Alleorn poison, and can inject into anything they bite.

When the tree is threatened, warrior ants boil out of holes in the trunk and roots, biting attackers and then latching onto them. Each ant that latches on gives -2A/-2D. When enough ants have bitten one target (when Attack falls to zero) they will drag them back to their nest, letting their decomposing remains feed the tree. At other times, ant foragers will range out into the surrounding jungle, cutting down rival plants and killing small animals for food. As an Alleorn grows, the area infested with ants may expand to as much as a Kleg in diameter.

Alleorn poison can be extracted from the tree (but not the ants) and distilled (Poisons Difficulty 20) into a potent blade venom.
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 Deceiver
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
128
Claws
:
A23
D20
Init20
damD12+3
A foul creature summoned by White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. In addition those it attacks suffer a Fear 14 attack.
Corpse Ghost
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Animal
14
12
15
10
5
14
12
12
0
0
3
2
3
5
79
4
Bite
:
A14
D12
Init18
damD4+1
Inflicts 2 Fatigue.
Large Animal
17
15
12
10
10
16
12
20
0
0
4
2
2
5
103
5
Bite
:
A16
D15
Init14
damD8+2
Inflicts 2 Fatigue.
Huge Animal
20
16
14
10
15
18
12
30
0
0
5
2
1
5
120
5
Bite / Smash
:
A20
D16
Init15
damD10+3
Inflicts 2 Fatigue.
A Corpse Ghost is a dead Keldian spirit that has the power to drag a corpse or skeleton from the earth and animate it to attack others. Such a Ghost can animate any sort of dead creature of Clay and control it like a puppet. The dead remains jerk to life, surrounded by a pale blue radiance. Fleshless jaws open and close, dead eyes roll, and rotted flesh clings together. The sight of such a creature coming to attack inflicts a Fear 16.

A Corpse Ghost may animate all sorts of dead creatures (Keldians included), but it uses some of its energy to do so. A fully rested Corpse Ghost has six energy, each of which can be used to animate one creature (or two for a huge animal). If the Ghost is inhabiting a body which is destroyed it loses 1 energy immediately, so they will usually flee first, but can simply raise another corpse and continue attacking. The Ghost will regain 1 energy each day, or 2 if it is near the site of its original haunting. Unlike a normal Ghost a Corpse Ghost can venture a little way outside the Twilight lands, provided that it is currently animating a corpse. However, if driven from the remains it is possessing while exposed to the light of the sun, it is immediately destroyed.

A Corpse Ghost attacks without fear, since it cares nothing for any damage inflicted on its animated form. Although it can be hit by normal weapons they have reduced damage from most sources : small weapons only do 1 damage, light cutting weapons do 2, heavy cutting weapons do their +, arrows do no damage, fire magic does half damage. Only crushing weapons do normal damage. The touch of a Corpse Ghost inflicts 2 Fatigue from its radiance, even if armour prevents the damage it might inflict.
Crocodylle
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
15
13
5
18
13
14
40
0
3
6
0
1
4
136
Bite
:
A22
D15
Init14
damD10+5
Grapple
:
D8
Init13
damD12+6
Drag a target into the water for a death roll
Crocodylles are fearsome beasts that live in the One River. They are huge and heavily armoured, with rows of cruel teeth, anyone attacked by one suffers Fear 12. They lurk in water, looking very much like logs (Stealth 14). They will grab anything near the shore or in the water and lock onto it with their jaws dragging it into the water and rolling over and over. Any target hit by a bite from ambush must win a Phys contest, otherwise the Crocdylle has locked on and will start the death roll, inflicting D12+6 automatic damage each combat turn that ignores armour. Crocodylle hide can be made into a heavy leather armour of great potency by a skilled armourer (Leatherworking difficulty 15) worth 5 points of protection.
Demon of Potence
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
20
15
20
10
15
50
0
0
6
0
3
5
148
Claws
:
A23
D16
Init23
dam3D6+1
A Demon summoned by the Black Order Spell Demon of Potence. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air.
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.

Ghost
level5
Sun Keldian Ghosts are rare and tragic things, barely sentient remnants of personality and spirit that cling to the world.

The touch of the sun wipes away creatures of pure spirit. If a Keldian dies in the Deadlands or Drylands, their spirit is usually erased instantly. To survive they must cling to their bones or preserved corpses. Some ghosts animate their own corpses in the form of a Mussagana or Preta; others linger in shadows close to their bones as a Tornrait or Haunt. Some, like the Night Wraith or Remnant use magical vessels as substitutes for bodies.

In the Dark lands, the spirits of the dead are transformed into Ice Wights with no memory of the Keldians they once were.

In the Twilight lands a true Ghost can appear, a spirit that can exist even once its physical remains have been long destroyed. These creatures resemble ethereal and luminous versions of the form they bore in life, although it is common for their feet to be missing, their bodies instead trailing away into mist or smoke. Ghosts have no combat statistics, since they are Spirits entirely immune to physical attack. Some Ghosts learn to animate physical matter, becoming a Corpse Ghost.

The sight of a Keldian ghost can inflict Fear 16, and occasionally they are capable of casting about objects, especially ones which had a link to them in life. Ghosts are hard to get rid of, usually their curse must be found out and the wrong that causes them to walk the earth found out and righted. It is more likely, however, that a village threatened by a ghost will flee entirely, since most ghosts are tied to a specific location.
Halfmen
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Halfman
16
23
13
14
14
12
11
30
0
8
4
0
1
4
115
5
Claw
:
A19
D20
Init14
damD6+5
Bleed 1 Lethal a round.
Halfmaster
20
24
14
17
15
14
12
40
6
8
5
0
1
5
144
7
Claw
:
A20
D21
Init15
damD6+7
Bleed 1 Lethal a round.
Halfmen are foul and evil demonic creatures who slip into Sun Keld through flaws and cracks in reality. The Halfmen seem to have a particular love of Sun Keld, for they appear throughout the land, seemingly immune to heat and cold, preying on the Keldians. They creep into this world in search of vulnerable victims to prey upon, sometimes appearing in groups of up to 4 at a time. Those that they catch are mercilessly harried until the Halfman kills them and ritually tears their organs from them, a sight that is so hideous that any seeing it must suffer Fear 16, while the creatures themselves inflict Fear 14.

The Halfmen themselves appear like mockeries of the Keldian form, covered in a scaly skin, but there is only half of them, the cut side being smooth and featureless as if some plane had severed it. Indeed it has been hypothesized by Sages that half of the creatures remains in another dimension, the one where it came from, and it is this that confers upon it a kind of partial insubstantiality that gives it is immunity to non enchanted weapons. Another side effect of its nature that it appears to be able to slip through the barest of gaps just by turning itself sideways, and this it frequently does to surprise its victims, slipping, for instance, through the gap between a door and its frame. It can get through any gap, be it ever so narrow, that it no less than 1/2 of its height. As with all half creatures when it dies a Halfman's corpse vanishes into the other dimension.

In combat the Halfman generally uses its claws, with which it can inflict stunning blows, or bleeding wounds that cause no other damage except 1 damage in each subsequent combat turn until bound. On Sun Keld they also are often accompanied by a pack of foul Halfhounds (see above) with which they hunt down their prey.

Finally, as if all this was not enough, the Halfmen also have magical ability (see Blue Order Magic). Even on Sun Keld their magic works, for they draw on sources of power beyond the world. Thankfully for those that have to face them they seem to be able to use their dimension shifting magic only at certain times and in certain places, so the adventurer need not face a creature who can constantly vanish and reappear. Halfmen cast their magic at level 3, and have 13 Magic Points.

Half Masters are leaders of the other Halfmen, often adorned with huge knotted beards. Half Masters cast their magic at level 6, and have 35 Magic Points.
Ice Lion
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
18
20
16
9
14
14
11
35
0
4
2
0
3
4
124
5
Bite
:
A18
D20
Init21
damD8+3
Claw
:
A16
D20
Init19
damD8+2
May claw in the same round as biting.
Male
20
18
13
9
15
15
12
45
0
4
2
0
3
5
135
5
Claw
:
A18
D18
Init16
damD8+4
Ice Blast
:
A25
D18
Init15
damD12+2 Fatigue
Area 6. Base Range 2.
Like Fire Lions, Ice Lions live in packs dominated by one female, a leader with the power to summon up a freezing supernatural wind in defence of the pack. Ice Lions live in the gloom of the Dark Side, although they sometimes venture to the shores of the One River. Unlike their Fire cousins, they appear to attack for the fun of it. Ice Lion fur has marvellous properties against cold, though it is difficult to work (Difficulty +4). Ice Lion Fur clothing provides +4 to Survival (Icelands), and provides 2 armour against cold based attacks.

They are intelligent and can speak Sanash with some difficulty, but seem to understand no concepts beyond hunting, mating, and killing. They will always hunt down anyone dressed in Ice Lion fur.
Lammasu
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
18
12
14
15
15
10
45
5
8
3
0
4
2
152
Bite
:
A17
D18
Init16
damD10+3
Claw
:
A19
D18
Init16
damD8+3
Two attacks per round
Flame Breath
:
dam2D10
Cone 12. Ag vs. 14 for half. Ignores half armour.
Roar
:
Area 15. Spi vs. Pre or stunned.
Swoop
:
A19
D19
Init18
dam3D6+2
Mighty 3. Only when Flying.
The Lammasu are a race of hybrid creatures who are sometimes found guarding the tombs of the Ancients. In their true form they have the body of a Crdlu with a Lion's paws, surmounted by a Keldian face and a lion-like mane of hair, as well as a pair of wings like those of a Sun Eagle. Although a Lammasu's paws are not dexterous enough to grasp a weapon they can still use them to accomplish surprisingly delicate actions, and often choose to record their thoughts in writing by scratching runes into clay or rock. Lammasu can also take Keldian form, but tell tale signs of their true nature are always readily apparent, such as lion's paws instead of hands, a mane of hair, or a Crdlu's serrated tail. If a Lammasu must emulate a Keldian they take care to hide as much as possible. Switching forms requires an action.

Unlike many guardian creatures, Lammasu are highly intelligent and sometimes bore of their tasks, abandoning their Ancient tombs and seeking out new places to lair. Lammasu value art and beautiful objects and are not above stealing these from others, but they are often indolent, and will prefer trickery if that leads them to a life of comfort. If possible they surround themselves with fine food, music, gold, silver and gems. Lammasu are capable of altering the conditions of weather and water in the places that they call home. Once a day they can cast Crop Blessing, Blessing of Water or Sun's Shield. Casting one of these blessings takes the Lammasu 1 hour and costs 5 Health.

If forced to fight, the Lammasu can make use of both its bite and its claw attacks in a single round. Alternatively it can breathe fire instead of biting at the cost of 5 Health. When possible it will take to the air, and attack with its fire breath, or by swooping down and striking with all 4 paws at a single target. Finally the Lammasu may roar. Everyone hit by the roar must resist the Lammasu's Presence with Spirit or be paralysed for rounds equal to failures. Each roar costs the Lammasu 5 Health.
Light Snake
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
17
6
12
12
14
35
0
4
2
0
3
4
123
Bite
:
A18
D16
Init20
damD10+2
Poison roll Health or be Paralyzed.
Flash
:
Init22
Ag. vs. 17 to look away.
Light Snakes are specialized creatures that swirl through the sand of the Light Side. They are long (3-5 strides) serpent-like lizards with an almost transparent skin. They vanish into the sands (Stealth 18) until they wish to attack, at which point they release a brilliant burst of light that blinds anyone looking at it (-10A/-10D). (A Dance roll reduces this penalty by half). They concentrate on one prey, paralyzing it and then dragging it away to slowly suck the moisture from. The crystalline eyes of a Light Snake, if they can be got, can be used as light sources, and also cut to highly valuable gemstones. Raw they are a Treasure 5.
Naga of the Air
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
18
16
14
13
13
13
45
3
8
6
0
4
4
156
Flyby
:
A25
D22
Init21
damD8+5
Defend with a -1 wait action
Fire Bolt
:
dam2D6+5
Range 12. Does 1 damage to the Naga in stone form
Bite
:
A25
Init16
damD8+5
Ground only
The Naga of the Air is a long serpent like spirit creature that flies through the air with ease. Its long scaly body gleams like red gold and its sleek horn crowned head is graced with huge jaws. Although it has many small legs placed along its body, it seldom lands. The Naga of the Air is partially immaterial and appears to shimmer like a heat haze as it attacks. They delight in swooping suddenly down on unsuspecting travellers and bitting at them before retreating back into the air.

Like all Naga, the Air Nagas lay claim to a certain place, and make it their own, in this case a high point, such as a mountain peak, rocky spire, or Ancient tower. People approaching the Naga's eyrie will be attacked, generally by surprise (Agility / Stealth 20), in a series of quick flybys. To attack the Naga during a flyby, take a Wait Action (at -1) and use the flyby defence of 22. The Naga can also attack from the air by spitting bolts of burning sunfire. If struck by a sacred weapon it has 2 less armour.

If seriously wounded or slain, the Naga's essence retreats at great speed through the air back to its eyrie and assumes a rocky form, regenerating 3 health every hour until whole again. If a Naga can be sought out at this point (perhaps by following the spirit as it retreats) it is vulnerable, and it is possible to prize from its forehead a Treasure 4 gemstone. The Naga cannot use its bite in this form, but can still cast its fire bolt, though in this case it takes 1 damage each time it does so.

The Nagas of the Air occasionally associate with Naga of Misty Winds, for example when a pool lies at the base of a rocky spire, but do not appear to tolerate others of their kind (unless under the control of a Naga King). The sage Nirshur of Ur speculated that the Nagas of Wind and Air were male and female of the same species, but there remains no proof of her theory.
Naga of the Gems
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
17
20
12
14
15
11
50
0
9
5
0
2
4
147
Bite
:
A18
D17
Init22
dam3D6
Myriad Bolt
:
A24
Init22
dam1D4
Roll Spirit vs. 16 or half A and D
Like all Naga, the Naga of the Gems has a roughly serpentine shape, with multiple clawed legs, and a hide of glimmering scales which are highly resistant to damage. They are often surrounded by a blinding aura of light which makes them impossible to see clearly. Seen without this, it glimmers gold with emerald highlights, as if cast from metal and gemstones.

Nagas of the Gems collect a hoard of valuable substances, usually gemstones or precious metals, though occasionally one will hoard magic items or art objects instead. The Naga makes a den in a deep cave to hold this treasure hoard, and will fight to the death to protect it. Unlike Naga of Eight Eyes they do not simply wait alongside their hoard, but will range some klegs distant, watching for danger, and setting ambushes for any who appear to have designs on its valuables. Some Gem Naga will even set up false caves, and false (generally worthless) hoards to decieve treasure hunters, while others will construct traps and deadfalls in their real lairs.

A Gem Naga has four eyes made from gems from which it projects a cloak of light. It may either project a shimmering field of heat haze, which gives it Stealth 17, or a field of blinding light, which subtracts 10 from the attack of all nearby (a Dance roll will halve this penalty). It can also focus the light from its eyes to shoot a bolt of coloured light once per round. A target struck by this light must win a contest of Spirit vs. 16 or have their Attack, Defence halved. They can repeat the test at the start of each round, recovering when they succeed.

When the Naga is slain its body turns into a golden haze, except for its eyes, which vanish, only to reappear amongst its hoard. If the eyes are separated from the rest of the treasure (they must be at least a Kleg distant) then they become inert, and are a Treasure 5, otherwise the Naga will reform, unharmed, three days after its death.

The Naga's hoard, not counting the eyes, will usually consist of at 2d4 x Treasure 3. When generating the hoard, you may replace any two Treasure 3s with a Treasure 4.
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).
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.
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).
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.
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.

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.
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.
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.