Bestiary

22 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.
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.
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
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.
Dusk Raven
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
2
4
10
8
20
0
0
1
0
4
3
79
Bites and Claws
:
A20
D18
Init20
damD6
Armour counts 1/2.
The creature known to the Keldians as the Dusk Raven is a feathered hunting bird about twice the size of an Akram. They have night black feathers, a wingspan of about a Legat, bright eyes, sharp beaks, and flexible ruffed necks. Most Dusk Ravens spend their time in small colonies in the Twilight Jungles, eating fruits or plucking fish out of the river.

Sometimes, however, they have been known to form huge flocks and attack people without warning, biting and clawing at them, often till they are blind or dead. It is sometimes suggested that they are commanded to behave like this by the Night Ravens. Certainly the rest of the time they are generally harmless. The attack stat above represents an attack by a flock.
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.
Gissir
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
13
4
4
13
10
9
0
2
0
0
4
1
68
Peck
:
A14
D16
Init15
damD4
Gaze
:
Init20
Range 30. Roll Spirit vs. 13 or be blinded for 1 + failures rounds.
The Gissir is a large bird with a long beak and brilliant glossy green feathers. The eyes of the Gissir are large, round and yellow, emitting a faint glow at all times. Gissir are capable of extraordinary feats of perception, with an effective Observation of 18. Gissir can see in dark and light with equal facility, perceive invisible or spirit creatures, and penetrate up to 100 legats of Jungle undergrowth with their gaze. If a Gissir makes eye contact with a living creature it can use its gaze attack, after which it will generally fly away to safety. It is possible to avoid a Gissir's gaze by taking -4A/-4D.

Because of these abilities it is almost impossible to surprise a Gissir (they sleep with one eye open) and hunting them is nearly impossible. Nevertheless they are occasionally taken as chicks and trained as guard animals. They will let out a piercing bell-like cry when they detect danger. Gissir feathers are sought after for Pluma working and a dead Gissir is a Treasure 3.
Ikkoku Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
16
16
15
11
14
13
15
8
5
4
0
0
0
78
Claws
:
A13
D16
Init17
damD12+2
Ikkoku Birds live in mountainous areas, especially the ice hills. An Ikkoku is brightly coloured and of large size, with a wingspan of more than 3 strides. While it has the body and claws of a bird it has the head of a Keldian, usually a female. Ikkokku are secretive, solitary, and very long lived — and are valuable sources of information if they can be found and tracked down. Occasionally an Ikkoku will consent to help Keldians, especially Mages of the Red Order. (Ikokku can cast Red Order spells as if they were Level 3, with a base save of 16). Ikkoku birds are generally good, and have been known to spontaneously aid great heroes in legend. More often, however, a hero must seek out an Ikkoku for some knowledge that only it knows.

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

Ikkoku feathers can be used by a Pluma worker (Craft : Pluma) to make a circlet (Difficulty 13) or cloak (Difficulty 17) which gives a Red Order Mage +1 Magic Save, however unless such an item is known to have been made as the result of a gift of feathers then anyone wearing one gets short shrift from most of the Red Order.
Insect Swarm
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Swarm
18
18
16
0
1
12
7
7
0
4
0
0
4
1
60
1
Stings
:
A18
D18
Init20
damD4
Large Swarm
18
18
16
1
1
13
9
15
0
4
0
0
4
3
76
2
Stings
:
A18
D18
Init20
damD6+1
Swarms of stinging insects (such as Desert Bees, Jungle Wasps or Sassu) when enraged can be deadly, since they ignore all armour other than thick hide. Normally, however, they are of little threat, since they tend not to pursue those who flee from them. A swarm can attack up to Current Health / 3 targets at once.
Iron Raven
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
11
14
8
10
9
9
25
0
5
5
0
3
3
89
Peck
:
A18
D20
Init18
damD6+2
Iron Ravens are large metallic looking birds that live in the Ice of the Dark Side, commonly attacking Night Goblins and travellers. The birds ambush their targets beneath the dark sky, attacking with long swooping passes till the targets fall (attack stats given are for such aerial assaults, they have A:14/D:11 on the ground). Their iron coloured feathers are very resistant to damage (Armoury difficulty 15 to work). The feathers from one bird are a Treasure 3.

If raised from a chick by a Beastmaster an Iron Raven can be tamed and kept as a pet, but this is very unusual. Tame Iron Ravens can learn a few words by repetition, though it is not clear how well they understand them.
Lakhan
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
13
3
6
12
10
10
0
0
0
0
4
3
65
Cry
:
Init17
damD8 Stun
Area 10. Fear 15.
The Lakhan is a deep purple predatory bird of the Poison Forests. A Lakhan has a wingspan of around a Legat, a long tail of metallic purple feathers, and a black head. It has a sharp hooked beak and long claws, but is a coward, it will feed only on helpless prey. When hunting, it unleashes a terrifying cry that inflicts Fear 15 on any who hear it clearly. Any who succumb to the fear are paralysed until they can make a Physical Roll resisted by a 12. Within 10 Legats, the Lakhan's cry also inflicts D8 Stun damage. Once a target has been paralysed the Lakhan will swoop at the head of its victim, striking with claws, beak, and cry (but not landing), until it can feed safely.

Lakhan's will not usually attack a Keldian, preferring smaller targets such as Gumptions or Akkram, but might try their cry on a wounded target. Lakhan feathers are a treasure 3, and can be crafted into Pluma.
Lion Bird
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
16
7
12
12
12
25
0
0
3
0
3
4
106
Swoop
:
A20
D22
Init20
damD8+2
Claw
:
A23
D16
Init15
damD8+1
On the ground, can attack twice
Lion Birds are huge tawny creatures of the Light Side. They are nearly the height of a Keldian with brown wings and red feathers on their body. Rather than a normal bird’s head they have a furred maw like that of a Fire Lion. These aggressive creatures live in the canyons of hills and the sides of wadis, from which they soar out to look for prey. They will swoop down upon any small group or individual crossing the plains attacking with surprise, and will continue to attack the same prey, even on successive days unless very heavily wounded or slain. The corpses of the dead are taken back to nests in high inaccessible locations, and there is usually Treasure 2 or 3 of discarded items to be found there. Lion Birds sometimes land and maul their prey with their heavy paws, attacking twice a round if they do so.
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.
Night Bat
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
10
16
4
8
8
8
14
0
0
1
0
3
1
61
Claws
:
A17
D18
Init19
damD6+1
Night Bats are large black predatory creatures that live in the Cold hills of the Dark Side near where the warm air still reaches. They are relatives of Daybats. A full grown Night Bat is about half the size of a Keldian, with jet black fur. A Night Bat has four short clawed feet and a pair of leathery wings (all of a Night Bat's exposed skin is actually covered in very fine scales). Night Bats have sensitive noses, large dark eyes, and the ability to echo-locate, giving them excellent senses (Observation 18).

When hungry they fly down into the Twilight lands to seek prey, usually in small hunting groups. They swoop down silently (Stealth 18) from above and attack the heads and arms of their targets with their claws (If forced to land they have A:12/D:10). They are hard to scare off, though burning weapons cause them to take a test of Fear 14 whenever one is damaged or flee. Night Bats are sometimes hunted, since they are fair eating, but their roosts are generally underground, or high above the surface, so that can be very hard. Hunting Difficulty 18.
Night Raven
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
10
14
10
10
30
0
4
3
0
4
2
107
Peck
:
A14
D14
Init18
dam1D8+2
Gust
:
A20
D16
Init18
Phys vs. 16 or knocked back.
Night Ravens are larger cousins of the Iron Ravens, with 4 Legat wingspans or more, with feathers as black as the night that surrounds them. Night ravens are usually solitary, but small groups are sometimes seen deep into the Darklands. Little is known about their life cycle, since they live so far from Keldian lands, and it is not clear if they have any sort of society or language. Night Ravens are rarely aggressive, preferring to fly away from combat. If cornered they will flap their wings to push attackers back before taking to the air (Combat stats above are for a Night Raven on the ground). They are regarded as unlucky because they are said to hold the souls of the ancient ones whose ruined cities can be found buried in the sands of the Light Side.
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.
Soror
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
21
16
1
6
9
10
10
0
0
2
0
5
4
83
Sting
:
A16
D18
Init21
damD6+1
Sting. Roll Health vs. 12 or 2D6.
Soror are vicious and giant flying insects found in the poison jungles. Soror live solitary lives, laying their eggs in the still-living carcasses of their prey. A Soror is as large as a Keldian Kit, and is armed with a deadly sting. A Soror living near a Keldian village is a cause for concern.
Sparklights
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
19
15
0
4
11
4
10
0
0
0
0
1
0
55
Spark
:
A14
D19
Init16
damD4+1
Base Range 1.
Sparklights are tiny insects that dance and swirl over standing pools in the Poison Forest. Each insect flickers with a soft coloured light, usually shades of blue, pink, magenta and purple, though the occasional green or yellow light is seen. Sparklights are generally harmless, but they have an ability to generate a static charge by swarming together. When threatened they can unleash a flash of lightning at a nearby target. Capturing a jarful of Sparklights (Agility resisted by Defence) gives a Treasure 1.
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.
Wasp Service
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
72
Sting
:
A15
D13
Init19
dam2D4
A swarm of Wasp Spirits summoned by the Wasp Service spell. These spirits appear as a cloud of darting luminous purple spots. Close examination of one shows it to be similar in form to a wasp with a glowing abdomen and eyes. Although the creatures are spirits, treat them as normal swarms for the purposes of attacks. Sacred weapons inflict full damage to the swarm.
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.