Bestiary

10 entries found.

Annukai
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Counsellor
21
20
15
15
15
15
15
22
12
8
3
0
4
2
126
6
Bite
:
A18
D18
Init19
damD6+3
Rod
:
A21
D20
Init20
damD12+3
Yellow Ray
:
A22
D20
Init21
damD8 Stun
Ranged 6. Ignores Armour. Spirit vs. 18 or agony (-8A/-8D).
Judge
21
20
15
15
15
15
15
22
18
8
3
0
4
2
107
7
Annukai are creatures of Spirit, resembling Keldians with eagle wings and heads. They dress in ornate kilts and pectoral disks, and often carry copper rods, with which they can make attacks if they so choose. Annukai are generally peaceful, however, and will not attack a Keldian unless they are provoked, or feel that the laws they enforce have been contravened. Unfortunately no one is clear what laws the Annukai enforce. Sometimes they appear to follow the Law Code of Nastrim, other times they prosecute crimes that make sense only to them.

Generally Annukai are seen, but not encountered. They sometimes observe the activities of Keldians, but fly away, apparently vanishing into cloud or sunlight. (They can use this same ability to leave combat, making them almost impossible to kill). Sometimes, however, one or more Annukai will descend from the sky to charge someone with a crime. They will arrange a trial, with an Annukai judge, and accept witnesses, lawyers, pleading, and all the other tricks of law, provided that all the intricacies of their law are followed. An Annukai counsel will have Law 6, a Judge Law 8, and 3 Social Armour. All Annukai have the Assured Quality.

To conduct an Annukai trial; first determine the Law code used (Nastrim, Ningaur, Talite, Tribal, Other). Any Keldian may stand as a counsel, but will have a -3 penalty to their Law skill if the code is unfamiliar (they may make an Intelligence + Law roll vs. a 14 to understand what odd laws the court is using, and get rid of the penalty, otherwise they risk falling afoul of these laws themselves). Once pleading begins a counsel for the defence (the Annukai are always the prosecution) must defeat the Prosecutor in a Social Combat using Law and Oratory to win a reprieve for the accused. Points of law can be referred to the Judge. Defeating the Judge in a Int + Law contest will allow the objection to stand. The side that loses this contest is docked 2 Status. Once the pleading is complete the Judge will pronounce sentence, which tend to be as arbitrary as the crimes they prosecute. One day they may accuse someone of murder and punish them to run a foot race, another time they may accuse someone of being too happy near a grave and punish them with death.

An Annukai Judge, in addition to the abilities shared by all Annuaki, can use the following Spells at will, as if they were an 8th Level Mage : Suppressing the Flow, Matrix Strike, Flow Disruption, End Enchantment
Gatherer of 20
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
17
12
13
10
15
11
40
0
0
4
0
4
1
126
Force Blast
:
D20
Init16
Cone, 10 legats long, 5 wide. Roll Agility vs. 15 or stunned for 15 - Spirit rounds. Roll Phys vs. 15 or knocked down.
Rend
:
A16
D17
Init15
damD8 Spirit
Ignores Armour. Mighty 1
The Gatherer of 20 is a foul and terrifying beast from beyond the world. Some whisper that it comes from the Passing, others that it belongs to the great dark beyond the sun. Physically, the Gatherer (there may only be one) resembles a sort of pale many-segmented crustacean, held aloft by many jointed legs that curl around its body and are constantly in motion. Nine or ten whip-like tentacles surround the Gatherer's mouth, extending as much as two legats in front of it, while smaller cilia form a ring between the tentacles. Above the tentacles are two black oval eyes, while the other end of the Gatherer's body ends with a flaring prawn-like tail. While the Gatherer appears to be larger than a Keldian it can easily change its size to enter small spaces. The sight of the Gatherer is terrifying (Fear 15).

The Gatherer is so known because once it appears somewhere on the world it proceeds to murder and devour twenty Keldians before it vanishes again. The Gatherer appears to derive sustenance from consuming the spirits of living creatures. Its Rend attack does no physical damage, instead reducing Spirit. If a target is reduced to 0 Spirit by this attack then it is devoured by the Gatherer and dies. This heals the Gatherer 10 Health, and allows the creature to steal its victim's body. The Gatherer can curl itself inside the corpse and animate it, using it as a shell to get closer to its next target. While hidden inside a corpse, the Gatherer cannot be damaged until the body is destroyed, at which point it bursts free in one round. A Gatherer controlled body has Health 10.

The Gatherer does not devour any Keldian it comes across, but appears to select targets based on some unknown criteria (which may differ from visit to visit). To get at its chosen target it will use deception while inside a stolen body. If faced with physical threat it can unleash an invisible shock wave of force which can knock down or stun anyone caught in it. It will then make its escape, or swoop down on its chosen target.

Once the Gatherer has devoured its 20th spirit it vanishes.
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.

Golem of Fire
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
14
20
6
20
7
12
100
3
0
5
0
3
7
210
Burning Weapon
:
A20
D17
Init23
dam2D8+9
The Golem of Fire is a magical creation, a figure of worked bronze and copper in the shape of a Keldian warrior, armed with a flame-wreathed weapon. Golems of fire are powered by a constantly burning magical fire trapped within their gemstone hearts. This fire makes them warriors of prodigious speed and ability. The fire is kindled by the sacrifice of a bound Demon, add the Circle of the sacrificed creature to the Attack, Defence and Armour of the Golem.
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.
Hunters
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Hunter
29
20
14
15
15
14
13
35
0
6
6
0
2
5
142
6
Spear
:
A29
D23
Init16
damD6+6
Long.
Master
30
20
14
16
17
15
15
44
10
8
8
0
2
5
171
7
Spear
:
A30
D23
Init16
damD6+6
Long.
Whip
:
A32
D20
Init19
damD6+4
Long. Wounds bleed 1 Lethal / round.
Lightning
:
A20
D20
Init18
damD6+5
Ignores armour.
The Hunters are a race of cruel beings from some other dimension that are occasionally summoned by dark and secret magics. All that is known of the ritual of their summoning is that a fire must burn on a sacred high place for them to be summoned, and that they may not come. If they do appear then they will demand a sacrifice in blood, for they love to fight, and if this is not met then they attack their summoner. The Hunters are a terrifying sight, their appearance causes Fear 16, dark figures in barbaric armour carved with demons and bathed in blood, who wield fell spears. Sometimes the Hunters appear riding black spectral steeds, like those conjured by the Shadow Steed spell.

The Master of the Hunters is reported to have been summoned once or twice. He is larger and even more dangerous than his kin, and is always accompanied by at least four hunters. In one mailed hand he holds a spear, in the other a barbed whip made from lighting which may be used either to inflict bleeding wounds or to act as a bolt from a Lighting Burst spell. In addition the Master carries a horn that can be used to summon another D4 Hunters in D4 turns if he is not slain first.

It is thought that killing the Hunters merely send them back to their home plane, and they are sure to hate whoever sent them there.
Mekorro
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
7
18
10
12
40
0
6
4
0
4
5
146
Grasp
:
A24
D22
Init16
damD6+4
Can attack up to 5 times a round
The Mekorro is a bizarre and disturbing spirit beast that sometimes emerges from the swamps of the one river. It resembles some sort of huge deformed Keldian, it's wrinkled and shrivelled bare skin covered in wiry hairs, from which numerous muscular arms emerge, each ending in a large grasping hand with rough clawed nails. A snub contorted face nestles between the arms, it's mouth filled with long sharp teeth. The Mekorro has no legs, and scrambles through the swamp on it's many hands. The sight of a Mekorro is terrifying, and inflicts a Fear 16 attack on anyone that sees it.

Sages have suggested that the Mekorro is a fusion of many different spirits, united by some common purpose. They may arise when a group of Keldians die all at once from drowning or some other disaster. They do not seem capable of speech, but sometimes they howl and moan and growl deep in their throats.

In combat a Mekorro reaches out with many of it's hands, grasping, tearing and crushing with a wild fury. A Mekorro can attack as many as five times in a round while still having enough hands remaining to move around. The Mekorro seems to be full of boundless rage and incoherent anger and if it cannot find a person to vent it's anger on it will smash down trees, uproot plants and rip chunks out of the earth.
Naga of Eight Eyes
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
33
15
9
14
16
15
55
5
10
4
0
2
3
180
Bite
:
A24
D33
Init19
damD8+3
Tail Swipe
:
A28
Init18
dam2D4
Roll Ag + Movement / Acrobatics or fall over.
Black Ray
:
A25
Init20
damD12+4
Ranged 4.
The Naga of Eight Eyes is a spirit creature found in ancient ruins and places of power. It resembles a large green and copper serpent (it is often mistaken for a verdigris stained statue) crowned with a dragon head. As with other Naga it has many short clawed legs. Atop its head are eight black eyes which allow it to see in every direction and dodge any blow, hence its high defence. Such Nagas commonly protect certain places, for what reason it is not known, and will attack anything that strays into their area.

The eyes of the Naga are its main weapon, each capable of projecting a black ray of force at a nearby target. This ray either does damage, or strikes against a spell or magic item carried by the target. A spell struck is dispelled if the ray's damage exceeds twice the Circle + EL of the spell. A magic item is disabled for a number of rounds equal to the damage roll -6 (negative numbers mean no effect). The Naga can instinctively sense active spells and magic items, and choose which to target. Each eye takes eight rounds to recharge before it can fire again, and the Naga can fire as many rays as it wishes each round. It may also strike with its bite, or tail smash, regardless of whether it used any rays. A blow doing at least 5 damage to an eye (Hit Location -10) will disable it.

Should a Naga of Eight Eyes be seriously wounded or slain, it will sink into the earth to recover. It assumes a solid stone form beneath the ground, in an isolated chamber. If this stone form is smashed it will be found to contain 8 Treasure 4 gemstones, otherwise the Naga will reform in 3 days undamaged. Digging a recuperating Naga out of solid stone is an adventure in itself.
Night Wraith
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
15
12
14
14
16
50
0
0
4
4
0
4
146
Touch
:
A17
D15
Init15
damD8 Fatigue
Aura
:
damD6+8
Area 1
A Night Wraith is the soul of a former Mage that was bound into a star Iron weapon which was then destroyed. After years of imprisonment they hate living beings and use their formidable powers, that of a 4th level Mage, to hunt it. A Night Wraith resembles a ragged version of the original Mage, its skin ebony and swirling dimly with uneasy energy. They are insubstantial and move through solid objects at will, and they are always utterly silent and can see in the dark. The sight of one of these creatures inflicts a Fear 18 attack.

Wraiths never carry arms, mere close proximity to one inflicts D6+8 wounds that are resistant to healing, a Stonetalker can restore only his level in Health. In addition actual touch inflicts D8 Fatigue, and the subject must roll Health or be rooted to the spot for 2 rounds. Wraiths often wear spectral amour and may use magic objects, but do not otherwise carry treasure or items, they have no interest in such material wealth any more.
Obsidian Golem
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
3
8
6
40
12
6
100
3
0
8
0
0
0
194
Crushing Fists
:
A20
D3
Init8
damD12+8
The Obsidian Golem is an enormous creature made of obsidian and iron, carved by master craftsmen into the form of a Keldian and animated by a bound Demon soul. It is hideously strong, but terribly slow, better suited for battering down a wall than chasing foes. Although theoretically capable of useful tasks the spirit within tends to pervert anything other than destruction. Add the Circle of the sacrificed demon to the Attack, Defence and Armour of the Golem.