Bestiary

8 entries found.

Ashmoth
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
14
0
1
8
2
5
3
0
0
0
3
0
37
Touch
:
A12
Init10
1 corruption
Ashmoths are little white moths, small enough to fit on an open paw, that leave a faint residue of white ash wherever they alight. Ashmoths gather where a Keldian has died in the open, and superstition says they come to feed on wisps of the departing spirit. Most Keldians regard them with fear, and won't approach a body till they have gone. Ashmoths have no interest in the living, and will scatter when disturbed. Any Keldian who touches an Ashmoth recieves a pale mark on their fur, and 1 corruption point. This only happens the first time that contact is made. It is said that eating an Ashmoth can give you the ability to speak with spirits and the dead. If a Keldian does eat one they must roll Spirit vs. 14. If they succeed they gain the Spirit Tongue Quality. If they fail they gain 1 corruption and lose 2 Spirit.
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.
Piranha
level2
Piranhas are small and deadly fish that inhabit the One River in shoals capable of tearing a large animal apart. Anyone falling into water inhabited by Piranhas has one chance to roll Ag / Swim to get out before they are hit. He will then take 4D4 damage automatically each combat turn until dead or rescued (count full armour on the first round, half thereafter). The character can still try to roll Swim resisted by 12 to get out each combat turn, after taking damage. The shoal cannot be affected by normal weapons, but spells, explosions and so forth that function under water will, and the shoal only has an effective Health of 10 before they flee. Any creature surviving a Piranha attack suffers Fear 16.
Razor Lizard
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
18
4
4
7
7
8
0
2
0
0
5
2
61
Bite
:
A14
D17
Init23
damD4+1
Razor Lizards are small vicious lizard-like creatures. About 1/3 of a stride long, with 6 strides and scaly skin patterned with bright yellows, blues and reds they live in the flowers and tangled bushes of the Twilight forests. Moving at incredible speed a pack of these creatures will descend on a likely looking prey and swarm about them until they flee or fall. They also hunt smaller lizards and insects. Although Razor Lizards are quick to attack and give chase they will retreat if badly hurt. Razor Lizards are sometimes hunted by Twilight villagers. Their meat is tasty, though there is not much of it. It is a dangerous undertaking, however, an unwise hunter will quickly find themselves the hunted. Hunting Difficulty 16.
Snake : Swarm
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
12
1
9
13
6
15
0
0
0
0
3
4
62
Bite
:
A17
D10
Init20
damD6
Sting. Poison, Phys vs. 14 or D8 Weakening.
Swarms of small poisonous snakes are a common hazard of the Twilight Jungles. This entry covers numerous similar serpents, such as the green and black Orat, the glowing red Mirit, the grey Aratz and the deep blue Irr. A nest of such snakes will bite aggressively and persistently if disturbed, attacking anything that stumbles into their lair. Shaking the wrong tree could easily drop such a swarm on an incautious adventurer's head.
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.
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.
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.