Bestiary

59 entries found.

Akram
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
4
8
7
2
4
4
5
4
0
0
0
0
1
0
24
Peck
:
A4
D8
Init8
dam1
Stun damage.
Claw
:
A10
D8
Init5
dam1d4
Cock Akrams only.
Akram are small lizard-birds kept primarily for their feathers, eggs and meat. While their skin is covered in fine scales they have bright iridescent feathers on their wings, tail and crest. On prize males the tail and crest feathers grow especially long, and are gathered as they shed for use in Pluma crafting. Akram roost on tree branches for a few hours at a time, then flutter down to peck across the ground for food. They are not good flyers, and rarely stray far from the rest of their flocks, although it is not unknown for a village to wake to the squawk of a brand new male. Although native to the Twilight Forests they can be kept in the cooler parts of the Drylands with care.

Hunting Difficulty 12.
Alzimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
15
10
2
16
8
8
20
0
0
2
0
1
0
67
Bite
:
A12
D15
Init10
damD6
Sting
:
A16
D15
Init16
damD8
Sting. Physical vs. 19 or D10 Weakening
Alzimul (literally Digging-Zimul) are large insectoid creatures related to the Zimul. Like a Zimul an Alzimul has many legs, a carapaced body, and a talent for digging. Unlike their pestilential cousins, the Alzimul can be trained, and do not have the same voracious appetite for root crops, instead being happy to devour almost any foodstuff (usually carrion) that comes their way.

Young Alzimul are around the size of a Keldian pup, and are to be found rooting around amongst the razor grass, eating new shoots, or smaller insects. They have 6-10 pairs of legs, the second pair of which are enlarged and used for digging. The first pair are much smaller, and carried folded near the head. These short claws are capable of delivering a nasty sting. (For juveniles the sting is D4, Phys vs. 19 or D4 weakening).

A minority of Alzimul grow to full sized adults. All female, they lay clusters of gem-like eggs which hatch into broods of newborn Alzimul's. There are (as far as Keldian Sages know) no males. Adult Alzimul are large enough to plow significant furrows in the soil, and can be domesticated for this use. Commonly a single village will only have 3-4 adult Alzimul on hand, lending them out to individual farmers as needed to tend their lands. When not at work the Alzimul are kept penned and fed on food scraps and waste material.
Amorokka
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
30
21
14
4
17
13
13
40
0
8
5
0
5
6
159
Bite
:
A30
D21
Init19
damD10+3
Screech
:
A35
D21
Init15
damD8
Ranged 2. Area 4. Ignores armour. Phys vs. 15 or D6 Stun.
The Amorokka is a dangerous flying predator found all across the face of Sun Keld. Resembling a huge black eel, and growing as much as 10 paces long, the Amorokka weaves sinuously through the air with no apparent means of support, although it has many rapidly beating fins along its length which shimmer as they move. The creature's blunt head is broken only by a large and toothy maw, it appears to have no eyes, ears, or nostrils. Nevertheless it is a keen hunter, homing in on prey with some sort of sonic sense (small animals fleeing from these sounds are often the first sign of a hunting Amorokka).

In combat the Amorokka attacks mostly with its bite, ripping chunks from its prey, but it can also employ its sonic sense as a weapon. This releases a pulse of sound strong enough to burst eardrums, topple obstacles, and stun animals. The Amorokka is also capable of swimming through solid sand and earth (though not rock) much as if it were air. When threatened the creature dives into the ground, emerging suddenly to make surprise attacks (or if that is expected, does the same from the air). Surprise attacks from the ground have Stealth 18, from the air 14 (but +2A). Luckily for those that must face it the Amorokka still needs to breathe, and cannot stay underground indefinitely. They are believed to make subterranean lairs with no entrances.

The Amorokka has one other form of defence. Its smooth and glossy hide has a consistency like glue, trapping things that hit it. When an edged or bladed weapon penetrates its hide (does damage in excess of its armour) or fumbles, it may be stuck. Roll Agility + Weapon Skill vs. Agility. If the Amorokka wins, the weapon is stuck fast, and will be pulled from its wielder's hands if they fail a resisted Physical roll. Old Amorokka are covered in the scars, hilts, and broken blades of such weapons, which constitute 5 Treasure 4s if removed after it's death.
Anzud
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
10
12
25
15
12
45
8
8
8
6
1
3
156
Maul
:
A23
D15
Init6
damD10+9
Unbalanced. Long. Sacred. Mighty 3.
Anzud are enigmatic giant smiths that can be found, rarely, almost anywhere on Sun Keld. An Anzud stands twice as tall as a Keldian, and is heavily muscled and enormously built. Their flesh is rock hard and varies in colour from ochre to grey-black. All Anzud have huge shaggy manes of hair which spread across their shoulders and upper chests. Most also have beards, which they wear stiffly braided so that they jut out beneath their faces. It is not clear if there are male and female Anzud, or if all of the creatures are the same. Anzud children are equally unknown.

Anzud are legendary smiths, with a supernatural skill with metal and stoneworking. All Anzud have Mining 5, with 3 in each skill, as well as Warfare / Armoury 6. They are believed to guard and mine their own sources of metal, though active mines have never been found, and will sometimes come to Keldian mine workings in search of ore. They will occasionally trade for metal or stone, but are as likely to use their great strength and weapons to take what they wish instead. Most Anzud carry giant sized Mauls or Axes, as well as wearing metal armour (un-armoured they have Armour 4).

In tales told by Sages, Anzud usually only appear when some hero must seek one out to have a great weapon forged or repaired, or where some rare gem or cache of star iron is guarded by an Anzud smith. A few tales tell of Anzud who have sought out great smiths, usually to teach them their secret skills. Generally the smith in the tale must first impress the Anzud with some great deed of craftmanship, or a test of their stonecunning.

Magical constructs of great complexity such as the Copper Hunter are sometimes said to be the work of the Anzud.
Ash Dragon
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
10
3
14
10
11
32
0
0
5
0
1
3
109
Bite
:
A17
D15
Init11
damD6+2
Ash Breath
:
A24
D15
Init12
damD8
Cone. Range 10. Ag vs. 15 for half. Armour counts half. Starts fires.
Ash Dragons are large lizards with a distinctive pale colouration and a texture like hardened ash. A typical adult has 3 or 4 pairs of legs, and is 10 Legats long from nose to tail (about half of this length is tail) Ash Dragons spend most of their time sleeping beneath the soil, and are largely harmless if encountered in this state. They awake only when a wildfire has burnt the area, and then emerge to a fenzy of hunting and mating. An Ash Dargon's colouring makes it very hard to spot amidst burnt vegetation, and it likes to attack from just below the surface (Stealth 16). Once they have bitten a target they will latch on, chewing for automatic damage each turn unless the target can break free.

Ash Dragons have a mysterious power over flames. They can breathe hot ash out as an attack, and can swallow fire attacks directed at them (this heals them). They can raise (or lower) the difficulty of Red Order magic nearby by 4. Black Order magic is not affected, and water based attacks do +2 damage. They can also control non-magical fires as per Lesser Command, although they much prefer to ignite things than put them out.
Aughan
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
14
10
9
13
13
13
22
0
0
2
0
2
1
73
Buffet
:
A12
D14
Init21
damD4 Stun
Range 7. Area 4.
Tendrils
:
A16
D16
Init15
damD4
Poison. Phys vs. 14 or Paralysed.
The Aughan is a bizarre beast of the Deadlands. The Aughan spends most of it's time on the ground, where it resembles nothing more than a russet coloured cone, about a pace in diameter at the base, and a little taller than a Keldian. In this form the Aughan extends tendrils into the ground, extracting water and nutrients from the surrounding area rather like a plant. An Aughan is a creature more like an insect, however. When the nutrients run out (or when the Aughan is disturbed) it sprouts many jointed legs around it's base, and unfurls multiple pairs of crystalline wings from the upper part of the cone. Multi-faceted eyes set about a hand's span below the point allow it to see in any direction (Observation 14).

With it's wings and legs revealed the Aughan becomes mobile, and can move with surprising speed (+5 Ag and +5 Mv). If threatened it can direct the wind from it's wings at an area to buffet foes. Alternatively it can unfurl a clump of ribbon-like tendrils. Each of these tendrils is covered in dozens of tiny needle-like spines laden with toxins. Anyone hit by them will suffer a burning poison that may paralyse their muscles for up to 4 hours (Paralysis lasts 15-Phys hours, minimum 10 minutes, maximum 4 hours). Fortunately this toxin is not fatal.

Aughan are Rare even amongst the mineral pools and hot springs of the Dragon Mountains, and are rarely seen elsewhere, but sometimes an Aughan will fly Darkwards into the Deadlands in search of nutrients.
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.
Bloodvine
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
5
1
12
0
5
30
0
4
3
0
2
3
82
Lash
:
A15
D14
Init14
damD4+2
Phys or Agi vs. 12 or -2A/-2D
Bloodvine is a foul plant that can thrive where other plants cannot, because it can catch and devour animals and other plants for nutrition. A Bloodvine plant resembles a dense web of crimson vines covered in heavy conical thorns that shade to black at the tips. A thriving patch will put down countless root bundles, each of which can grow without the rest, making it very hard to kill a whole patch (the stats above are for a patch).

When the Bloodvine senses the proximity of a living creature it lashes out with its tendrils, wrapping them around its target and sinking its thorns into them. The blows from these writhing limbs are dangerous enough, but the real threat comes when the plant can immobilise its target, at which point it will drain the blood and sap from them till they are dry. Each time a tendril hits the target must make a Physical or Agility roll or be entangled, suffering -2A/-2D. This penalty is cumulative, as more tendrils latch on. If a target is reduced to 0 Defence in this manner then they are entirely held, and can no longer act. The plant will then start to drain them, doing automatic damage each round.

Killing the plant itself requires the many root bundles to be hacked out of the soil, something pretty much impossible when the plant is still defending itself. Individual tendrils have D14, 1 Armour and 4 Health, and severing a tendril allows it to be wrenched off anything it has entangled. An individual plant has 7-12 tendrils. When a Bloodvine cannot get enough sustenance, and begins to die back, it may transform into a Bloodsnake.
Crdlu
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Adult
11
11
8
3
18
8
10
25
0
0
1
0
2
0
67
1
Crush
:
A11
D11
Init10
damD6+3
Crush
Bull
14
11
9
3
22
13
10
30
0
0
2
0
2
0
78
1
Crush
:
A15
D12
Init11
damD6+4
Crush
The Crdlu is a large lizard creature with short legs and a thick hide, at least twice the size of a Keldian. Its flesh is good to eat, its milk can be drunk, and it's heavy hide can be worked into tough leather. It is the primary herd animal of the Keldians. Vast herds roam the Drylands, grazing the Razor Grass. Unlike Krakaths they can survive in the Deadlands if allowed to seek shade and given access to water. Crdlu are easily trained and are seldom a danger, though they can sometimes run amok if scared or panicked. Bull Crdlu, however, are fiercely defensive of their herds. Most Crdlu encountered are part of someone's herd, but wild Crdlu also exist, especially where some town or village has suffered a calamity. Hunting Difficulty 14.
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.
Daybat
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
16
16
3
3
5
5
5
0
0
0
0
5
0
51
Bite
:
A14
D16
Init21
dam1
Daybats are the most common small flying predator in much of the Drylands, and the brighter parts of the Twilight zone, feeding primarily on small insects and invertebrates. Daybats are small winged creatures around the size of a clenched Keldian fist, with tawny fur over most of their bodies. A Daybat has four short clawed feet and a pair of leathery wings (all of a Daybat's exposed skin is actually covered in very fine scales). Daybats have sensitive noses and large dark eyes, giving them excellent senses (Observation 16). They are extremely quick and agile flyers, able to snatch insects out of the air. On the ground they are a little less graceful (-2A/-4D), but can still scramble effectively, and do so to chase or eat larger prey. When not hunting Daybats prefer to roost in groups in rocky cracks or under overhanging stones. Daybats bear live young, the pups being carried clinging to the adult's fur for some cycles after birth until old enough to fly by themselves.

Although the majority of Daybats have tawny or ochre fur in some areas they have reddish or purple fur, often with black or white markings. Daybats are thought by Sages to be relatives of Night Bats.
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.
Dorga
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
10
8
3
40
14
14
40
2
0
4
0
2
3
104
Gore
:
A19
D10
Init10
damD8+8
Can toss after 2+ successes.
The Dorga is a huge draught animal, a six-legged monster of a lizard capable of hauling as much as a whole team of Crdlu. Each of their six legs is almost as large as a Keldian, and the thick muscular tail a similar length. They have a short pair of tusks that protrude to either side of their lower jaws, and often a similar pair of horns above. Most Dorga are red and brown, their hide knobbled and scaled, though some specimens run to grey and green.

Once domesticated, Dorga are usually trained for heavy work, their temperament does not make them suitable for combat, though they are occasionally fitted with wooden platforms and loaded up with archers. If roused to anger they may attempt to charge and gore someone with their horns. If this attack scores 2 or more successes then the target is also tossed a Legat for every success.
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
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.
Ganam Tree
level0
The Ganam, or Spiral Tree, is an odd plant of the Drylands, resembling a tall jointed spiral of wood with tufts of greenery at each joint. Although most Ganam do not grow more than a few handspans thick, and perhaps 2 legats high, with time they can reach as much as 7 legats in height and more than a legat thick. A Ganam is not a friendly neighbour. If injured it bleeds a milky white sap that can burn or blister exposed flesh, or even blind if it gets in the eyes (Intelligence / Poisons vs. 18 to turn this into a usable poison without getting injured.) Exposure will inflict D4 Lethal and a Social Wound (blistered). Nevertheless some Keldian communities do keep Ganam nearby, because their blossoms, which sprout as soon as it rains, are both fragrant and edible.
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.
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.
Hirin
level0
Hirin, or root cactus, is a crop plant that can be cultivated in the Drylands (unlike Maugey it does not thrive on the Twilight slopes). The above ground part of the Hirin just resembles twisted and thorny stems of a dusty grey, without leaves. The plant is grown for the large ridged tubers in which the Hirin stores water. As well as the milky sweet liquid in their cores the roots can be pounded and ground into a starchy meal which can be used as a substitute to Maize flour.
Hunting Sarks
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
15
14
6
9
6
9
15
0
3
0
0
4
4
71
Bite
:
A17
D15
Init19
damD6+2
Hunting Sarks are low slung four-footed creatures that hunt in the tall grasses of the Dead Plains in the Southern half of the Dead lands. Sarks are related to Frians, but are significantly larger and lower to the ground. They travel in small packs picking off strays and lames from Crdlu herds and scavenging on the bodies of the dead. They will not hesitate, however, to attack a similar sized or smaller group of Keldians, though they are less likely to attack those mounted on Krakaths. They are quite cunning in their tactics, harrying their targets in quick strikes and then retreating. If badly wounded Sarks pull away at once however. Sark meat is stringy, and not especially palatable, but is edible in a pinch. They are not commonly hunted (Hunting Difficulty 16).
Hunut
level0
The Hunut is a Drylands tree with a high tolerance for drought. Like the Zerom Tree isolated Hunut can be found growing in the Razor Grass plains. A Hunut stands 2 to 4 times the height of an adult Keldian, the narrow trunk topped by a flourish of short branches each of which end in a cluster of spiky leaves. Although the Hunut provides no fruit, the flower buds and seeds can both be eaten, and the bark can be stripped and used for weaving. The wood of the Hunut is dry and fibrous, no use for building and providing no relief for a thirsty traveller.
Krakath
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
9
14
4
15
10
9
25
0
0
2
0
5
3
78
Bite
:
A14
D9
Init19
damD6+3
Tail Swipe
:
A15
D10
Init19
damD4
Roll Phys vs. Phys or fall down.
The Krakath is a fast lizard-like riding creature, generally used by the Keldians to ride, or to haul carriages in teams. They are comfortable in both the Twilight and Drylands but cannot survive the heat of the Deadlands and are sluggish in the Dark Lands. Most light leather armour is made from easy to work (Leatherworking difficulty 10) Krakath hide. Krakaths are easy to train (Int + Animals / Husbandry vs. 11), but can be highly strung and sometimes panic (Resistance 14 to calm). A Keldian riding a Krakath covers open ground at twice the rate of one on foot.
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.
Maka
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
16
15
3
7
7
7
6
0
0
0
0
4
0
45
Bite
:
A9
D14
Init19
damD2
A Maka is a large lizard with a rusty brown colouration and a distinctive blue tongue. Fully grown a Maka is as long as a Keldian's forearm. Unlike the smaller Meerkan a Maka is considered to be edible, and are sometimes hunted by subsistence hunters with no herds of their own. They are rarely domesticated and reared, even though they are very docile, because they are nimble and can easily escape from most enclosures. They are generally not considered intelligent enough to learn not to do so.
Marama Thorns
level2
Thick hedges of Marama Thorns are planted around many Dryland villages, to keep out packs of Razor Lizards and wandering Crdlu. These plants grow dense thickets up to three or four legats high and at least two legats deep. Climbing over a Marama hedge requires an Agility + Climb roll resisted by a 12 to avoid D4 damage. Pushing through the thickness of the hedge causes D6+1 damage (ignoring everything but full-body armour).
Maugey
level0
Maugey Cactus is a hardy plant native to the Drylands. The cactus has a thick barrel shaped core, surrounded by layers of fleshy pointed leaves, armed with long sharp spines. Maugey can be found scattered amongst the Razor grass wherever the rocky ground gives some space. Every year they throw up tall spikes covered in small bright flowers, and then produce sweet red fruit with a hard waxy rind.

Maugey Cacti are cultivated in many Drylands settlements, and almost every part of the plant has a use. The pulp can be squeezed and drained to collect a milky sweet sap that is used to flavour food, or to turn into a white alcoholic drink called Pulque. Distilled, the same sap produces Mezcal. After draining, the pulp can be pounded flat and teased out into fibres to weave into cloth, while the thorns can be used as needles. The heart of the plant can be hollowed out to allow the sap to collect in the space, or many hearts can be uprooted and processed to make the drug Menik (although this requires the destruction of numerous full-grown plants). Maugey fruit is also edible, once the rind is peeled off.
Mind Taker
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
14
12
12
12
10
8
25
0
0
2
0
4
3
93
Drain
:
A16
D14
Init20
damD6 Int
Ignores Armour.
The Mind Taker is a hideous creature of the shadows. It can be found anywhere from the Poison Forest to the Dead Hills, seemingly immune to heat or thirst. This is not so surprising, given that the Mind Taker feeds on the drained Intellect of its victims. The Mind Talker resembles a purple sphere or octopus with four large paddle limbs. With these it can latch onto a victim, draining D6 Int with a successful touch. The victim will be stunned and confused and must make a fatigue check each time they are hit. Should the Mind Taker be allowed to drain all of a target’s Int then the target will die. However in normal cases the Taker flees after accumulating around 10 points of Int, and a victim will then recover 1 Int per hour until well again.

When slain a Mind Taker quickly deflates, and then begins to sublimate into an unpleasant purple smoke. Catching this smoke within a sealed container is tricky (Agility vs. 16), but results in a Treasure 4 of value to alchemists. Corrupted Stonetalkers are reputed to be able to use this smoke as part of a poison that causes D6 Int damage on exposure.

As if their powers were not already enough the Takers can also teleport in combat up to 5 strides in any direction, allowing them to always attack first in any round. They will usually use a teleport to initiate combat, taking a victim by surprise, usually while resting or sleeping, since they are not skilled attackers.
Naga King
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
23
15
14
22
20
17
75
12
12
6
0
4
3
202
Bite
:
A24
D22
Init19
damD10+4
Poison. Spi vs. 18 or charmed for 3D4 minutes.
Breath Weapon
:
Init14
damD10 Fatigue
Range 8. Ignores Armour. Ag vs. 15 for half.
A Naga King is a huge and impressive example of Naga kind. Its upper body is shaped rather like a terrestrial cobra, complete with flaring hood, while the lower body has the many clawed legs typical of Naga kind. The Naga King's skin is covered with glittering metallic scales, that shimmer red silver and gold in the sunlight. A King is 12-15 paces in length, rearing higher than a standing Keldian. Their heads are crowned with six glassy eyes, with which they can see invisible and spirit creatures (Observation 6), and look in all directions at once. Above this ring of eyes sits a golden crown, though this is not solid, but rather a magical projection of the King's presence. When the King flares its hood it reveals a number of gems set into the scales which glow with their own radiance.

Naga Kings do not like to fight, and prefer to have others do their fighting for them. The bite of a Naga King can control another creature's mind, charming them to follow the King's suggestions. A normal bite in combat charms for 3D4 minutes, but a King may inject more venom into a controlled or unresisting victim that extends this charm to 3D4 days. The King then uses such minions to enact its wishes, or to deal with their own comrades. A charmed Keldian can make a Spirit roll versus the King's Presence to try and break free of the control if forced to do something that harms their friends or companions (add bonuses for close relationships), or violates a closely held belief. If they fail they take the action anyway. The King can only communicate orders in person, giving a charmed subject more room to interpret instructions when away on a mission.

If confronted by a large number of foes the King will spread its hood. The hypnotic glow of the gems set into its flesh force any who see them to make a Spirit roll resisted by the King's Presence. If they fail then they are struck motionless, and will remain in a dreamlike state for 2d4 rounds, unless attacked. The King will generally bite one or more people in this state and have them deal with the rest. It can do this three times a day.

Finally the King can breathe out a cone of flickering multi-coloured light 2 times a day. This cone automatically hits anyone in the area of affect, inflicting fatigue damage (may make an agility roll to halve). Anyone falling unconscious from this attack is, of course, likely to be bitten.

As with all Naga, the Naga King seems to exist somewhere on the edge between Clay and Spirit. If slain, the Naga King can reform itself again in 7 days provided that at least one minion remains under its control. The King takes refuge in the mind of the minion. Normally the minion is unaware of this, but the King can attempt to direct their actions by winning a Presence vs. Spirit contest each time it needs to direct an action. When the minion is possessed in this way those with the ability to see magical things may notice a pale image of the King's crown above the head of the controlled minion.

Other Naga seem to acknowledge the Kings as superior, and will defend them in combat. Kings generally lair somewhere with other Naga close by, such as ancient ruins or treasure hordes (there is surely one in the ruins of Nammu for example), and may take these hoards from Naga of Eight Eyes and claim them for themselves. Naga Kings always wish to increase their hoards, and will use charmed servants and other Naga to do so. A King's lair contains a hoard suitable for its Wealth. In addition the gems set into the Naga's hood are enough for four Treasure 5s, while the metallic hide is a Treasure 7.
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.
Naga of Misty Winds
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
15
15
10
14
12
12
35
0
8
6
0
4
4
127
Strike
:
A25
D15
Init17
dam3D4
Armour counts half.
Like all Nagas, the Naga of Misty Winds is a long serpentine creature with a horned head and many short legs. The Naga of Misty Winds has a body made from hot damp air, and seldom touches the ground, though they do not appear to be able to fly far from the surface either. It attacks simply by flying at its target and scalding it with its body. A Naga of Misty Winds takes no damage from piercing attacks, and only half from any other weapon or spell. Wind-based attacks do double damage.

Such Nagas are found in all parts of the world, always close to a source of water, usually one far from habitation. The Naga makes this water source their home, and spends most of its time near to it. Many travellers like to repeat tales of having to bargain with a Wind Naga for access to their water.

Most of these tales are probably untrue, keldians encountering a Wind Naga at its pool are usually attacked without warning. At other times the Nage will range as much as half a day's travel from the pool and attack seemingly at random. A wise traveller knows that a sighting of a Wind Naga means that a source of water must be somewhere close by. A very wise one will most likely avoid it.

If seriously wounded or slain, the Naga assumes a crystalline shape, like a small version of itself, at the bottom of its pool. If this is removed from the water then it will become a gem worth Treasure 5, otherwise in three days it becomes the unwounded Naga once again.
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.
Nishag Tree
level0
The Nishag is a strange tree of the Drylands, a distinctive sight with it's twisted trunk and gnarled branches ending in sharp points. The Nishag appears to all intents dead, it's bulbous lower trunk often riddled with insect bores and no leaves visible on it's surface. A Keldian without at least Survival / Drylands 2 who encounters one will likely assume that it is dead, but the Nishag can slumber for many years until rain comes.

When rain falls the Nishag explodes into life. Green shoots unfurl from the thorny branches, catching the rain and channelling it down into the soil around the tree. Here thick woody tubers store the moisture well away from the sun's heat, giving the tree the means to sustain itself through long periods without water. The Nishag will retain its leaves as long as it continues to receive enough moisture, but when drought sets in the leaves are drawn back into the tree again.
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.
Rakku
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
22
16
8
22
12
19
35
4
5
3
0
4
2
129
Claw
:
A23
D18
Init20
dam2D6+2
Grab and fly off.
Bite
:
A15
D15
Init18
damD12+5
Only on the ground.
The Rakku is a giant bird that makes it's home in the Drylands. It has a tawny colouring, with a pale underbelly and a black tail and head. On it's forehead it has a white blaze in the shape of a crown, which lead some to refer to it as the Desert King. It has huge claws, and is capable of lifting a medium sized Crdlu straight from the ground and carrying it to its mountain roost to devour. If it scores at least one degree of success on its attack then it has grabbed its target and may carry it off. If it takes at least 3 damage to its feet it will drop what it is holding.

Their nests, always high in a rocky outcropping, are filled with bones and the discarded possessions of past victims, generally amounting to a Treasure 5. These nests will often prove to contain another Rakku, and perhaps Rakku young as well, so are not easy places to find treasure.
Razor Grass
level1
Razor Grass is one of the dangers of the Dead Lands, more common as you approach the Twilight Zone. The green-brown razor grass grows waist high and more, its jagged edges capable of wearing their way through cloth and even hide armour. For every hour spent in the grass a character should roll Survival / Drylands, a fail meaning that they take 1 damage from the grass (Negate this damage with proper protective clothing).
Roaring Bull
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
15
10
4
25
15
11
50
0
7
4
0
2
4
137
Charge
:
A22
D13
Init12
damD10+5
Full move.
Roar
:
D15
Init10
damD12+4 Stun
Area 8.
Roaring Bulls are evil spirit creatures that sometimes appear on open plains. They are huge, black, and have flaming eyes and mouths, with wide cruel horns. They get their name because they can let out a terrible roar that inflicts D12+4 Stun damage on all creatures nearby (ignoring armour), and causes a Long Term Injury. When slain their bodies vanish away into thin air. Unlike most Spirits they can be injured by any sort of metal weapon.
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.
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.
Sand Fisher
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
10
4
15
13
19
22
0
0
4
0
2
3
90
Slash
:
A20
D17
Init16
damD6+1
May attack twice a round.
Feed
:
A15
D15
Init10
damD6
Ignores armour. Must latch on first.
The Sand Fisher is a relative of the Sand Spider, a large insect about 2 Legats long and almost as broad. It's russet heavily shelled body is held close to the ground on a number of short conical legs, each ending in a small cluster of claws. The rear pair of these legs are modified into trailing appendages for laying eggs. The frontmost pairs are long, slender, specialised lures, their upper parts exactly resembling fronds of withered Razor grass. These fronds are very sensitive, able to detect the slightest contact (or even the disturbance caused by something walking past). The Sand Fisher will bury itself in the ground, or hunker down in a Razor Grass patch, with only these lures visible. When something disturbs them they will leap out to attack (Stealth 19).

To feed the Sand Fisher must latch on with it's jaws, sucking fluid from it's prey for D6 Lethal a turn, but it needs to overpower the target first, and win an Agility vs. Physical contest. Rather than attempting to feed immediately it will instead attack with it's Razor Grass lures, lashing and flicking them at it's prey in a blinding storm. The sharp and jagged lures inflict bleeding wounds that will slow it's prey down ready for feeding.
Sand Hydra
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
11
3
16
10
10
60
0
6
2
0
2
4
133
Bite
:
A21
D18
Init13
damD8+5
Very Long. Can attack 3 times / round (once per head).
Sand Hydras are giant three headed creatures who live most of their life half buried in the red sands, through which they can move at great speed. They avoid the darker lands, seeming to need the heat. They take their prey by bursting from the ground and attacking with their three heads (Stealth 14). Anyone hit for a critical will be swallowed next turn unless they make a resisted Phys roll, after which they will automatically take 5 damage (ignoring armour) a round. Sand Hydra bones are very strong but surprisingly lightweight. Structures and weapons made from them are similarly light, with weapons gaining a +2 initiative bonus. Working with Sand Hydra bone raises the Difficulty by 2.
Sand Spider
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
12
4
12
10
10
13
0
2
2
0
4
3
77
Claws
:
A14
D18
Init18
dam2D4+2
Sand Spiders are large black insectoids, with between 5 and 8 legs apiece, tipped with claws, and a crown of three breathing tubes that can be sealed against the dust. At rest a Sand Spider is low to the ground, a little less than a pace in height, but they can rear up to the height of a Krakath (taller than a Keldian). They have red markings on their squat abdomens. Sand Spiders speed across the deserts of the Bright Size in packs of 4 (Level 1) to 10 (Level 2), keeping to rocks and shadows. They commonly hunt small lizards and insects, but will readily try a group of Keldians, even mounted, although they will just as readily retreat. Sand Spiders can easily survive the loss of one or more limbs, and regrow them on their next moult. Sadly Sand Spider meat is pale and distasteful, but the breathing tubes make useful tools.
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.
Striv
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
12
11
2
2
0
4
3
0
2
2
0
4
0
41
Bite
:
A9
Init15
dam2
Striv, or waterbugs, are pests of the Drylands. Large, armoured, and multi-segmented insects about a foot long; Striv are reddish brown in color, and gather wherever open water or copious moisture is to be found. Once they have found such a source the Striv swarm over it, absorbing every drop and swelling up as they do so. Eventually each Striv holds as much as a water flask. When water levels fall the Striv dig holes in the ground and hirbenate until the next rain. If water is plentiful the Striv quickly multiply, and can drink a whole well dry. The only way to get at the water then is to dig the Striv out, catch them, and crack them open — a laborious, time consuming, exhausting and painful (Striv bites are certainly painful) process. Stats above are for individual Striv. To catch a Striv roll contested Agility + Move.

Although fit and healthy Keldians are not in much danger from the bugs themselves, many a desperte traveller has crawled to a water source only to find it dry and Striv ridden. Such unfortunates likely end up as Striv food themselves. Striv make good encounters for a failed survival roll. Have each person make Attack + Move rolls, each success nets 1 Arin of water.
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.
Tarig Sawrm
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
11
12
0
0
2
2
6
0
0
0
0
3
3
42
Bites & Stings
:
damD4-1
Full armour counts double
Tarig flies are a common pest of the settled lands. A single winged Tarig Queen will set up a nest anywhere she can find a crack and a source of wood or fibre. Worker Tarigs quickly build a dense pill shaped paper nest, which can grow to a foot and a half long before it buds off another hive. Unckecked an infestation can easily demolish a small house in a year. Tarig nests are fiercely defended by soldier flies, winged males, and countless workers, who will swarm over anyone who disturbs a nest inflicting hundreds of painful bites and stings. Only fleeing from the hive helps, though a character being swarmed can clear the flies from her body with a full round action and a successful Agility roll.

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

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

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

In combat they attack with their thorns, either slamming their limbs into the target or shaking showers of thorns at them. Each successful hit leaves dozens of needles stuck in the target, reducing Attack and Defence by 1 per hit until you take an action to shake and scrape them off.
Tivik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
10
0
5
3
3
6
0
0
0
0
4
3
47
Bite
:
dam2
Blood drain. Anaesthetic.
Tivik are loathesome parasitic creatures that latch into animals and drink their blood. Normally a parasite of Crdlu they are equally happy to feed on Braga, Frian or Keldian blood. A Tivik is about the size of a Keldian palm (including spread fingers), flat, many legged, and armoured. They do not see well but have a keen sense of smell and can also sense heat. When food is not available they hibernate in dark places, coming back to life when they sense prey. A Tivik will generally attack when its target is sleeping (Stealth 18), carefully seeking out exposed flesh, but they will also attack anything that comes close enough in the darkness. The bite of the Tivik injects an anaesthetic, so its quite possible not to notice the attack. Roll Phys vs. 17 secretly to see if the character notices. Once latched on the Tivik hides in fur (Int + Search to notice) and causes weakening damage, 1 per hour until sated (6 weakening) at which point it drops off. While a single Tivik cannot kill a healthy Keldian they might finish off a sick one, and many Tivik together will feed until each one is sated.
Tornrait
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
1
10
12
4
4
14
10
10
0
0
0
6
1
0
45
Wail
:
Init13
Area 10. Fear 14. 1 Insanity.
The Tornrait is a sad creature, a Keldian ghost that has clung to the remains of its dead body. Tornrait's stay close to their remains, appearing as tattered figures made of dust sand and shadow, that ripple in the wind. A Tornrait is immaterial, able to interact with the world only through its voice, which inflicts a fear attack to all that hear it. Anyone who fails a fear check when hearing a Tornrait gains 1 Insanity point.

Unlike a Ghost a Tornrait can be harmed by Attack spells, although it has MD6. However like a Ghost it cannot be destroyed by attacks, if reduced to 0 Health it will vanish, but will reform in a day, and return to haunt again. It can only be laid to rest permanently by finding its remains and either destroying them or purifying them. Tornrait do not appear in the Twilight lands, where Ghosts can range freely.
Uzan
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
15
3
8
8
8
12
0
0
0
0
4
0
53
Bite
:
Init14
dam2
Headbutt
:
A14
D9
Init19
damD4-1
Uzan are a small, tough, herd animal, adapted for upland areas. They are four-footed, with short wiry fur, three-toed feet, and small horns which range from straight to tightly curled. An Uzan stands about waist high on a Keldian adult. Uzan populations can be found in the wild in both the Drylands and the Ice hills, but not anywhere in-between, and Uzan transplanted to the Twilight Jungles do not thrive. Icelands Uzan are almost universally white-furred, with black horns, while those in the Drylands are tawny or reddish-brown with brown or grey horns. Uzan are incredibly agile, able to scale steep rock faces, jump fences and balance on small rocks. They use this agility to escape from danger. They will only attack if cornered, and then only to escape. Uzan are often encountered in small packs of 3-8 individuals. Hunting Difficulty 16.
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.
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.
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.
Zerom Tree
level0
The sight of a stand of Zerom trees on the horizon is a blessing to any Drylands traveler, as it means both shade and water. With huge bole shaped trunks and a dense canopy of spreading branches the Zerom is a master at drawing scarce moisture from the desert and concentrating it. The soil around a stand of Zerom is usually bare, with not enough water left for any other plant. Roll Int + Survival / Drylands to extract water from the tree.
Zimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
14
10
1
18
5
14
26
0
0
5
0
1
0
84
Bite
:
A13
D14
Init10
damD6+3
Spray
:
D14
Init10
Area 8. Poison. Phys vs. 14 or nausea.
The Zimul is a massive Insect pest that inhabits the dusty soils and sands of the Drylands. Growing to as much as three paces long (an average Zimul is 2 paces in size), a Zimul is a heavily armoured and segmented creature. Roughly oval in shape a Zimul has small eyes at one end, along with whip-like feelers and cutting jaws. It has countless legs, each ending in a sharp point, and can dig with rapidity. Normally a Zimul will stay submerged underground, feeding on the roots of plants. A single Zimul can devastate patches of Maugey or Maize, ripping it's way through a field in a matter of hours.

When threatened a Zimul will unearth itself, and attempt to bite it's tormentors, relying on it's heavy shell to protect it. If wounded it will roll itself into a ball, presenting no weak points. In this form it has +5D and +3 Armour. Should the attacker relent it will slowly unroll and seek to run away. At the same time it will spray a noxious liquid from pores in it's flanks. Anyone close by must resist the poison or become sick (-6A/-6D) for 18-Phys rounds.

Zimul flesh is edible, but they are more commonly hunted for their poison and shell. The poison can be rendered into an ointment (Poisons Difficulty 15) which is good for treating burns (restores D4 Lethal), while the shell can be crafted into an effective shield (Shellworking Difficulty 14) with the same stats as a Wood and Hide Shield.