Bestiary

6 entries found.

Bull Centaur
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
18
11
10
15
13
12
40
3
7
3
0
2
6
125
Naga Axe
:
A19
D19
Init12
damD8+5
Trample
:
A21
D19
Init13
dam2D6+3
Full move
Bull Centaurs are creatures that resemble a cross between a Keldian and a Crdlu, having the torso and arms of the former and the body of the later. Bull Centaurs are rarely encountered, apparently haunting old ruins and ancient tombs. They often wear bronze armour and carry over-sized weapons that benefit from their huge strength. They sometimes appear to act as guardians, protecting treasure chambers and temples, at others to simply make their dens in these old structures. Some Sages believe that Bull Centaurs are a lesser relation of the Lammasu.
Haunt
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
10
9
12
10
12
30
4
8
2
2
1
0
100
Weapon
:
A18
D15
Init11
damD6+6
These creatures usually guard the tombs they were buried in, kept alive by their evil powers, though they half-existence may be worse than death. They appear as gaunt, dry, figures who wield black weapons, and often wear ancient armour. The sight of these walking corpses causes all who sees them to suffer Fear 14. These creatures arise when a vengeful ghost is bound to the site of their own body. They act only to protect their tombs, and rarely step beyond their doors.

When slain a Haunt crumbles into dust and shards of bone. It's weapons and arms will usually do the same, but sometimes a Black Spear or piece of armour will remain. Haunt weapons are equivalent to their normal counterparts but have +1 Damage. Using such a weapon or wearing such armour brings bad dreams. When first used or worn the bearer gains 1 Insanity point.
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.
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.
Obsidian Guardian
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
10
7
20
15
10
25
0
0
6
6
2
4
120
Greatsword
:
A20
D18
Init11
damD8+7
Parry 1, Long, Sacred, Mighty 2, Can attack twice a turn
Huge Obsidian centaurs, the Obsidian Guardians are the sentinels of Ancient ruins deep in the Nightlands. Obsidian Guardians are resistant to both physical attack and magic, but their mighty bodies are brittle — they take double damage from a critical hit. They wield enormous two-handed swords (D8+3), which require a minimum Physical of 15 to use. Artificial and tireless constructs, they have enough intelligence to perform their duties, but are otherwise single-minded and unshakeable. They do not suffer from fear and cannot be mind-controlled.
Tomb Hulk
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
16
9
2
18
14
10
25
0
7
3
0
2
5
104
Claws
:
A17
D16
Init12
damD8+3
Can attack twice a turn
Sand Blast
:
A24
D16
Init15
dam2D4
Ignore half physical armour. Ranged 2. Ag vs. 15 or -2A
Ancient rock-cut tombs lie scattered across the rock-cliffs of the Deadlands, signs of a past civilisation long gone. Sometimes these places are guarded by Tomb Hulks, who will unrelentingly attack anyone who steals from such a tomb. Tomb Hulks resemble a mockery of the Keldian form, with short blunt snouts, sunken eyes, and large claws. They are of huge size, withered and shrivelled by the desert, and clad in a shell of piecemeal armour plates of corroded bronze. They commonly lie buried in the sands, ready to burst out and attack with their swinging claws. They can also whip the sand into a ranged blast, though they cannot attack with their claws in the same round.

Although Tomb Hulks are spirit creatures they can be hurt by mundane weapons. They take full damage from Sacred and Crushing weapons, but only half from any other form of damage (including magic).