Bestiary

10 entries found.

Corpse Ghost
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Animal
14
12
15
10
5
14
12
12
0
0
3
2
3
5
79
4
Bite
:
A14
D12
Init18
damD4+1
Inflicts 2 Fatigue.
Large Animal
17
15
12
10
10
16
12
20
0
0
4
2
2
5
103
5
Bite
:
A16
D15
Init14
damD8+2
Inflicts 2 Fatigue.
Huge Animal
20
16
14
10
15
18
12
30
0
0
5
2
1
5
120
5
Bite / Smash
:
A20
D16
Init15
damD10+3
Inflicts 2 Fatigue.
A Corpse Ghost is a dead Keldian spirit that has the power to drag a corpse or skeleton from the earth and animate it to attack others. Such a Ghost can animate any sort of dead creature of Clay and control it like a puppet. The dead remains jerk to life, surrounded by a pale blue radiance. Fleshless jaws open and close, dead eyes roll, and rotted flesh clings together. The sight of such a creature coming to attack inflicts a Fear 16.

A Corpse Ghost may animate all sorts of dead creatures (Keldians included), but it uses some of its energy to do so. A fully rested Corpse Ghost has six energy, each of which can be used to animate one creature (or two for a huge animal). If the Ghost is inhabiting a body which is destroyed it loses 1 energy immediately, so they will usually flee first, but can simply raise another corpse and continue attacking. The Ghost will regain 1 energy each day, or 2 if it is near the site of its original haunting. Unlike a normal Ghost a Corpse Ghost can venture a little way outside the Twilight lands, provided that it is currently animating a corpse. However, if driven from the remains it is possessing while exposed to the light of the sun, it is immediately destroyed.

A Corpse Ghost attacks without fear, since it cares nothing for any damage inflicted on its animated form. Although it can be hit by normal weapons they have reduced damage from most sources : small weapons only do 1 damage, light cutting weapons do 2, heavy cutting weapons do their +, arrows do no damage, fire magic does half damage. Only crushing weapons do normal damage. The touch of a Corpse Ghost inflicts 2 Fatigue from its radiance, even if armour prevents the damage it might inflict.
Fetchsoul
level11
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
30
14
18
8
18
18
50
0
0
5
5
2
3
188
Touch
:
A20
D30
Init16
damD6
Spirit vs. Spirit or die. Ignores Armour. 1 corruption.
Aura
:
damD4
Area 10. Fear 18. Ignores Armour.
The Fetchsoul is a horrid abomination, but thankfully probably a unique one. Stories claim that the Fetchsoul is the shade of the last King of Nammu, murdered in his mother's womb before he was born. Trapped by the curse of Ur, the spirit grew twisted and vengeful, accumulating strength over the centuries by leaching the life force of others. Some Sages suggest that other murdered souls have also become Fetchsouls at other times.

Those unfortunate enough to have seen the Fetchsoul tell of a spirit creature resembling a shrivelled pup or fetus, its eyes still shut as it blindly gropes for its foes. An aura of corruption surrounds it, capable of un-manning the bravest of warriors. Its paws are twisted into claws with which it grasps at the air, and at the life energy of its foes. As it appears and vanishes from the gloom that always accompanies it, the Fetchsoul whispers constantly of its revenge and pain.

Despite its appearance, the Fetchsoul is capable of moving with some rapidity, moving instantly between any area of shadow or darkness up to 20 legats apart. Bright light is uncomfortable to the creature (-4A/-4D) but not enough to repel it, and the aura that surrounds it will extinguish any normal light source in one round of exposure. Magical light sources are extinguished if a D12 roll is greater than the Rank of the spell that created them (roll each round for any source in range). This aura extends 10 legats from the Fetchsoul, and the creature cannot be seen (or targeted) from outside of it. Any Keldian venturing into this shadow suffers a Fear 18 attack as they begin to hear the terrible whispers of the creature, even if they have encountered and survived the fear before. Rolling a critical on this Fear test makes you immune to the aura of this Fetchsoul. The area inside the aura is almost complete darkness, though the Fetchsoul itself can always be perceived as if alone was illuminated.

When the Fetchsoul touches someone it drains their life-force. This may slay a target outright. If it does not the Fetchsoul still takes a portion of the creature's soul into itself. This empowers the abomination (add damage inflicted to Health), and also creates a link that the creature can exploit. An adult gains 1 corruption, and has -4A/-4Spirit when facing that Fetchsoul (don't apply this to the chance of death). A child, however, comes under the Fetchsoul's control, and the Fetchsoul preys first on innocent children, slipping unseen into their chambers as they sleep. When it touches these children it will sometimes slay them by accident, but if it does not it will turn them against their families, whispering constantly into their dreams. Children so influenced have set fire to their homes, or stabbed their siblings – killing whole families without the Fetchsoul ever being seen.

The Fetchsoul is always faced in areas of darkness and shadow, where its movement abilities mean it can never be pinned or surrounded. It will attack primarily with its aura of fear, and its touch, but can also use the following powers at will, once per round, as if it were a Black Order Mage of the 10th level : Shadowy Wall, Children of Shadow, Crossing the Broder, Shadow Sending, Power of Command, Darkseeing, Icestorm.
Ghost
level5
Sun Keldian Ghosts are rare and tragic things, barely sentient remnants of personality and spirit that cling to the world.

The touch of the sun wipes away creatures of pure spirit. If a Keldian dies in the Deadlands or Drylands, their spirit is usually erased instantly. To survive they must cling to their bones or preserved corpses. Some ghosts animate their own corpses in the form of a Mussagana or Preta; others linger in shadows close to their bones as a Tornrait or Haunt. Some, like the Night Wraith or Remnant use magical vessels as substitutes for bodies.

In the Dark lands, the spirits of the dead are transformed into Ice Wights with no memory of the Keldians they once were.

In the Twilight lands a true Ghost can appear, a spirit that can exist even once its physical remains have been long destroyed. These creatures resemble ethereal and luminous versions of the form they bore in life, although it is common for their feet to be missing, their bodies instead trailing away into mist or smoke. Ghosts have no combat statistics, since they are Spirits entirely immune to physical attack. Some Ghosts learn to animate physical matter, becoming a Corpse Ghost.

The sight of a Keldian ghost can inflict Fear 16, and occasionally they are capable of casting about objects, especially ones which had a link to them in life. Ghosts are hard to get rid of, usually their curse must be found out and the wrong that causes them to walk the earth found out and righted. It is more likely, however, that a village threatened by a ghost will flee entirely, since most ghosts are tied to a specific location.
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.
Ice Wight
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
12
10
12
12
12
20
0
7
1
2
2
3
73
Fist
:
A19
D12
Init14
damD6+3
Inflicts 1 Fatigue.
This creature is of uncertain origin, sometimes they simply appear from the icy shadows of the dark lands. The Ice Wight resembles an angular Keldian figure, apparently made from ice and frozen roots, and surrounded by a chill aura which inflicts 1 Fatigue to anything the Wight touches. Although it is a Spirit creature it can be harmed by any weapon made of metal (or obsidian). Ice Wights are capable of complex tactics, implying intelligence, but they do not speak (or indeed make any noise at all other than the creak of roots). It has been suggested that these Ice Wights are the ghosts of the Ancients. When an Ice Wight is slain it's body collapses into loose dirt, in which 1d6-3 magical roots can be found. These frozen roots can be used by a Healer to heal 5 Health each, and the roots from one Wight are a Treasure 3.
Mussagana
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
10
5
18
14
14
35
0
0
3
2
3
4
108
Bite
:
A17
D11
Init14
damD8+3
Inflicts a Wound on a critical hit. Two attacks a round
The Mussagana is the undead spirit of a Keldian who starved to death. Their all-consuming hunger causes their spirit to cling to their flesh, ever seeking a way to fill their empty bellies. The Mussagana superficially resembles a gaunt and emaciated Keldian, with limbs reduced to sticks of bone and shrunken flesh. Where their bellies should be, however, the Mussagana has a second mouth, gaping and filled with ragged pointed teeth.

Mussagana are interested in only one thing, eating, and will concentrate on stores of food and grain, devouring everything they can get their double mouths on. They are just intelligent enough to adopt simple ruses if it will get them close to food, such as throwing on a cloak and joining a group entering a storehouse, or entering a building where food is being served, but at the sight of food they throw aside such deceptions and gorge themselves. A clever Keldian facing such a creature knows that it can be lured with food.

If attacked, the Mussagana will bite with both mouths, attempting to devour alive whoever it is attacking. On a critical hit it will bite off part of whoever it is attacking, leaving a nasty wound (tales tell of a Mussagana devouring both the food used to lure it and the hand holding it). Like most embodied undead the Mussagana is resistant to normal weapons, taking half damage from physical attacks and spells. Sacred weapons do full damage.
Night Wraith
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
15
12
14
14
16
50
0
0
4
4
0
4
146
Touch
:
A17
D15
Init15
damD8 Fatigue
Aura
:
damD6+8
Area 1
A Night Wraith is the soul of a former Mage that was bound into a star Iron weapon which was then destroyed. After years of imprisonment they hate living beings and use their formidable powers, that of a 4th level Mage, to hunt it. A Night Wraith resembles a ragged version of the original Mage, its skin ebony and swirling dimly with uneasy energy. They are insubstantial and move through solid objects at will, and they are always utterly silent and can see in the dark. The sight of one of these creatures inflicts a Fear 18 attack.

Wraiths never carry arms, mere close proximity to one inflicts D6+8 wounds that are resistant to healing, a Stonetalker can restore only his level in Health. In addition actual touch inflicts D8 Fatigue, and the subject must roll Health or be rooted to the spot for 2 rounds. Wraiths often wear spectral amour and may use magic objects, but do not otherwise carry treasure or items, they have no interest in such material wealth any more.
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.
Remnant
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
15
5
15
5
40
8
12
5
8
1
2
151
Touch
:
A19
D14
Init15
damD4+1
Ignores Armour. Drain 2 points from Phys or Spi.
Black Ray
:
A30
D14
Init15
damD12+1
Ignores Armour. Ranged 3.
As is the way of all creatures of Clay, all Keldians must eventually die. Even the most mighty magics of the Orders cannot prevent this, but there are always those so desperate to live that they will explore any means to do so. For some this means embracing the magic of the White Order, while others quest for the fabled Immortality Stone, or some artefact of the Ancients said to extend life forever. All such attempts fail, indeed many are themselves fatal, but sometimes they involve powers sufficient to rip the spirit from the body. Occasionally some part of the Keldian's spirit remains as a Remnant, a powerful Undead creature still obsessed with the quest for immortality.

Each Remnant has a different appearance, depending on what power or misadventure created them. Many are no more than shadows, inky figures with gaps or white lights for eyes. Others are twisted or animated corpses, or ghosts clad in shreds of their former body and clothing. Regardless of appearance they all have the standard immunities of Spirits.

Remnants are driven by the desire to escape their half-life and claim the immortality they feel they deserve. The touch of a Remnant drains the vital energy of living things, inflicting Physical and Spirit damage as well as (or if it wishes, instead of) Health. The Remnant then adds these points to its own Attributes, often growing some sort of body as it does so. Stolen points can be used to increase any Attribute, one for one. Reaching 10 Physical gives the Remnant a solid body which can pass for living if the Remnant's Spirit is also 10 or more. (The lower this Spirit, the more corpse-like the body looks.) If the Remnant currently has a solid body it can (and will) use weapons and armour. If the Remnant currently has a Spirit of 10 or more then it may use Red or Black Order magic as if it was a level 6 Mage (a given Remnant will use one or the other, not both). Stolen attribute points are not permenant. Each day a Remnant will lose 1 point from each attribute until it returns to its normal score.

Anyone who has lost Spirit to a Remnant may fall under its control if they fail a Spirit vs. Presence roll. The Remnant may spend Health or Spirit for 1 for 1 bonuses when making such rolls. Someone so charmed by a Remnant will follow its orders until such time as the drained Spirit heals. The Remnant will usually use this ability to send minions to steal secret knowledge, obtain artefacts, or prevent others from doing so, all to further its continuing quest.

Remnants may also dominate other Undead in the same manner, and are capable of using their touch even on immaterial creatures. When they do so they can redirect the usual urges of these creatures and co-opt them to their own. Remnant lairs are often guarded by other Undead, who may recover Spirit at a slower rate than living creatures. It is rare that a Remnant can drag itself away from its pursuits to fight intruders in person. When it does so it will generally attempt to drain and then dominate targets as quickly as possible. Only when this is not possible will the Remnant use its other combat abilities. Once per round, instead of making a touch, they can release a black ray that deals damage. Alternatively it can spend a round altering its attributes by moving points. Up to 6 points may be moved in one round.
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.