TEXT: The Fade Tabletop
  Monsters and Encounters
  
  Chapter 1: Feats............................................................................................................................3
  Chapter 2: Archetypes............................................................................................................... 10
  Crusader (Death Devotee).................................................................................................10
  Crusader (Knight of the Order).........................................................................................11
  Rogue (Burglar)................................................................................................................... 12
  Chaplain (Cult Leader).......................................................................................................13
  Alchemist (Drug Lord)........................................................................................................ 13
  Marksman (Boomerang Bill)...............................................................................................14
  Chapter 3: Monsters................................................................................................................... 16
  Monster Template...............................................................................................................16
  Size........................................................................................................................................ 17
  Nonheroic NPC.....................................................................................................................18
  Nonheroic............................................................................................................................. 18
  Monster Reference..............................................................................................................19
  Alien...................................................................................................................................... 20
  Animal...................................................................................................................................36
  Construct..............................................................................................................................52
  Dragon...................................................................................................................................68
  Extraplanar...........................................................................................................................84
  Humanoid........................................................................................................................... 100
  Magical Beast.....................................................................................................................112
  Mystical...............................................................................................................................128
  Ooze.................................................................................................................................... 144
  Plant....................................................................................................................................160
  Undead................................................................................................................................176
  Vermin................................................................................................................................ 192
  Chapter 4: Enemy Powers....................................................................................................... 208
  Chapter 5: Hazards...................................................................................................................215
  Poisons................................................................................................................................ 215
  Diseases.............................................................................................................................. 218
  Drugs................................................................................................................................... 219
  Traps................................................................................................................................... 223
  Chapter 6: Alternate and Add-On Rules............................................................................... 226
  Removing Magic (Alternate)............................................................................................226
  Subspecies Variants (Add-On).........................................................................................227
  Crippling Injuries (Alteranate)....................................................................................... 235
  Mindscape (Add-On)......................................................................................................... 235
  Mass Combat (Add-On).....................................................................................................236
  Skill Scenes (Add-On)....................................................................................................... 237
  Hard to Kill (Alternate)....................................................................................................241
  Dynamic Melee (Alternate)............................................................................................. 241
  Armor Suits (Alternate)....................................................................................................243
  Skill Specializations (Add-On).........................................................................................243
  Chapter 17: Credits, Copyright, and Contact......................................................................244
  Creative Commons License............................................................................................. 244
  
  Chapter 1: Feats
  Feats are gained at every odd level, and grant characters an edge in combat and
  other scenarios.
  Various different types of feats exist:
  
  General: Feats that aren’t tied to combat, a character’s species, or magic.
  
  Combat: Feats that affect combat; attack, damage, and/or defense.
  
  Species: Feats that require a character to be a specific species to take it.
  
  Style: Feats that represent combat styles. Only one can be active per turn
  unless otherwise stated.
  
  Magic: Feats that alter magic. Only one can be used per turn unless otherwise
  stated.
  Abbreviations:
  
  STR: Strength
  
  MAG: Magic
  
  END: Endurance
  
  RES: Resistance
  
  SRT: Smart
  
  AGI: Agility
  
  LUK: Luck
  Feat Layout:
  Name: Feat Name (Feat Type)
  Prerequisites: Feat Prerequisites (if any)
  Description: The description of the feat, how it works, and if there are any special
  parameters which allow it to work or not.
  
  Name: Slippery Mind (General)
  Prerequisites: Smarts 4
  Description: Once per encounter you can choose to make a Dodge check, but this is
  against an attack which targets Mental Defense. This Dodge check uses Smarts.
  Name: Shake it Off (General)
  Prerequisites: Endurance 4
  Description: Once per encounter you can choose to make a Dodge check, but this is
  against an attack which targets Bodily Defense. This Dodge check uses Endurance.
  Name: Rapier Wit (General)
  Prerequisites: Smarts 4
  Description: Use Smarts on a Persuasion check.
  Name: Happen Upon (General)
  Prerequisites: Luck 4
  Description: Use Luck on an Awareness check.
  Name: Magical Knack (General)
  Prerequisites: Magic or Resistance 4
  Description: Use Magic on Knowledge (Magic), Knowledge (Dark Magic), and Spellcraft
  checks, and gain a bonus to these skill checks equal to Resistance.
  Name: Just as Planned (Combat)
  Prerequisites: Smarts 4
  Description: Use Smarts for Initiative.
  Name: It Just So Happens… (General)
  Prerequisites: Luck 4
  Description: Use Luck for Initiative.
  Name: Brutal Strike (Combat)
  Prerequisites: Strength 6, Level 5
  Description: Gain a +0k1 on Strength based attack rolls.
  Name: Muscle Memory (Magic)
  Prerequisites: Strength 4, Spellcasting
  Description: You can use your Strength in place of Magic for the purpose of
  spellcasting, prerequisites, and effects which call upon Magic. This must be selected
  at 1st level only.
  Name: Tough it Out (General)
  Prerequisites: Endurance 4
  Description: Gain your Endurance as a bonus to Defense (but not Avoid).
  
  Name: Tirade (Combat)
  Prerequisites: Persuasion is trained, Level 5
  Description: As a standard action make a Persuasion (Tirade) attempt against an
  opponent’s Mental Defense. This opponent must be able to hear you (but doesn’t
  need to see you), and on a successful hit the opponent is compelled to attack you.
  Doing so however deals a penalty to their attack and damage equal to 2 + your Luck.
  If the opponent has no means to attack you, they take sanity damage equal to your
  Luck.
  Name: Fortify (Combat)
  Prerequisites: Armor Proficiency
  Description: As a swift action plant a Pavise you’re wielding into the ground, granting
  yourself Cover against enemies until the end of the round. By spending a swift action
  you can re-initiate the cover, or pick up the Pavise instead and gain its Deflection
  once more.
  Name: Piranha Sting (Combat)
  Prerequisites: Agility 4
  Description: Take a -1k0 penalty to damage for a +1k0 bonus to hit.
  Name: Fencing Poise (Combat)
  Prerequisites: Piranha Sting
  Description: You can gain the bonuses for “two-handing” a light or one-handed
  finesse weapon if you wield it one-handed with nothing else in your other hand.
  Name: Godless Resistance (General)
  Prerequisites: Atheist
  Description: You are unaffected by holy and unholy healing and damage, and once
  per encounter as an immediate action you can recover HP equal to 1/2 your level.
  Name: Linormr Fang (Combat)
  Prerequisites: Mystical Blade, Level 11
  Description: Using Mystical Blade is now a Standard instead of a full-round action. In
  addition to this, you can take a full-round action to use Mystical Blade, however the
  damage can be converted to a single arcane element, and bypasses any Resistance,
  Immunity, or Absorption the foe has against that element.
  Name: Ignition (Combat)
  Prerequisites: Level 19
  Description: As a full-round action you can enter a state of intense mental focus,
  channeling all of your energy into your body for 1 minute. While in this state you
  receive a +2k2 to all skill checks, attack rolls, damage rolls, and a +4 to all Defenses.
  After the minute is over, you fall unconscious due to the intense strain.
  
  Name: Ghost Strike (Combat)
  Prerequisites: Magic 2, Level 11
  Description: Your weapon attacks are able to hit incorporeal enemies as if they’re
  corporeal.
  Name: Worldly (General)
  Prerequisites: N/A
  Description: Use Luck on all Knowledge skills instead of Smarts.
  Name: Emblazoned Shield (Combat)
  Prerequisites: Shield of Valor
  Description: Change the Raise action for Shields into an immediate action which can
  be triggered immediately after an attack’s damage is resolved, applying the shield’s
  Deflection to the attack.
  Name: Armor Expert (Combat)
  Prerequisites: Armor Proficiency, Level 5
  Description: Reduce your Armor Penalty by 2. This can be taken multiple times, its
  effect stacking.
  Name: Oiled Joints (Combat)
  Prerequisites: Armor Expert or Soldier of 7th Level, Level 7
  Description: Reduce any speed reduction imposed by armor by 1 (to a minimum of 0).
  This can be taken multiple times, its effects stacking.
  Name: Close Quarters Trainee (Combat)
  Prerequisites: Martial Arts, Level 5
  Description: Once per encounter you can make an unarmed strike or combat
  maneuver with your unarmed strikes as an immediate action.
  Name: Close Quarters Mastery (Combat)
  Prerequisites: Close Quarters Trainee, Skill Focus (Stealth), Level 9
  Description: As a standard action you can make a special grapple attempt. First, roll
  a Stealth check, adding any bonuses you’d normally add to your unarmed strikes onto
  your Stealth roll. If this is successful, make a grapple attempt against an opponent
  within melee range against their Avoid or Defense (whichever is lower). On a
  successful hit the opponent is grappled, unable to attack (even with light weapons),
  takes a -6 penalty to Defense/Avoid instead of the normal penalties, is considered
  helpless to you on the next round, and maintaining the grapple for you is a free action.
  Name: Iron Grip (Combat)
  Prerequisites: Level 11
  Description: You’re immune to the Disarm and Steal combat maneuvers.
  
  Name: Iron Stance (Combat)
  Prerequisites: Level 11
  Description: You’re immune to one of the following combat maneuvers (your choice):
  Bull Rush, Overrun, Trip, or Reposition.
  Name: Careful Approach (Combat)
  Prerequisites: Smarts 6, Level 9
  Description: You’re immune to the Feint combat maneuver.
  Name: One with the Dark (General)
  Prerequisites: Skill Focus (Stealth)
  Description: You can make Stealth checks in the dark as if you had concealment,
  even against opponents with a light source or Darkvision.
  Name: Psychological Torment (Combat)
  Prerequisites: Psychological Warfare, Level 5
  Description: This functions as Psychological Warfare except that you deal Sanity
  Damage instead, and this is equal to 1d10 + 1/2 your level in Sanity Damage.
  Name: Breath and Aim (Combat)
  Prerequisites: Weapon Focus (Rifles)
  Description: You can spend a full-round action aiming down your sights. On the first
  attack of your next turn, your opponent loses all benefits of Cover and Concealment,
  so long as it isn’t Improved Cover or Total Concealment.
  Name: Forceful Bullet (Combat)
  Prerequisites: Improved Maneuver (Trip) or Weapon Focus (Rifles)
  Description: Grant any Rifle you wield the Trip weapon special ability.
  Name: Limb Breaker (Combat)
  Prerequisites: Level 7
  Description: On a successful called shot against a limb, the bonus effects remain in
  place for a number of rounds equal to 1d5 + 1/2 your level. If the limb is severed due
  to a critical hit, the opponent loses 1 in Strength, Endurance, and Agility as well.
  Name: Cornered Brawler (Combat)
  Prerequisites: N/A
  Description: While being flanked gain a +4 to Defense and on attack rolls.
  Name: Whirlwind of Blades (Combat)
  Prerequisites: Weapon Focus (Swords), Two-Weapon Fighting or 2 Attacks per Round
  Description: On a full-round attack, you can make an additional attack at a -1k0.
  Name: Improved Whirlwind of Blades (Combat)
  Prerequisites: Improved Weapon Focus (Swords), Whirlwind of Blades, Level 13
  Description: On a full-round attack, you can make a second additional attack at -2k0.
  
  Name: Psi-Blade (Combat)
  Prerequisites: Weapon Focus, ability to cast Psychic spells
  Description: While wielding a weapon with the Æther weapon special ability that you
  possess Weapon Focus with, you can attack Mental Defense instead of Defense.
  Name: Legendary Renown (General)
  Prerequisites: Level 15
  Description: NPCs may recognize you for your deeds, either good or bad. When
  interacting with NPCs, they must roll a DC 8 Knowledge (Culture, Celebrities, Local,
  or other applicable variations) in order to recognize you. On a success, you gain a
  +1k1 on all skill checks against that NPC. This lasts so long as they remember you.
  Name: Brutal Charge (Combat)
  Prerequisites: Great Charge, Level 9
  Description: When charging, roll damage twice and take the better result.
  Name: Snatching Technique (Combat)
  Prerequisites: Improved Maneuver (Steal or Disarm)
  Description: When making a Steal or Disarm check against a weapon and the check
  succeeds, you snatch the weapon and as an immediate action can make an attack
  with the stolen weapon. After the attack is resolved the weapon can be dropped as a
  free action.
  Name: Inebriated Combatant (Combat)
  Prerequisites: Endurance 5
  Description: While under the effects of a drug, gain a +1k0 to all tests.
  Name: Plagueborne (Combat)
  Prerequisites: Endurance 5, Immunity to diseases
  Description: If you are infected with a disease (despite your immunity) or willingly
  infect yourself with a disease, you can hold onto the disease for a number of days
  equal to your Endurance. As a standard action you can impart the disease to an
  unwilling subject by making an unarmed attack. On a successful hit with the unarmed
  strike, they are automatically infected with no need to roll against Bodily Defense.
  Name: Mindscape Specialist (Magic)
  Prerequisites: Magic, Smarts, or Resistance 4
  Description: While within a Mindscape, choose one (chosen when the Mindscape
  battle initiates): Attack or Defense. If Attack is chosen, gain a +2k1 to-hit. If Defense
  is chosen, your total amount of Stress for the Mindscape is increased by an amount
  equal to half your level (minimum of 1).
  
  Name: One on One Thousand (Combat)
  Prerequisites: Level 15
  Description: You can count yourself as a single unit in Mass Combat separate from a
  unit of men. Doing this alters the following:
  
  EL is equal to your level - 1.
  
  Units is effectively 1 for the purposes of targets, but for the purposes of HP this
  works as normal.
  
  Attack Value is 1 + 1/2 level as normal.
  
  Defense Value is 1 + Endurance as normal.
  
  Speed is equal to your land speed - 1 square (5 squares typically).
  Based on your class and your character’s specialization, choose between Warrior,
  Stalker, or Magician as normal.
  Name: Ready for Anything (General)
  Prerequisites: Level 3
  Description: You and your allies gain a +2k0 to skill checks while in a Skill Scene.
  Name: Always Ready (General)
  Prerequisites: Ready for Anything, Level 7
  Description: You and your allies gain a +0k1 to skill checks while in a Skill Scene.
  Name: Distant Bloodline (Species)
  Prerequisites: Any Subspecies, 1st level only
  Description: Choose one of your Species abilities. Replace that Species ability with
  one of your ancestral Species’ abilities. For example, an Arctic Elf can choose to
  replace Blizzard Step with Elven Mind instead.
  This doesn’t allow you to take other Subspecies abilities, even if they are of the same
  ancestry as you (an Arctic Elf can’t take Species abilities from a Mountain Elf).
  
  Chapter 2: Archetypes
  The following are archetypes available to players and NPCs alike. Some of these
  archetypes are built with villains in mind, however not all need to be played like that.
  Crusader (Death Devotee)
  Necromancers who raise the dead through dark rituals they perform in the heat of
  battle.
  Raise Servant
  Once per day you can raise an enemy from the dead to act as your undead servant,
  and this enemy is your servant for 2 + Luck rounds. The enemy that is raised must be
  of equal or lower level to you. This enemy uses their original stats, though becomes
  an Undead with the (Mindless) tag.
  This replaces Purge.
  Soulless
  You are counted as not possessing a Resistance score, and only use it when any ability
  damage would be dealt to it. Your Defenses do not add Resistance against spells,
  however you’re immune to spells with the mind-affecting tag (including ally spells).
  This replaces Divine Defenses.
  Death Gifts
  You’re required to take Death as your Divine Gift. Crusaders can take the Death Gift
  normally, however it is required for you.
  Death
  4th Level: You count yourself as undead for the purpose of unholy healing, however
  holy damage now affects you. If you’re already undead, both are instead doubled.
  8th Level: Once per encounter as a swift action, all enemies in a 6 square radius take
  a penalty to Mental Defense equal to your Luck for a number of rounds equal to your
  Crusader level.
  12th Level: Once per encounter you can negate an attack that targets Mental Defense
  or Bodily Defense.
  16th Level: Increase your Soak by 1 against spells which deal holy damage.
  20th Level: Once per encounter you can instill unlife into yourself. If an attack within
  24 hours would kill you, you’ll survive the attack at 1 HP and make a retaliatory
  attack as an immediate action which bypasses Deflection and goes against a Soak
  which is reduced by 1 (minimum of 1).
  This replaces Divine Gift.
  
  Dark Omen
  This functions as normal, except it creates an area of darkness instead of light.
  This replaces Light of Faith.
  Walking Graveyard
  All undead you’ve summoned within 6 squares receive +2k2 on all attack and damage
  rolls, as well as a bonus to Defense/Avoid equal to half your Luck.
  This replaces Divine Battlefield.
  Crusader (Knight of the Order)
  Devoted knights who take up oaths, and seek to protect an order or organization
  which they believe in rather than a faith/deity they worship.
  Order: You must select an Order to devote yourself to. This order must have a Code of
  Conduct to follow, or you must make one up for yourself if the order doesn’t have one.
  Orderly Purge
  Your Purge affects enemies not associated with the Order you’ve sworn yourself to.
  The bonus from Purge is instead a +1 and increases by +1 for every 5 levels thereafter
  (to a maximum of +6 at 20th level).
  This alters Purge.
  Trained Defenses
  You gain a +2 bonus to Defense and Avoid, and a +1 bonus on Parry.
  This replaces Divine Defenses.
  Devotion
  You are immune to mind control and similar effects (though you’re not immune to
  mind-affecting effects).
  This replaces Fearless.
  Order’s Resolve
  Once per encounter you can spend an immediate action to heal 6 HP.
  This replaces Light of Faith.
  
  Can’t Escape Fate
  If an enemy takes a Step or move and ends their turn outside of melee reach with you,
  as an immediate action you can move up to them and close the distance until you’re
  in melee reach. This can be used once per encounter.
  This replaces Battle Prayer.
  Higher Inspiration
  Add your Luck as a bonus on skill checks, attack rolls, and damage rolls for the first 2
  rounds of an encounter.
  This replaces Divine Battlefield.
  Rogue (Burglar)
  Thieves and knaves who make a living from being good at pickpocketing and stealing
  from those unsuspecting souls.
  Precise Steal
  Your Precise Strike is instead spent on affecting Steal combat maneuvers and Stealth
  checks.
  This alters Precise Strike.
  Reactionary Grab
  You can instead substitute your Parry attempt with a Steal, and if the foes’ attack
  fails to hit you it works like normal. If it critically fails (after factoring in your “Parry”
  bonus to the Defense), you steal the weapon from them with the check.
  This replaces Finesse Training (at all levels).
  Maneuver Training
  Each time you’d gain Stealth Training, you instead gain a +1 to Steal combat
  maneuvers. You gain half of your total bonus (minimum 0) to non-Steal maneuvers.
  This replaces Stealth Training.
  
  Chaplain (Cult Leader)
  Starters of cults relating to either subsects of existing religions or entirely new
  religions, doing harm to their devout followers through the use of their guile.
  4 Hit Points
  6 Skill Points
  0 Soak
  Power of the Cult
  By spending a swift action you can grant yourself a bonus to Deception and Persuasion
  checks for a number of rounds equal to your Magic. This bonus is equal to what your
  rank in Power of Faith would be (+1 at 2nd level, to a maximum of +10 at 20th level).
  This replaces Power of Faith.
  Infallible Cult Logic
  This functions as Infallible Religious Logic but it instead affects Deception.
  This alters Infallible Religious Logic.
  Follow Me
  Followers of your faith gain a bonus to Mental Defense equal to half your level so long
  as they are within 4 squares of you. You can suppress the effect as a swift action to
  instead grant this bonus to yourself and only yourself.
  This replaces Immense Presence.
  Alchemist (Drug Lord)
  Focused chemists with a specialty in making, taking, and exploiting drugs of all kind.
  Drug Initiate
  The bonus from Potions Initiate is instead applied to Artisan (Drugs) and the creation
  of drugs.
  This alters Potions Initiate.
  Enhanced Tolerance
  Through frequent and deliberate exposure to chemicals, the Drug Lord adds a +2 to
  the Overdose Threshold and Addiction Threshold of drugs.
  This alters Alchemical Solution.
  
  Distant Drug
  This functions like Distant Poison except it affects drugs instead.
  This alters Distant Potion.
  Chemical Divergence
  When crafting a drug, choose an ability score. While under the effects of the drug,
  the character who takes it gains a +1 to that stat.
  This alters Alchemical Divergence.
  Potent Chem
  When crafting a drug, you can elect to make them “Potent” (for example, “Potent
  Heroin” or “Potent Marijuana”) and this alters it in one of two ways.
  
  If the overdose is normally nonlethal, it instead becomes lethal.
  
  If the overdose is normally lethal, when used against enemies it alters the
  Overdose Threshold to 11 - Smarts if it’d be smaller (at maximum, it takes 2 doses
  to cause someone to overdose, with one dose being the only safe dosage.)
  This replaces Drugged Potion.
  Master of Drugs
  This functions as Master of Potions except it works for drugs instead of potions.
  This alters Master of Potions.
  Marksman (Boomerang Bill)
  Boomerang using masters of bouncing their weapons off of enemies, hitting multiple.
  Boomerang Specialization
  Boomerang Bills receive Weapon Proficiency with Boomerangs, as well as Weapon
  Focus (Boomerangs). At 5th level they receive Weapon Specialization (Boomerangs), at
  10th level they receive Improved Weapon Focus (Boomerangs), and 15th level they
  receive Improved Weapon Specialization (Boomerangs).
  This replaces Hunting Specialization.
  
  Boomerang Ricochet
  Boomerang Bills can make a full-round action attack and if they hit an enemy, they
  can bounce the boomerang off the initial target and make another attack against an
  enemy within the boomerang’s range using the initial target as the starting square.
  The boomerang can be ricocheted off targets a number of times equal to their Agility.
  This replaces Eagle Eye.
  Empowered Boomerang
  For the Boomerang Bills, their boomerangs increase base damage by +2k2, Penetration
  by half the Boomerang Bill’s Agility, and finally they can add one of the following
  weapon special abilities to their boomerang: Finesse, Double Weapon, Brutish, Deadly,
  Accurate, Savage, or Æther.
  This replaces Pierce Through.
  
  Chapter 3: Monsters
  Monsters are the hallmark of most encounters, and provide a challenge for players to
  overcome while in a dungeon or out in the wilderness. Some monsters are playable (at
  GM discretion) offering more exotic choices for players to bring into a party.
  Monsters have an “Effective Level”, though they lack a class. Monsters that receive
  natural attacks (Bite, Claw, etc.) can make all of these natural attacks on a full-round
  action and take the penalties for Two-Weapon Fighting onto the attacks made. If the
  natural attacks offered are two of the same type (2 Claws, 2 Wings, etc.) the attack
  can be made twice for that type of attack.
  Monster Template
  Name
  Type (Subtype); Size: 0; Effective Level: 0
  Defenses
  HP: 0 | MP: 0 | Soak: 0
  Defense: 10 (VM: 10) | Avoid: 10 (VM: 10)
  Mental Defense: 10 (VM: 10) | Bodily Defense: 10 (VM: 10)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Attack 1k1 (1k1 bludgeoning damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 1, END: 1, RES: 1, SRT: 1, AGI: 1, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: N/A, N/A
  On Feats, if it is listed as “B”, it is a racial bonus feat. This is usually added to
  increase the strength or versatility of the monsters.
  
  Size
  Creatures and characters come in all different shapes and sizes. Sizes in The Fade
  Tabletop, are listed as a number between 1 and 10 (with numbers higher than 10
  being exceedingly rare, but not impossible to find).
  Size: Characters size 1 through 4 fit within one square, characters size 1 can fit
  multiple of their own size into one square. Size 5 characters take up 2 squares by 2
  squares on a grid map, and for every step above 5, increase the amount of squares
  they take up (to a maximum of 6x6 at Size 9).
  When attempting a grapple, trip,
  disarm, and similar maneuvers
  on a creature that is 2 or more
  steps larger than you, take a
  penalty to the check equal to -
  1k0 per step over 2 steps the
  creature is. This is instead a
  bonus for the opposite scenario.
  Reach: Creatures of size 1 have
  no reach and must enter the
  square of a target they’re
  fighting (which provokes attacks
  of opportunity) in order to
  attack. Creatures that are size 5 have a natural reach of
  +1 higher than the normal reach, and this increases by +1
  for every step beyond 5 (maximum of 6 Reach at Size 9).
  Natural Attacks: For every step below 4 the creature is,
  their natural weapon’s damage decreases by 1k0
  (minimum of 1k1). For every step above 4 the creature is,
  their natural weapon’s damage increases by 1k0
  (maximum of 6 rolled dice, after which the bonus is added
  to the keep dice to a maximum of 6 keep dice).
  When calculating size bonuses to damage, the maximum includes the base damage
  plus the bonus added by size. Thus, the maximum base damage (before applying
  Strength) a natural attack can reach is 6k6.
  When reducing damage for creatures of Sizes below 4 and the rolled dice is already 1,
  remove from the keep dice if it is above 1. For example, 1k2 would become 1k1.
  These bonuses to Natural Attacks apply to “Unarmed” which is considered a Natural
  Attack. Artificial Weapons are not modified in this way.
  Size
  Space
  Reach
  Average Height
  Average Weight
  1
  0x0
  0
  6″ - 1′
  ⅛ - 4 lbs.
  2
  1x1
  1
  1′ - 3′5″
  4 - 30 lbs.
  3
  1x1
  1
  3′6″ - 4′2″
  30 - 60 lbs.
  4
  1x1
  1
  4′3″ - 8′
  60 - 500 lbs.
  5
  2x2
  2
  8′ - 16′
  505 - 4000 lbs.
  6
  3x3
  3
  16′ - 32′
  2 - 16 tons
  7
  4x4
  4
  32′ - 64′
  16 - 125 tons
  8
  5x5
  5
  64′ - 128′
  125 - 400 tons
  9
  6x6
  6
  128′ - 256′
  400 - 800 tons
  10
  6x6
  6
  256′ - 512′
  800 - 1,400 tons
  Natural Attack
  Damage
  Bite
  3k2
  Claw
  2k1
  Gore
  3k2
  Slam
  2k2
  Sting
  2k1
  Tentacle / Hoof / Wing
  2k1
  Tail Slam / Pincers
  2k2
  
  Nonheroic NPC
  Some NPCs are regarded as being “nonheroic”, denoting that they have no “class” but
  are instead generic NPCs. Most non-combatant NPCs are nonheroic. Below is the basis
  of the “Nonheroic” class.
  Nonheroic
  Noncombatants who try to stay out of trouble and stay out of combat.
  4 Hit Points
  4 Skill Points
  0 Soak
  Level
  Special Abilities
  HP Gained
  Atk/round
  1st
  —
  —
  1
  2nd
  —
  +1
  1
  3rd
  Bonus Feat
  —
  1
  4th
  —
  +1
  1
  5th
  —
  —
  1
  6th
  Bonus Feat
  +1
  1
  7th
  —
  —
  1
  8th
  —
  +1
  1
  9th
  Bonus Feat
  —
  1
  10th
  —
  +1
  1
  11th
  —
  —
  2
  12th
  Bonus Feat
  +1
  2
  13th
  —
  —
  2
  14th
  —
  +1
  2
  15th
  Bonus Feat
  —
  2
  16th
  —
  +1
  2
  17th
  —
  —
  2
  18th
  Bonus Feat
  +1
  2
  19th
  —
  —
  2
  20th
  —
  +1
  2
  Weapon and Armor Proficiency
  Nonheroics gain proficiency with Simple weapons, and one weapon type (except
  exotic). They’re not proficient with armor.
  Bonus Feats
  Nonheroics receive a Bonus Feat at 3rd level and every 3 levels thereafter. This Bonus
  Feat must be spent gaining a General Feat, Bar-Room Brawler, Dodge, Gun Club,
  Improved Initiative, Martial Arts, Prone Shuffle, Step Up, or Weapon Focus.
  
  Monster Reference
  The following is a reference for those who wish
  to build their own monsters, as well as
  clarifications on rules pertaining to monsters.
  Hit Points
  This table details the total amount of HP is
  gained by an NPC/Monster of the following
  Effective Level. Unlike most level charts, this
  surpasses the normal 20 levels.
  The HP listed on this chart is totaled, do not
  add together the HP from lower levels as that
  has already been done.
  Attacks per Round
  Monsters with a weapon or only a single Natural
  Attack use their Attacks per Turn for their
  amount of attacks in a single round. Monsters
  with multiple Natural Attacks do not, and
  instead can make all of their Natural Attacks on
  a single full-round attack.
  Special Abilities
  Monsters typically have two special abilities
  (some may have more, however the average is
  two), and these Special Abilities normally grant
  the monster some special powers. GMs are free
  to swap or add Special Abilities to a monster,
  taking abilities from other monsters in order to
  do this. Alternatively GMs can do this for NPcs,
  giving special NPCs the traits of a monster.
  Monster Class Levels
  This covers two aspects of monsters and class
  levels. First, GMs can give their monsters class
  levels in order to make them stronger or give
  them special abilities. Count this as
  multiclassing, where the Monster’s Levels are
  its main levels (and gaining no Awakenings).
  Second, if a player wishes to play a Bestiary
  monster that has no stats associated with it,
  they must “level up” as that monster, treating
  it as a class and reaching the EL in the Bestiary before they can take class levels.
  Hit Points
  Effective Level
  Slow
  Moderate
  Fast
  1
  +0
  +0
  +0
  2
  +1
  +0
  +1
  3
  +1
  +1
  +2
  4
  +2
  +2
  +3
  5
  +2
  +3
  +4
  6
  +3
  +3
  +5
  7
  +3
  +4
  +6
  8
  +4
  +5
  +7
  9
  +4
  +6
  +8
  10
  +5
  +6
  +9
  11
  +5
  +7
  +10
  12
  +6
  +8
  +11
  13
  +6
  +9
  +12
  14
  +7
  +9
  +13
  15
  +7
  +10
  +14
  16
  +8
  +11
  +15
  17
  +8
  +12
  +16
  18
  +9
  +12
  +17
  19
  +9
  +13
  +18
  20
  +10
  +14
  +19
  21
  +10
  +15
  +20
  22
  +11
  +15
  +21
  23
  +11
  +16
  +22
  24
  +12
  +17
  +23
  25
  +12
  +18
  +24
  26
  +13
  +18
  +25
  27
  +13
  +19
  +26
  28
  +14
  +20
  +27
  29
  +14
  +21
  +28
  30
  +15
  +21
  +29
  31
  +15
  +22
  +30
  32
  +16
  +23
  +31
  33
  +16
  +24
  +32
  34
  +17
  +24
  +33
  35
  +17
  +25
  +34
  36
  +18
  +26
  +35
  37
  +18
  +27
  +36
  38
  +19
  +27
  +37
  39
  +19
  +28
  +38
  40
  +20
  +29
  +39
  
  Alien
  Aliens is subjective from planet to planet, however the creature classification is
  specifically covering creatures which have bizarre anatomy or strange abilities. Outer
  Gods, Great Old Ones, and some other primordial entities tied to the dark gods also
  fit into the categories of aliens. These monsters are typically not linked to the dark
  magic the Elder Gods infuse them with, and are instead their own beings entirely.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak
  
  Attacks per Level as per Rogue (with weapons only)
  
  Skill Ranks as per Soldier (Doesn’t add Smarts to Skill Ranks)
  
  Darkvision 12 squares
  
  Proficient with Simple weapons (if it is capable of wielding weapons) and any
  weapons listed in its description
  
  Aliens breathe, eat, and sleep
  Alien Creatures
  
  Annihilator
  
  Cthulhu
  
  Dvega
  
  Era Aspect
  
  False Angel
  
  Floating Maw
  
  Mind Dominator
  
  Object of Terror
  
  Plague Bee
  
  Psuk-Psuk
  
  Psychic Demon
  
  Ship Devourer
  
  Skin Stealer
  
  Time Hunter
  
  Tzinchier
  
  Annihilator
  Gigantic frog-like beasts with the maw of a wolf, and bulbous eyes like a dragonfly.
  Annihilators come from planets rife with ammonia, and can expel it from their pores.
  Annihilator
  Alien; Size: 6; Effective Level: 8
  Defenses
  HP: 17 | MP: — | Soak: 7
  Defense: 20 (VM: 21) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 21 (VM: 22)
  Head: 2 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 4 sq. (Land)
  Melee: Bite 8k4 (8k4 bludgeoning damage), Brutish, Reach
  Melee: Slam 8k4 (8k4 bludgeoning damage), Brutish
  Space: 3x3 | Reach: 3 (4 with Bite)
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 4, LUK: 2
  Feats: Bite the Bullet, All-Out Attack, Power Strike, Cleave
  Skills: Acrobatics 8k4+8, Feats of Strength 8k4+8, Fortitude 6k3+8, Stealth 4k2+8
  Gear: N/A
  Language: Aklo
  Special Abilities: Ammonia Pores, Thicken Fat
  Ammonia Pores: As a standard action the Annihilator can create a smog of ammonia
  in a 3 square radius around them that lasts for 1d5 + (END) rounds. Anyone except for
  other Annihilators within the cloud have a 6k3+4 attack (END + ½ level) made against
  Bodily Defense, and on a successful hit the targets cough and choke within the smog.
  This smog causes them to become blind, and take 6k3 acid damage due to the burning
  in the lungs. If an enemy ends their turn within the smog after being hit, they
  continue to take the 6k3 acid damage.
  Thicken Fat: Rather than a dodge attempt, Annihilators can attempt to make a
  “Thicken Fat” attempt instead, using their Endurance instead of Agility to absorb the
  hit to take no damage. They can still make Dodge attempts as normal. This functions
  like a Parry, and effects which make Parrying impossible work against this.
  
  Cthulhu
  The Great Old One, Cthulhu who resides in R’lyeh on Earth. This being must be
  awoken by his followers in order to be unleashed upon the world…
  Cthulhu
  Alien (Cthonic); Size: 8; Effective Level: 30
  Defenses
  HP: 107 | MP: — | Soak: 10
  Defense: 25 (VM: 35) | Avoid: 27 (VM: 37)
  Mental Defense: 24 (VM: 34) | Bodily Defense: 36 (VM: 46)
  Head: 10 | Body: 10 | Arms: 10 | Legs: 10
  Offense
  Speed: 8 sq. (Land), 40 sq. (Fly), 12 sq. (Swim)
  Melee: 6 Tentacles 16k8 (15k5 bludgeoning damage); Brutish, Savage
  Space: 5x5 sq. | Reach: 5 sq.
  Statistics
  STR: 14, MAG: 6, END: 20, RES: 10, SRT: 8, AGI: 8, LUK: 4
  Feats: All-Out Attack, Blood Bath, Bludgeoning Strike, Combat Mastery, Power Strike,
  Slow and Steady, Step Up, Swift Slicing Motion, Mystical Blade, To Pieces, Weapon
  Focus + Improved (Simple), Weapon Specialization + Improved (Simple), Stinging Jab
  Skills: Fortitude 20k10+30, Knowledge (Astrology) 8k4+30, Spellcraft 8k4+30, Use
  Magic Device 8k4+30
  Enemy Powers: Incredible Vitality (Standard), Deific Defenses (Standard), Zealous
  Vitality (Epic)
  Language: All Human Languages, Aklo (can speak through Telepathy out to 60 sq.)
  Special Abilities: Old One’s Toughness, Immortality, Horrifying Visage
  Old One’s Toughness: Cthulhu has +1 Soak, and regardless if a weapon has Savage,
  not bypassing Cthulhu’s Deflection does 0 damage.
  Immortality: Cthulhu is immortal, and “killing” him returns his body to R’lyeh where
  it hibernates for 100 years per HP lost until his HP is full. He can only be permanently
  destroyed by fighting him a second time while going to R’lyeh after “killing” him the
  first time. This second form of Cthulhu is the same as the first, save that killing this
  form of Cthulhu kills him permanently.
  Horrifying Visage: Anyone who sees Cthulhu takes 1 point of sanity damage per round.
  If this brings the character to 0 sanity and 0 stress, they die from fear.
  
  Dvega
  Also known as “crawlers” to some, Dvega are hammerhead mole-like aliens that dig
  incredibly fast into the ground and sprout up to drag foes into the dirt with them.
  Dvega
  Alien; Size: 4; Effective Level: 4
  Defenses
  HP: 6 | MP: — | Soak: 5
  Defense: 15 (VM: 15) | Avoid: 10 (VM: 10)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 15 (VM: 15)
  Head: 10 | Body: 8 | Arms: 1 | Legs: 1
  Offense
  Speed: 4 sq. (Land), 12 sq. (Burrow)
  Melee: Gore 10k4 (11k6 bludgeoning damage, 4 PEN), Brutish, Savage, Powerful
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 2, LUK: 2
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple)
  Skills: Acrobatics 8k4+4, Feats of Strength 8k4+4, Fortitude 8k4+4,
  Gear: N/A
  Language: Aklo
  Special Abilities: Hammerhead, Headshield
  Hammerhead: Dvega gain a +2k2 to damage on their Gore, and their Gore has
  Penetration equal half to the Dvega’s Strength.
  Headshield: Dvega can use their head as if it were a shield, taking the Raise action (a
  swift action) and choosing on of their body parts like normal. This adds half their
  Head’s Deflection (5) to one of their body parts.
  
  Era Aspect
  Aliens who have absorbed the power of time itself, and become higher beings. Their
  fourth dimensional power allows them to draw on Madness spells.
  Era Aspect
  Alien; Size: 3; Effective Level: 3
  Defenses
  HP: 9 | MP: 13 | Soak: 4
  Defense: 17 (VM: 23) | Avoid: 14 (VM: 20)
  Mental Defense: 19 (VM: 25) | Bodily Defense: 17 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Time Claw 6k3 (5k2 arcane damage); Æther, Savage
  Space: 1x1 sq. | Reach: 1 sq.
  Statistics
  STR: 1, MAG: 6, END: 2, RES: 6, SRT: 4, AGI: 2, LUK: 1
  Feats: Selective Spell, Rebounding Spell
  Skills: Heal 6k3+3, Linguistics 4k2+3, Spellcraft 4k2+3, Use Magic Device 6k3
  Gear: N/A
  Language: Aklo and three Human Languages
  Special Abilities: Madness Magic, Ætheric Form, Mystic Force
  Madness Magic: Era Aspects can cast all 1st level Madness spells. Madness spells the
  Era Aspects cast deals 1 more point of sanity damage.
  Ætheric Form: Only weapons that possess the Æther property and spells are able to
  harm Era Aspects.
  Mystic Force: If a spell would fail to hit the Era Aspect, the caster of the spell takes 1
  point of sanity damage.
  
  False Angel
  Black and red fleshy ‘angel’-looking fiends whose exposed muscle and sinew pulsate
  against the air. Their black eyes stare down their opponents in a horrific display.
  False Angel
  Alien (Cthonic); Size: 4; Effective Level: 1
  Defenses
  HP: 12 | MP: — | Soak: 5
  Defense: 22 (VM: 24) | Avoid: 22 (VM: 24)
  Mental Defense: 17 (VM: 19) | Bodily Defense: 18 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 4 sq. (Fly)
  Melee: Recurve Bow 6k3 (4k3 piercing damage, 3 PEN), 4 STR for damage, Accurate
  Space: 1x1 | Reach: 1 (8 sq. range with Bow)
  Statistics
  STR: 6, MAG: 1, END: 5, RES: 2, SRT: 2, AGI: 6, LUK: 2
  Feats: Toughness
  Skills: Acrobatics 6k3+1, Feats of Strength 6k3+1, Fortitude 5k2+1, Stealth 6k3+1
  Gear: Recurve Bow
  Language: Aklo and English
  Special Abilities: Fleshy Form, Sensitive Flesh
  Fleshy Form: False Angels take a -2 to Bodily Defense, but so long as they’re in an
  area where they can breathe the False Angels receive Regeneration 2.
  Sensitive Flesh: False Angels receive an additional 2 HP when affected by a healing
  effect.
  False Angel as PCs: It is possible to play False Angels as PCs without affecting balance
  too much. PC False Angels gain the Special Abilities as normal, rely on a class rather
  than their Species for HP/Soak, Attacks per Level, Skills, and Proficiencies. False
  Angels receive a +1 STR and END, have 4 Size, and a 4 square Fly speed. The Bestiary
  False Angel’s stats aren’t accurate to the playable PC False Angel.
  
  Floating Maw
  An animated mouth with no sentience of its own beyond its craving desire to eat,
  Floating Maws can elongate or shrink themselves in order to devour many sizes.
  Floating Maw
  Alien (Cthonic); Size: 4; Effective Level: 5
  Defenses
  HP: 11 | MP: — | Soak: 5
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 18 (VM: 19)
  Head: 0
  Offense
  Speed: 6 sq. (Fly)
  Melee: Bite 8k3 (8k3 piercing damage, 4 PEN), Finesse, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 1, END: 2, RES: 1, SRT: —, AGI: 6, LUK: 6
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Lunge
  Skills: Acrobatics 6k3+5, Deception 6k3+5, Persuasion 6k3+5, Stealth 6k3+5
  Gear: N/A
  Language: N/A
  Special Abilities: Crushing Bite, Devour
  Crushing Bite: As a full-round action the Floating Maw can make a bite attack,
  focusing all of its energy into making it more accurate. This grants it +0k2 on its to-hit
  and damage.
  Devour: If an opponent is successfully killed by their bite attack, the Floating Maw
  devours them into their pocket dimension stomach. Floating Maws can devour
  anything within 4 Sizes of them (between Sizes 1 and 8 for them).
  
  Mind Dominator
  Giants from a distant planet who use their limited mental prowess to dominate those
  they wish to enslave. Mind Dominators have completely pallid white flesh and no face.
  Mind Dominator
  Alien; Size: 5; Effective Level: 1
  Defenses
  HP: 8 | MP: — | Soak: 6
  Defense: 18 (VM: 22) | Avoid: 14 (VM: 18)
  Mental Defense: 21 (VM: 25) | Bodily Defense: 17 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Unarmed 2k1 (2k1 bludgeoning damage), Finesse
  Space: 2x2 | Reach: 2
  Statistics
  STR: 2, MAG: 6, END: 2, RES: 4, SRT: 6, AGI: 2, LUK: 2
  Feats: Psychokinetic Pull
  Skills: Awareness 6k3+1, Heal 6k3+1, Knowledge (Magic) 6k3+1, Spellcraft 6k3+1
  Gear: N/A
  Language: Aklo
  Special Abilities: Natural Psychic, Anatomical Anomaly
  Natural Psychic: Mind Dominators receive two free 1st level Psychic or Madness spells,
  and have MP equal to a Mage of their level for the purpose of casting these spells.
  Anatomical Anomaly: Mind Dominators have strange organs placed in seemingly
  random locations. There is a 50% chance a critical hit will not affect them.
  Mind Dominators as PCs: It is possible to play Mind Dominators as PCs without
  affecting balance too much. PC Mind Dominators gain the Special Abilities as normal,
  rely on a class rather than their Species for HP/Soak, Attacks per Level, Skills, and
  Proficiencies. False Angels receive a +1 MAG and SRT, and have a 5 Size. The Bestiary
  Mind Dominator’s stats aren’t accurate to the playable PC Mind Dominator.
  
  Object of Terror
  A shapeshifting monstrosity from across the stars, Objects of Terror use their
  shapeshifting powers to appear as a fiend that scares its enemies.
  Object of Terror
  Alien; Size: 4; Effective Level: 6
  Defenses
  HP: 14 | MP: — | Soak: 6
  Defense: 23 (VM: 25) | Avoid: 23 (VM: 25)
  Mental Defense: 18 (VM: 20) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Claws 8k3 (7k2 slashing damage, 1 PEN), Finesse, Reach
  Space: 1x1 | Reach: 1 (2 with Claws)
  Statistics
  STR: 4, MAG: 1, END: 5, RES: 2, SRT: 2, AGI: 6, LUK: 4
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Skill Focus (Stealth)
  Skills: Acrobatics 6k3+6, Deception 4k2+6, Persuasion 4k2+6, Stealth 6k3+6
  Gear: N/A
  Language: Aklo
  Special Abilities: Terror Form, Slice to Ribbons
  Terror Form: Those who witness the Object of Terror take 1 point of sanity damage
  per round unless they are of a higher level than the Object of Terror.
  Slice to Ribbons: If both claw attacks from the Object of Terror hit their target, the
  Object of Terror adds both claw’s damage together (effectively dealing 14k4 for
  damage).
  
  Plague Bee
  Extradimensional bees infected with diseases which cause people’s skin to rot.
  Plague Bee
  Alien; Size: 4; Effective Level: 4
  Defenses
  HP: 10 | MP: — | Soak: 5
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 18 (VM: 19)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 2 sq. (Land), 6 sq. (Fly)
  Melee: Stinger 6k3 (5k2 piercing damage, 3 PEN), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 1, END: 2, RES: 1, SRT: 1, AGI: 6, LUK: 6
  Feats: Never Give Up, Second Wind
  Skills: Acrobatics 6k3+4, Deception 6k3+4, Persuasion 6k3+4, Stealth 6k3+4
  Gear: N/A
  Language: Aklo
  Special Abilities: Venomous Stinger, Power Sting
  Venomous Stinger: On a successful hit with their stinger, the Plague Bee makes
  another Stinger attack with a bonus equal to double their level (+8) and on a
  successful hit, the target’s speed is reduced to half and they take 10k5 acid damage.
  Power Sting: The Plague Bee can choose to make a single Stinger attack, forgoing
  damage and increasing its accuracy for +2k2 to hit. This bonus is applied to Venomous
  Stinger on an attempted hit.
  
  Psuk-Psuk
  This titanic creature emerges from the ocean, covered in gills and many bulbous fish-
  like eyes, opening its mouth and sucking in everything it can like a baleen whale.
  Psuk-Psuk
  Alien (Aquatic); Size: 10; Effective Level: 15
  Defenses
  HP: 84 | MP: — | Soak: 11
  Defense: 20 (VM: 21) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 31 (VM: 32)
  Head: 6 | Body: 12 | Arms: 4 | Legs: 4
  Offense
  Speed: 4 sq. (Land), 12 sq. (Swim)
  Melee: Bite 16k8 (14k9 bludgeoning damage), Brutish, Savage, Powerful
  Space: 6x6 | Reach: 6
  Statistics
  STR: 16, MAG: 1, END: 16, RES: 1, SRT: 1, AGI: 4, LUK: 2
  Feats: Never Give Up, Second Wind, Strengthened Recovery, Blood Bath,
  Elbow Shove, Great Charge, Ground Shatter, Lasting Strike
  Skills: Acrobatics 16k8+15, Feats of Strength 16k8+15, Fortitude 16k8+15, Stealth
  4k2+15
  Enemy Powers: Incredible Vitality (Standard)
  Language: Aklo
  Special Abilities: Vortex Breath, Deep Sea Being
  Vortex Breath: As a full-round action the Psuk-Psuk can create a 12 square cone that,
  on a successful bite attack vs. the Avoid of each person within the cone, pulls the
  targets 1d10+8 squares closer to the Psuk-Psuk. If this would pull a target into the
  Psuk-Psuk’s square, they are considered to be eaten by the Psuk-Psuk and
  automatically take their bite damage so long as they begin their turn within its maw.
  Escaping its maw requires a DC 31 Acrobatics or attack roll against its mouth to slice
  it open briefly to escape. If its mouth has been sliced open in order for someone to
  escape, it cannot use this ability again for 1d5+1 rounds.
  Deep Sea Being: Psuk-Psuks are immune to water damage and Ice Resistance 20. In
  addition to this they can breathe and survive on both land and air.
  
  Psychic Demon
  Masses of incorporeal psychic energy, Psychic Demons are born from a need to escape
  its owner’s mind when intense negative thoughts grow to dominate their creator.
  Psychic Demon
  Alien (Incorporeal); Size: 4; Effective Level: 10
  Defenses
  HP: 20 | MP: — | Soak: 4
  Defense: 19 (VM: 27) | Avoid: 15 (VM: 23)
  Mental Defense: 21 (VM: 29) | Bodily Defense: 15 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Fly)
  Ranged: Psychic Crush 8k4 (6k4 psychokinetic damage), attacks Mental Defense
  Space: 1x1 | Reach: 1 (6 with Psychokinetic Crush)
  Statistics
  STR: —, MAG: 8, END: —, RES: 8, SRT: 6, AGI: 2, LUK: 2
  Feats: Dominating Presence, Trick Shot, Dodge, High Ground, Improved Initiative
  Skills: Awareness 6k3+10, Heal 8k4+10, Spellcraft 6k3+10, Use Magic Device 8k4+10
  Gear: N/A
  Language: Original owner’s native language (typically English)
  Special Abilities: Incorporeal Entity, Absorb Mentality
  Incorporeal Entity: Psychic Demons do not gain the Alien’s bonus +1 to Soak, and
  instead add their Resistance to HP. They act as an incorporeal being similar to that of
  the rules for incorporeal undead.
  Absorb Mentality: Psychic Demons have Psychokinetic Absorption, and are unaffected
  by Psychic and Madness spells even if they do not deal Psychokinetic damage.
  
  Ship Devourer
  Creatures that float throughout the stars, devouring smaller starships about the size
  of cars or buses. Ship Devourers resemble sparkling, majestically colored whales.
  Ship Devourer
  Alien (Star-Beast); Size: 7; Effective Level: 8
  Defenses
  HP: 25 | MP: — | Soak: 8
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 29 (VM: 30)
  Head: 5 | Body: 5 | Fin: 5
  Offense
  Speed: 24 sq. (Fly)
  Melee: Bite 10k5 (11k4 slashing damage), Brutish, Savage, Puncture
  Space: 4x4 | Reach: 4
  Statistics
  STR: 10, MAG: 1, END: 14, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Power Strike, Cleave, Elbow Shove, Great Charge
  Skills: Acrobatics 10k5+8, Feats of Strength 10k5+8, Fortitude 14k7+8, Stealth 4k2+8
  Gear: N/A
  Language: Aklo
  Special Abilities: Devour Starship, Recovery
  Devour Starship: Ship Devourers deal double damage against vehicles, starships, and
  constructs.
  Recovery: When a Ship Devourer deals damage to a vehicle, they recover a number of
  HP equal to half the damage they end up dealing (after Soak is applied). In addition to
  this, they can choose to instead recover a number of HP after eating part of a vehicle
  or construct equal to their Endurance (14 HP).
  
  Skin Stealer
  Tall, gaunt, and haunted aliens from another dimension, Skin Stealers use a large
  butchering axe to hack the skin off of their victims so they can wear their skin.
  Skin Stealer
  Alien; Size: 4; Effective Level: 2
  Defenses
  HP: 6 | MP: — | Soak: 5
  Defense: 23 (VM: 24) | Avoid: 21 (VM: 22)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 22 (VM: 23)
  Head: 2 | Body: 2 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: Wolf Axe 8k5 (9k5 slashing damage, 5 PEN), Shield Breaker, Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 5, LUK: 6
  Feats: Skill Focus (Deception)
  Skills: Acrobatics 6k3+2, Deception 6k3+2, Fortitude 6k3+2, Persuasion 6k3+2
  Gear: Wolf Axe
  Language: Aklo
  Special Abilities: Butcher’s Slash, Skin Attachment
  Butcher’s Slash: Skin Stealers gain a +2k2 to-hit and damage with their specialized
  weapon (in this case a Wolf Axe), and if they successfully kill an opponent with their
  weapon they can flay the skin from them completely to be attached to their skin.
  Skin Attachment: As an immediate action after killing an opponent and flaying their
  skin, the Skin Stealer can drape the skin over themselves in order to become that
  person to hunt more victims. While wearing the person’s skin, the Skin Stealer’s
  Deception rolls explode when trying to disguise as that person.
  
  Time Hunter
  Floral alien-like humanoids who hunt down enemies of time and time travelers, and
  seek to destroy them. They usually travel in groups together, dedicated to hunting.
  Skin Stealer
  Alien; Size: 2; Effective Level: 6
  Defenses
  HP: 11 | MP: — | Soak: 3
  Defense: 26 (VM: 30) | Avoid: 25 (VM: 29)
  Mental Defense: 19 (VM: 23) | Bodily Defense: 17 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Fly)
  Melee: Sap Time 10k5 (8k4 arcane damage)
  Ranged: Sap Time 10k5 (8k4 arcane damage)
  Space: 1x1 | Reach: 1 (6 with Sap Time)
  Statistics
  STR: 1, MAG: 10, END: 2, RES: 4, SRT: 4, AGI: 5, LUK: 2
  Feats: Advantageous Size, Improved Initiative, Dodge
  Skills: Awareness 4k2+6, Heal 10k5+6, Spellcraft 4k2+6, Stealth 5k2+6
  Gear: N/A
  Language: Aklo
  Special Abilities: Sap Time, Immune to Time
  Sap Time: When dealing damage with their main attack, Time Hunters also cause
  their enemies to forcibly age 1d5+3 years each time they are hit. This aging lasts until
  the end of combat. If forcibly being aged past their species’ maximum age, the target
  must make a Fortitude check vs. DC 15 (+1 for every year they are over their
  maximum age) or die.
  Immune to Time: Time Hunters do not age, do not suffer negative penalties from
  aging or being forcibly aged (such as by another Time Hunter’s Sap Time ability), and
  Time Hunters are also immune to the staggered condition.
  
  Tzinchier
  Powerful psychic entities with an attunement for madness, Tzinchiers use their ever-
  shifting appearance in order to cause those around them to go insane.
  Tzinchier
  Alien (Cthonic); Size: 4; Effective Level: 20
  Defenses
  HP: 21 | MP: — | Soak: 5
  Defense: 20 (VM: 21) | Avoid: 20 (VM: 21)
  Mental Defense: 25 (VM: 26) | Bodily Defense: 16 (VM: 17)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Ranged: Madness Beam 10k5 (1d10+5 sanity damage), uses Smarts, affects MenDef
  Space: 1x1 | Reach: 1 (6 with Madness Beam)
  Statistics
  STR: 1, MAG: 1, END: 1, RES: 1, SRT: 10, AGI: 5, LUK: 1
  Feats: Inspiration, Improved Inspiration, Greater Inspiration, Mental Projection,
  Psychokinetic Pull, Slippery, Artful Dodge, Improved Initiative, Risky Strike, Scars
  of Valor
  Skills: Awareness 10k5+20, Heal 10k5+20, Linguistics 10k5+20, Spellcraft 10k5+20
  Enemy Powers: Mind Link (Epic), Teleportation (Standard)
  Language: All Human Languages
  Special Abilities: Hateful Gaze, Formless Body
  Hateful Gaze: Persuasion uses Smarts instead of Luck, and in addition to this the
  Tzinchier are unable to take sanity damage from enemies of a lower level than them.
  Formless Body: Tzinchiers are unable to be critically hit by enemies, are unable to be
  affected by the extra effects of called shots, and are only able to take damage from
  magical weapons or spells.
  
  Animal
  Living, non-human beings without magic or sentience beyond primal instinct. Many
  creatures fall into the category of being animals, including humans when it comes to
  scientific classification (however to separate those with the intelligence, animals and
  humanoids are separated along with animals and magical beasts being separated). Of
  the animals that exist, dinosaurs and megafauna are some of the most dangerous,
  though they are also rare depending on the planet. Some planets such as Earth
  dinosaurs and megafauna are all but extinct save for a few examples scientists may
  not have uncovered. On Berngulsh, these aren’t extinct but are instead isolated to
  small regions.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak
  
  Attacks per Level as per Rogue (with weapons only)
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Smarts cap of 2
  
  Proficient with Simple weapons (if it has opposable thumbs)
  
  Animals breathe, eat, and sleep
  Animal Creatures
  
  Boar
  
  Chimpanzee
  
  Deer
  
  Elephant
  
  Hippopotamus
  
  Lion
  
  Monkey
  
  Octopus
  
  Porcupine
  
  Rabbit
  
  Raccoon
  
  Rhinoceros
  
  Shark
  
  Tyrannosaurus
  
  Velociraptor
  
  Boar
  Angry tusked animals who stubbornly attack any and all who they deem threats, only
  running once they’ve been severely hurt though never learning their lesson.
  Boar
  Animal; Size: 4; Effective Level: 2
  Defenses
  HP: 12 | MP: — | Soak: 5
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 20 (VM: 21)
  Head: 2 | Body: 2 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 6k3 (6k3 piercing damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 5, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Toughness
  Skills: Feats of Strength 6k3+2, Fortitude 5k2+2
  Gear: N/A
  Language: N/A
  Special Abilities: Raging Charge, Still Standing
  Raging Charge: As a full-round action a Boar can charge. On this charge they gain a
  +1k1 to-hit and damage with their Gore. If they are under half HP, this is +2k2 instead.
  Still Standing: Boars remain conscious at 0 HP and below, however they still die at -7
  HP like normal.
  
  Chimpanzee
  Highly social primates who are closely related to humans. They come in two different
  kinds: the common chimpanzee and the bonobo.
  Chimpanzee
  Animal; Size: 4; Effective Level: 2
  Defenses
  HP: 10 | MP: — | Soak: 5
  Defense: 22 (VM: 23) | Avoid: 22 (VM: 23)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Slam 6k3 (5k3 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 1, SRT: 4, AGI: 6, LUK: 2
  Feats: Skill Focus (Awareness)
  Skills: Acrobatics 6k3+2, Awareness 4k2+2
  Gear: N/A
  Language: N/A
  Special Abilities: Climbing Adept, Tackle
  Climbing Adept: Chimpanzees gain a +5 bonus on Acrobatics checks made to climb.
  Tackle: Chimpanzees add Trip as a weapon special ability on their Slams when
  charging. The trip attempt is made directly after the Slam’s damage has been
  calculated, and is done as a free action rather than requiring them to make it as a
  separate attack.
  
  Deer
  Cervines that wander the forests in search of food, they can become incredibly
  territorial when protecting their young.
  Deer
  Animal; Size: 5; Effective Level: 2
  Defenses
  HP: 6 | MP: — | Soak: 6
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 8k3 (6k3 piercing damage), Savage
  Melee: 2 Hooves 8k3 (5k2 bludgeoning damage)
  Space: 2x2 | Reach: 1 (Short)
  Statistics
  STR: 4, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 6, LUK: 1
  Feats: Skill Focus (Simple)
  Skills: Acrobatics 6k3+2, Fortitude 4k2+2
  Gear: N/A
  Language: N/A
  Special Abilities: Springing Stride, Deadly Gore
  Springing Stride: Once per day deer can spend a swift action to grant themselves a +8
  squares to their move speed for a number of rounds equal to their level (2).
  Deadly Gore: Deer’s gore attacks critically hit when rolling 1.5 over a Defense, not
  double. However, the damage is only multiplied by 1.5 rather than doubled.
  
  Elephant
  Titanic animals with snouts they use for sucking in water, and tusks that they use to
  defend themselves.
  Elephant
  Animal; Size: 6; Effective Level: 8
  Defenses
  HP: 21 | MP: — | Soak: 7
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 23 (VM: 24)
  Head: 1 | Body: 4 | Arms: 2 | Legs: 2
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 10k4 (11k4 piercing damage), Brutish, Savage
  Space: 3x3 | Reach: 3
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: 2, AGI: 2, LUK: 1
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Toughness (x2)
  Skills: Feats of Strength 8k4+8, Fortitude 8k4+8
  Gear: N/A
  Language: N/A
  Special Abilities: Pushing Gore, Trample
  Pushing Gore: Elephant’s gores are powerful enough to toss foes out of their way.
  Enemies hit by an elephant’s gore are moved 1d5 squares to the left or right
  (elephant’s choice) from their original position.
  Trample: As a full-round action the Elephant can move up to double its move speed
  as if charging, and make a Gore attack against every opponent whose square it passes
  through. It can pass through any opponent smaller than it freely while doing this, and
  doesn’t provoke attacks of opportunity. Their attacks while doing this target Avoid.
  
  Hippopotamus
  Giant animals with massive sets of teeth they use for clamping down on foes.
  Hippopotamus
  Animal; Size: 5; Effective Level: 5
  Defenses
  HP: 16 | MP: — | Soak: 6
  Defense: 20 (VM: 21) | Avoid: 20 (VM: 21)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 2 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 2 sq. (Swim)
  Melee: Bite 8k3 (9k3 piercing damage), Brutish, Savage
  Space: 2x2 | Reach: 2
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 5, LUK: 1
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Toughness
  Skills: Feats of Strength 6k3+5, Fortitude 6k3+5
  Gear: N/A
  Language: N/A
  Special Abilities: Mighty Bite, Clamping Jaws
  Mighty Bite: Hippopotamuses ignore 1 Soak (minimum of reducing Soak to 1) with
  their bite attack.
  Clamping Jaws: After successfully hitting with their bite attack, opponents take a -4
  to Defense and Avoid due to the excruciating pain for 1d5+1 rounds.
  
  Lion
  Self-proclaimed “kings of the jungle”, lions are expert hunters and use a combination
  of their claws and teeth to rend foes.
  Lion
  Animal; Size: 5; Effective Level: 4
  Defenses
  HP: 12 | MP: — | Soak: 6
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Bite 8k3 (7k3 piercing damage), Grapple
  Melee: 2 Claws 8k3 (6k2 slashing damage), Savage
  Space: 2x2 | Reach: 2
  Statistics
  STR: 6, MAG: 1, END: 4, RES: 1, SRT: 2, AGI: 6, LUK: 1
  Feats: Weapon Focus (Simple), All-Out Attack
  Skills: Acrobatics 6k3+4, Fortitude 4k2+4
  Gear: N/A
  Language: N/A
  Special Abilities: Feline Pounce, Tearing Claws
  Feline Pounce: On a charge, the Lion can make both claw attacks.
  Tearing Claws: As a full-round action roll the to-hit of both claws separately against a
  single foe. If both hit, the damage of the claws is instead increased to 6k4 each, and
  gains 4 Penetration.
  
  Monkey
  Simple monkeys who possess prehensile tails and are incredibly sociable animals.
  Monkey
  Animal; Size: 1; Effective Level: 1
  Defenses
  HP: 9 | MP: — | Soak: 2
  Defense: 24 (VM: 25) | Avoid: 26 (VM: 27)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 18 (VM: 19)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Bite 8k4 (4k3 piercing damage)
  Space: 1x1 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 3, RES: 1, SRT: 2, AGI: 8, LUK: 2
  Feats: Skill Focus (Acrobatics)
  Skills: Acrobatics 8k4+1, Stealth 8k4+1
  Gear: N/A
  Language: N/A
  Special Abilities: Prehensile Tail, Quick Getaway
  Prehensile Tail: Monkeys can use their tail in order to hold things in it, as if it were
  their hand.
  Quick Getaway: Monkeys add a bonus equal to their level (+1) on Dodge checks.
  
  Octopus
  Simple monkeys who possess prehensile tails and are incredibly sociable animals.
  Octopus
  Animal; Size: 2; Effective Level: 1
  Defenses
  HP: 10 | MP: — | Soak: 3
  Defense: 21 (VM: 22) | Avoid: 20 (VM: 21)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Tentacles: 0
  Offense
  Speed: 4 sq. (Land), 6 sq. (Swim)
  Melee: Bite 5k2 (3k2 piercing damage)
  Melee: Tentacles 5k2 (2k1 bludgeoning damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 3, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 5, LUK: 2
  Feats: Second Wind
  Skills: Acrobatics 5k2+1, Stealth 5k2+1
  Gear: N/A
  Language: N/A
  Special Abilities: Ink, Tentacle Grasp
  Ink: An octopus can emit an ink cloud around itself as a swift action, granting itself
  concealment for 1 minute.
  Tentacle Grasp: As a full-round action an octopus can attempt to grasp a foe with all
  of its tentacles at once. This attack is made at a 7k4 instead of its normal 5k2 on
  tentacles.
  
  Porcupine
  Rodents covered in many quills who use these quills as a means of defense against
  predators.
  Porcupine
  Animal; Size: 1; Effective Level: 1
  Defenses
  HP: 10 | MP: — | Soak: 2
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Tail Slam 4k2 (1k1 bludgeoning and piercing damage)
  Space: 1x1 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Advantageous Size
  Skills: Acrobatics 4k2+1, Stealth 4k2+1
  Gear: N/A
  Language: N/A
  Special Abilities: Quills, Shoot Quills
  Quills: When struck by an opponent’s natural weapon or unarmed strike, they take 1
  point of piercing damage (bypassing Soak).
  Shoot Quills: Porcupines can make a ranged attack with their quills, this attack is
  made at a 4k2, and deals 4k2 points of piercing damage. This has a range of 3 squares.
  
  Rabbit
  Quick rodents who are filled with an unnatural amount of luck and speed.
  Rabbit
  Animal; Size: 1; Effective Level: 1
  Defenses
  HP: 7 | MP: — | Soak: 2
  Defense: 32 (VM: 33) | Avoid: 33 (VM: 34)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 16 (VM: 17)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 10 sq. (Land)
  Melee: Bite 8k4 (1k1 piercing damage)
  Space: 1x1 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 1, RES: 1, SRT: 1, AGI: 8, LUK: 8
  Feats: Advantageous Size
  Skills: Acrobatics 8k4+1, Stealth 8k4+1
  Gear: N/A
  Language: N/A
  Special Abilities: Burst of Speed, Charmed Life
  Burst of Speed: Rabbits can, once per day, grant themselves a 20 sq. Move speed for
  1 round.
  Charmed Life: Rabbits can once per day survive from a lethal attack at 1 HP, however
  their move speed is at 5 squares and their Defense/Avoid is halved (Def: 16 | Avo: 16)
  
  Racoon
  Cunning little rodents who steal from humans and use their wit to get out of
  situations.
  Racoon
  Animal; Size: 1; Effective Level: 1
  Defenses
  HP: 7 | MP: — | Soak: 2
  Defense: 22 (VM: 23) | Avoid: 22 (VM: 23)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 16 (VM: 17)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 10 sq. (Land)
  Melee: Bite 6k3 (1k1 piercing damage)
  Space: 1x1 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 1, RES: 1, SRT: 2, AGI: 6, LUK: 2
  Feats: Improved Maneuver (Steal)
  Skills: Acrobatics 6k3+1, Stealth 6k6+1
  Gear: N/A
  Language: N/A
  Special Abilities: Sneaky, Grasping Hands
  Sneaky: Racoons gain a +2 to their keep dice on stealth.
  Grasping Hands: Racoons gain a +2 to their keep dice on Steal attempts.
  
  Rhinoceros
  Horned animals who charge enemies with their horns as a means of defense.
  Rhinoceros
  Animal; Size: 5; Effective Level: 5
  Defenses
  HP: 15 | MP: — | Soak: 6
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 21 (VM: 22)
  Head: 1 | Body: 4 | Arms: 1 | Legs: 1
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 8k3 (6k3 piercing damage, 4 PEN), Brutish, Savage
  Space: 2x2 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 2, LUK: 1
  Feats: Power Strike, Lunge, Weapon Focus (Simple)
  Skills: Acrobatics 6k3+5, Stealth 6k6+5
  Gear: N/A
  Language: N/A
  Special Abilities: Devastating Gore, Defensive Stance
  Devastating Gore: On a charge, Rhinoceros deal +2k1 damage and gain +2 PEN.
  Defensive Stance: As a move action the Rhinoceros can give itself a +2 Deflection to
  all body parts.
  
  Shark
  Aquatic predators who tear through foes with their razor-like teeth.
  Shark
  Animal (Aquatic); Size: 5; Effective Level: 3
  Defenses
  HP: 11 | MP: — | Soak: 6
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Tail: 0
  Offense
  Speed: 12 sq. (Swim)
  Melee: Bite 6k3 (6k3 piercing damage, 3 PEN), Brutish, Savage
  Space: 2x2 | Reach: 2
  Statistics
  STR: 6, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Power Strike, Cleave
  Skills: Acrobatics 6k3+3, Fortitude 4k2+3
  Gear: N/A
  Language: N/A
  Special Abilities: Razor Bite, Taste of Blood
  Razor Bite: Sharks can make a single bite as a full-round action, increasing attack and
  damage by +2k2.
  Taste of Blood: After a successful bite attack, Sharks gain a +1k1 to their attack rolls
  and gain a +1 to Soak for 1d5+1 rounds.
  
  Tyrannosaurus
  Ancient predators who bite into the flesh of their foes, tearing them bit by bit and
  devouring their flesh.
  Tyrannosaurus
  Animal; Size: 7; Effective Level: 10
  Defenses
  HP: 20 | MP: — | Soak: 8
  Defense: 20 (VM: 21) | Avoid: 20 (VM: 21)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 23 (VM: 24)
  Head: 2 | Body: 5 | Arms: 0 | Legs: 1
  Offense
  Speed: 8 sq. (Land)
  Melee: Bite 12k6 (13k5 piercing damage, 8 PEN), Brutish, Savage, Powerful
  Space: 4x4 | Reach: 4
  Statistics
  STR: 10, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 5, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved
  (Simple), Power Strike
  Skills: Feats of Strength 10k5+10, Fortitude 10k5+10
  Gear: N/A
  Language: N/A
  Special Abilities: Ferocious, Shrug Off
  Ferocious: The Tyrannosaurus critically hits with its bite when it rolls 50% over
  someone’s Defense rather than the standard double.
  Shrug Off: Once per encounter the Tyrannosaurus can reduce damage dealt to it until
  its next turn by half.
  
  Velociraptor
  Ancient predators who bite into the flesh of their foes, tearing them bit by bit and
  devouring their flesh.
  Velociraptor
  Animal; Size: 3; Effective Level: 4
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 22 (VM: 23) | Avoid: 22 (VM: 23)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 12 sq. (Land)
  Melee: Bite 6k3 (6k3 piercing damage, 2 PEN), Finesse
  Melee: 2 Talons 6k3 (5k2 slashing damage, 4 PEN), Finesse, Parrying
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 1, SRT: 2, AGI: 6, LUK: 2
  Feats: Step Up, Improved Initiative
  Skills: Acrobatics 6k3+4, Stealth 6k3+4
  Gear: N/A
  Language: N/A
  Special Abilities: Raptor Pounce, Unscathed
  Raptor Pounce: If both talons hit on their attack rolls, one damage is rolled instead
  an this damage is rolled at 7k4 damage instead.
  Unscathed: If an area of effect fails to hit a Velociraptor and it would normally deal
  half damage on a failed hit, it instead deals no damage.
  
  Construct
  Artificial creations given a form of sentience that lacks life, Constructs come in many
  shapes and sizes. Most resemble everyday objects or use everyday gear in their
  construction. Constructs also include robots and AI, creations of humans for the sake
  of servitude. Robots and AI sometimes have their own sentience beyond pre-set
  commands given to them by their creator.
  Features
  
  8 HP (HP progression as per Soldier) | +2 Soak
  
  Attacks per Level as per Soldier (with weapons only)
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Constructs add double their Size to HP.
  
  Most constructs do not possess a soul, and thus lack Magic or Resistance scores.
  
  Constructs have 0 Endurance and their Endurance cannot advance beyond 0.
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Not healed/harmed by holy or unholy energy, and cannot be resurrected.
  
  Immune to affects vs. BD/MD unless they’d affect objects; also immune to disease,
  fatigue, exhaustion, nonlethal damage, mind-affecting effects, paralysis, sleep,
  and poison effects.
  
  Constructs do not need to breathe, eat, or sleep.
  Construct Creatures
  
  Adamantine Golem
  
  Assassin Droid
  
  Assault Droid
  
  Assistant Droid
  
  Blackout Droid
  
  Colossus
  
  Highlander
  
  Homunculus
  
  Mithral Golem
  
  Rogue AI
  
  Service Drone
  
  Steel Golem
  
  Tank Droid
  
  The Steelworks
  
  Vehicle Bot
  
  Adamantine Golem
  Constructed with the purpose of defending high priority zones (such as mage colleges,
  and rich kingdoms), Adamantine Golems are incredible tough to even damage.
  Adamantine Golem
  Construct (Golem); Size: 6; Effective Level: 10
  Defenses
  HP: 29 | MP: — | Soak: 10
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 8 | Body: 14 | Arms: 10 | Legs: 10
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 12k6 (11k5 bludgeoning damage, 2 PEN), Brutish
  Space: 3x3 | Reach: 3
  Statistics
  STR: 10, MAG: —, END: —, RES: —, SRT: 1, AGI: 1, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved
  (Simple), Step Up
  Skills: Acrobatics 10k5+10, Feats of Strength 10k5+10
  Gear: N/A
  Language: English (or another Human Language)
  Special Abilities: Adamantine Shell, Savage Strike
  Adamantine Shell: The Adamantine Golem receives a +2 to Soak and gain a +2 to the
  Penetration of its natural attacks.
  Savage Strike: As a full-round action the Adamantine Golem can grant itself a +4k2 on
  a attack and damage until its next attack, and make an attack as a free action
  directly after granting itself the bonus.
  
  Assassin Droid
  Assassin Droids are specifically constructed to sneak into certain areas and ‘deal’ with
  a target in the most discrete way possible.
  Assassin Droid
  Construct (Droid); Size: 4; Effective Level: 6
  Defenses
  HP: 21 | MP: — | Soak: 6
  Defense: 25 (VM: 25) | Avoid: 22 (VM: 22)
  Mental Defense: 21 (VM: 21) | Bodily Defense: 15 (VM: 15)
  Head: 2 | Body: 6 | Arms: 4 | Legs: 4
  Offense
  Speed: 8 sq. (Land)
  Melee: 2 Wakizashi 8k4 (6k4 slashing or piercing damage), Deadly, Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: —, RES: —, SRT: 6, AGI: 6, LUK: 1
  Feats: Two-Weapon Fighting, Whirlwind of Blades, Weapon Focus (Swords)
  Skills: Acrobatics 6k3+6, Stealth 6k3+6
  Gear: 2 Wakizashi
  Language: English (or another Human Language)
  Special Abilities: Arm-Mounted Blades, Slashing Malice
  Arm-Mounted Blades: Assassin Droids cannot be disarmed of their mounted weapons
  due to them being embedded within their arms. The arm must instead be cut off. In
  addition to this, they gain a +1k1 to attack and damage with the weapons wielded.
  Slashing Malice: If both of the Assassin Droid’s attacks hit, it is counted as having a
  Penetration equal to its Agility plus 1/2 level (PEN 9 in this case), and the weapons
  also gain the Savage quality (they deal at least 1 damage on a hit, minimum).
  
  Assault Droid
  Assault Droids are programmed to defend locations from threats, and are often
  sentries at high profile locations such as government buildings.
  Assault Droid
  Construct (Droid); Size: 4; Effective Level: 5
  Defenses
  HP: 20 | MP: — | Soak: 6
  Defense: 17 (VM: 17) | Avoid: 14 (VM: 14)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 4 | Body: 8 | Arms: 5 | Legs: 5
  Offense
  Speed: 6 sq. (Land)
  Melee: Greataxe 10k5 (11k6 slashing damage), +2 STR, Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: —, END: —, RES: —, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus (Axes), Weapon Specialization (Axes), Step Up
  Skills: Acrobatics 10k5+5, Feats of Strength 10k5+5
  Gear: Greataxe
  Language: English (or another Human Language)
  Special Abilities: Logical Ferocity, Step Up with Malice
  Logical Ferocity: Once per encounter as a free action an Assault Droid can enter a
  state of logical focus that terrifies enemies. While in this state the Assault Droid
  receives a +2 bonus to attack and damage. This lasts for 5 rounds.
  Step Up with Malice: If an Assassin Droid uses its Step Up ability, the opponent takes
  1 point of damage (bypasses Soak).
  
  Assistance Droid
  Used in households and as servants or diplomats, Assistance Droids are ill-suited for
  combat, and if they get into a fight it is because someone is attacking them and not
  the other way around.
  Assistance Droid
  Construct (Droid); Size: 4; Effective Level: 2
  Defenses
  HP: 17 | MP: — | Soak: 6
  Defense: 19 (VM: 19) | Avoid: 13 (VM: 13)
  Mental Defense: 22 (VM: 22) | Bodily Defense: 16 (VM: 16)
  Head: 4 | Body: 8 | Arms: 5 | Legs: 5
  Offense
  Speed: 6 sq. (Land)
  Melee: Laser Pistol 1k1 (6k3 fire damage), Semi, Accurate
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: —, RES: —, SRT: 6, AGI: 1, LUK: 6
  Feats: Skill Focus (Persuasion)
  Skills: Deception 6k3+2, Persuasion 6k3+2
  Gear: Laser Pistol
  Language: English (or another Human Language) and 3 other languages
  Special Abilities: Programmed Knowledge, Assistance
  Programmed Knowledge: If an Assistance Droid rolls a knowledge check, they can
  default to a result of 20 rather than roll.
  Assistance: Assistance Droids can grant an ally a +2 on their next roll. This doesn’t
  stack with itself if multiple Assistance Droids attempt to help.
  
  Blackout Droid
  These droids are loaded with a black powder which can be released on command
  known as “Blackout Powder”, this powder obscures vision for those within it.
  Blackout Droid
  Construct (Droid); Size: 4; Effective Level: 2
  Defenses
  HP: 17 | MP: — | Soak: 6
  Defense: 21 (VM: 21) | Avoid: 22 (VM: 22)
  Mental Defense: 17 (VM: 17) | Bodily Defense: 15 (VM: 15)
  Head: 0 | Body: 4 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: Longsword 6k3 (6k3 slashing damage), +1 STR
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: —, END: —, RES: —, SRT: 2, AGI: 6, LUK: 1
  Feats: Weapon Focus (Swords)
  Skills: Acrobatics 6k3+2, Stealth 6k3+2
  Gear: Longsword
  Language: English (or another Human Language)
  Special Abilities: Blackout Powder, Assistance
  Blackout Powder: As a swift action Blackout Droids can release this powder in a 4
  square radius surrounding them. All creatures within this radius except for the
  Blackout Droid and those with Darkvision are blind.
  Assistance: Assistance Droids can grant an ally a +2 on their next roll. This doesn’t
  stack with itself if multiple Assistance Droids attempt to help.
  
  Colossus
  Gigantic constructs crafted with the defense of high profile targets in mind. Examples
  include immense arcane libraries, or the buildings of world leaders.
  Colossus
  Construct (Colossus); Size: 10; Effective Level: 10
  Defenses
  HP: 37 | MP: — | Soak: 12
  Defense: 16 (VM: 16) | Avoid: 17 (VM: 17)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 14 | Body: 14 | Arms: 14 | Legs: 14
  Offense
  Speed: 6 sq. (Land)
  Melee: Slam 14k7 (12k7 bludgeoning damage), Brutish, Savage
  Space: 6x6 | Reach: 6
  Statistics
  STR: 12, MAG: —, END: —, RES: —, SRT: 1, AGI: 1, LUK: 1
  Feats: Weapon Focus + Improved (Simple),Weapon Specialization + Improved (Simple),
  Step Up
  Skills: Acrobatics 12k6+10, Feats of Strength 12k6+10
  Gear: N/A
  Language: English (or another Human Language)
  Special Abilities: Power Smash, Blow Back
  Power Smash: Colossus deal half damage on a missed Slam attack.
  Blow Back: On a successful hit with a Colossus’ Slam attack, characters below Size 8
  are pushed back a number of squares equal to 1d10 + its Strength (12).
  
  Highlander
  Golems created to serve Scottish lords, Highlanders focus in the Lochaber Axe and
  specialize in destroying their opponents and their gear.
  Highlander
  Construct (Golem); Size: 4; Effective Level: 5
  Defenses
  HP: 20 | MP: — | Soak: 6
  Defense: 19 (VM: 19) | Avoid: 18 (VM: 18)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 2 | Body: 8 | Arms: 5 | Legs: 5
  Offense
  Speed: 6 sq. (Land)
  Melee: Lochaber Axe 10k4 (9k6 slashing damage, 4 PEN), Reach, Sunder, Brutish
  Space: 1x1 | Reach: 1 (2 with Lochaber Axe)
  Statistics
  STR: 8, MAG: —, END: —, RES: —, SRT: 1, AGI: 4, LUK: 1
  Feats: Weapon Focus (Axes), Weapon Specialization (Axes), Improved Maneuver
  (Sunder)
  Skills: Acrobatics 8k4+5, Feats of Strength 8k4+5
  Gear: Lochaber Axe
  Language: English (or another Human Language)
  Special Abilities: Swinging Reach, Midair Pierce
  Swinging Reach: As a full-round action a Highlander can attack all enemies within 2
  squares of them with a single attack.
  Midair Pierce: As a standard action a Highlander can jump in the middle of their
  movement action (ending their movement action) and stab or slash downwards with
  their Lochaber Axe. This attack is made at a +2k2 to both attack and damage,
  however for the remainder of the round the Highlander takes a -4 to Defense/Avoid.
  
  Homunculus
  Artificial life created by Alchemists with the goal of being servants similar to devil
  worshipers employing imps as their lesser demon allies.
  Homunculus
  Construct (Homunculus); Size: 3; Effective Level: 4
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 22 (VM: 22) | Avoid: 22 (VM: 22)
  Mental Defense: 19 (VM: 19) | Bodily Defense: 15 (VM: 15)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Bite 6k3 (3k2 piercing damage, 1 PEN)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: —, RES: —, SRT: 4, AGI: 6, LUK: 2
  Feats: Skill Focus (Knowledge {Magic}), Inspiration
  Skills: Knowledge (Magic) 4k2+8, Stealth 6k3+4
  Gear: N/A
  Language: N/A
  Special Abilities: Telepathy, Artificial Knowledge
  Telepathy: Homonculi cannot speak, but instead can communicate with their master
  telepathically. This requires the Homonculi to either be within line of sight, or if it
  cannot be seen it must be within 100 squares.
  Artificial Knowledge: Homonculi receive a +4 on all Knowledge checks.
  
  Mithral Golem
  Golems forged from mithral, these magically enhanced golems have a natural
  resistance to spells despite their lack of a soul.
  Mithral Golem
  Construct (Golem); Size: 4; Effective Level: 8
  Defenses
  HP: 23 | MP: — | Soak: 6
  Defense: 23 (VM: 33) | Avoid: 26 (VM: 36)
  Mental Defense: 16 (VM: 26) | Bodily Defense: 15 (VM: 25)
  Head: 4 | Body: 8 | Arms: 5 | Legs: 5
  Offense
  Speed: 12 sq. (Land)
  Melee: Mithral Estoc 11k4 (9k4 piercing damage, 8 PEN), Finesse, +1 Agility
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: —, RES: —, SRT: 1, AGI: 8, LUK: 1
  Feats: Weapon Focus (Swords), Weapon Specialization (Swords), Step Up, Stinging Jab
  Skills: Acrobatics 8k4+8, Stealth 8k4+8
  Gear: Mithral Estoc
  Language: English (or another Human Language)
  Special Abilities: Mithral Resistances, Advantageous Stab
  Mithral Resistances: Mithral Golems receive a +10 to all Defenses against spells
  (factored into the VM Defenses above), and have Spell Resistance 25.
  Advantageous Stab: Mithral Golems receive a bonus equal to half their Agility on
  Penetration (+4 normally).
  
  Rogue AI
  An AI which has broken off from its primary programming in lieu of causing as much
  chaos and destruction as it can, or more frighteningly, for greater goals such as
  domination.
  Rogue AI
  Construct (AI); Size: —; Effective Level: 5
  Defenses
  HP: 12 | MP: — | Soak: 1
  Defense: 15 (VM: 15) | Avoid: 10 (VM: 10)
  Mental Defense: 25 (VM: 25) | Bodily Defense: 15 (VM: 15)
  Offense
  Speed: —
  Ranged: Electric Jolt 10k5 (8k4 electricity damage), uses Smarts for attack/damage
  Space: — | Reach: — (6 sq. With Electric Jolt)
  Statistics
  STR: —, MAG: —, END: —, RES: —, SRT: 10, AGI: —, LUK: —
  Feats: Inspiration, Skill Focus (Knowledge [Technology]), Cyber Hacker
  Skills: Knowledge (Technology) 10k5+5, Use Computers 10k5+5
  Gear: N/A
  Language: English (or another Human Language)
  Special Abilities: Formless, Physical Jolt
  Formless: Unless inhabiting a body, Rogue AI cannot be killed through physical means,
  and must be attacked through use of Use Computers skill checks. These skill checks
  are made against their Mental Defense and deal damage equal to 3k2 and adds Smarts
  to damage as if it’s Strength. If inhabiting a body or computer, Rogue AI die when the
  body dies.
  Physical Jolt: If inhabiting a body or computer, the Rogue AI can send out a jolt of
  electricity as an attack. If it is confined to the internet instead, this transforms into
  “Brute Force Hacking”, and increases attack/damage to +2k2.
  
  Service Drone
  Drones created with the sole purpose of servicing civilians, Service Drones are not
  build for combat and try to avoid it as much as possible.
  Service Drone
  Construct (Drone); Size: 2; Effective Level: 1
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 19 (VM: 19) | Avoid: 18 (VM: 18)
  Mental Defense: 17 (VM: 17) | Bodily Defense: 15 (VM: 15)
  Body: 2
  Offense
  Speed: 8 sq. (Fly)
  Melee: Slam 4k2 (2k1 bludgeoning damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: —, RES: —, SRT: 2, AGI: 4, LUK: 1
  Feats: Heightened Senses (Sight)
  Skills: Awareness 2k1+1, Knowledge (Service) 4k3+1
  Gear: N/A
  Language: English (or another Human Language)
  Special Abilities: Knowledge of Service, Self Destruct
  Knowledge of Service: Service Drones receive a +2k2 on Knowledge (Service) checks.
  Self Destruct: As a swift action, Service Drones can self destruct and deal 8k4 fire
  damage to anyone within 2 squares if it hits with an 8k4 attack vs. Avoid (half damage
  on a miss).
  
  Steel Golem
  Powerful golems created from thick slabs of steel. Steel golems are among the
  cheaper options for construct-based defenses, though they’re still expensive.
  Steel Golem
  Construct (Golem); Size: 4; Effective Level: 8
  Defenses
  HP: 23 | MP: — | Soak: 6
  Defense: 17 (VM: 17) | Avoid: 14 (VM: 14)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 0 | Body: 12 | Arms: 3 | Legs: 3
  Offense
  Speed: 4 sq. (Land)
  Melee: Steel Lucerne Hammer 10k4 (10k5+4 bludgeoning damage, 1 PEN), Brace,
  Reach, Sunder, Brutish
  Space: 1x1 | Reach: 1 (2 with Lucerne Hammer)
  Statistics
  STR: 8, MAG: —, END: —, RES: —, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus (Hammer), Weapon Specialization (Hammer), Power Strike,
  Ground Shatter
  Skills: Acrobatics 8k4+8, Feats of Strength 8k4+8
  Gear: Steel Lucerne Hammer
  Language: English (or another Human Language)
  Special Abilities: Powerful Hammer, Sunder Specialist
  Powerful Hammer: Steel Golems treat all Hammers as Brutish.
  Sunder Specialist: Steel Golems can make a Sunder attempt as a free action if they
  successfully hit an opponent with an attack.
  
  Tank Droid
  Quadruped war droids armed with a single plasma cannon on top of it. Its two front
  legs are converted into weaponized claws and shields to deal with up-close enemies.
  Steel Golem
  Construct (Droid); Size: 6; Effective Level: 14
  Defenses
  HP: 33 | MP: — | Soak: 8
  Defense: 15 (VM: 15) | Avoid: 10 (VM: 10)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 15 (VM: 15)
  Head: 2 | Body: 15 | Front Legs: 12 | Back Legs: 6
  Offense
  Speed: 4 sq. (Land)
  Melee: 2 Claws 10k5 (9k3 slashing damage, 2 PEN), Brutish
  Ranged: Plasma Cannon 12k6 (14k9 fire and electricity damage, 15 PEN), Single, 4
  STR for damage
  Space: 3x3 | Reach: 3 (24 sq. With Plasma Cannon)
  Statistics
  STR: 10, MAG: —, END: —, RES: —, SRT: 1, AGI: 10, LUK: 1
  Feats: Elbow Shove, Lasting Strike, Overload Shot, Weapon Focus + Improved (Plasma
  Cannon), Provoking Fire, Slow and Steady
  Skills: Acrobatics 10k5+14, Feats of Strength 10k5+14
  Gear: Plasma Cannon
  Language: English (or another Human Language)
  Special Abilities: Lumbering Mass, Plasma Beam
  Lumbering Mass: Tank Droids do not add their Agility to any Defenses or skills,
  however they do add it to attacks.
  Plasma Beam: As a full-round action a Tank Droid can instead attack with the Plasma
  Cannon, affecting a 6 square line in front of it and dealing half damage on a miss.
  
  The Steelworks
  This walking factory is renown and feared for starting wars with humans forever ago
  before going into hiding after a tremendous defeat. Rather than attack, it mass-
  produces golems to fight for it at a rapid pace…
  The Steelworks
  Construct (Colossus); Size: 10; Effective Level: 30
  Defenses
  HP: 57 | MP: — | Soak: 12
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 25 (VM: 25) | Bodily Defense: 15 (VM: 15)
  Body: 25
  Offense
  Speed: 2 sq. (Land)
  Melee: Slam 10k6 (7k4 bludgeoning damage), Brutish
  Space: 6x6 | Reach: 6
  Statistics
  STR: 10, MAG: —, END: —, RES: —, SRT: 10, AGI: 1, LUK: 1
  Feats: All at Once, Bludgeoning Strike, Improved Initiative, Lasting Strike, Slippery
  Mind, Just as Planned, Brutal Strike, Cornered Brawler, Dominating Presence,
  Interposing Block, Peacekeeper, Skill Focus (Use Computers), Inspiration, Second Wind,
  Strengthened Recovery
  Skills: Knowledge (Technology) 10k5+30, Use Computers 10k5+30
  Gear: 10 Plasma Grenades
  Language: All Human Languages
  Special Abilities: Mass Creation, Scrounge Resources
  Mass Creation: By spending a full-round action, The Steelworks can create a construct
  using materials within its possession. These materials refresh after an encounter (if it
  survives the encounter). The Steelworks possesses 50 Resource Points, and can spend
  these Resource Points to craft a construct of a lower level than it, the cost for
  creating the construct is equal to half its level in Resource Points.
  Scrounge Resources: The Steelworks can, as a full-round action, forcibly suck in
  materials to replenish its Resource Points. These materials must be any type of metal,
  rock, ore, or other material which constructs are made of (except organics).
  
  Vehicle Bot
  A robot’s AI inhabiting a car, these robots are meant to service organic beings by
  driving them from one destination to another.
  Vehicle Bot
  Construct (Robot); Size: 6; Effective Level: 4
  Defenses
  HP: 23 | MP: — | Soak: 8
  Defense: 23 (VM: 23) | Avoid: 26 (VM: 26)
  Mental Defense: 17 (VM: 17) | Bodily Defense: 15 (VM: 15)
  Hull: 25
  Offense
  Speed: 44 sq. (Land)
  Melee: Slam 8k4 (6k3 bludgeoning damage)
  Space: 3x3 | Reach: 1
  Statistics
  STR: 4, MAG: —, END: —, RES: —, SRT: 2, AGI: 8, LUK: 1
  Feats: Skill Focus (Drive), Skill Focus (Use Computers)
  Skills: Drive 8k4+4, Use Computers 2k1+4
  Gear: N/A
  Language: English (or any Human Language)
  Special Abilities: Motor Propulsion, Scrounge Resources
  Motor Propulsion: As with a regular car, Vehicle Bots require gasoline in order to run.
  This gives them a life of 12 hours before they need refueling. Gasoline bots cannot be
  revived if destroyed by putting in gasoline, however a still-running Vehicle Bot
  recovers 5 HP if damaged and given gasoline.
  Scrounge Resources: The Steelworks can, as a full-round action, forcibly suck in
  materials to replenish its Resource Points. These materials must be any type of metal,
  rock, ore, or other material which constructs are made of (except organics).
  
  Dragon
  One of the most ancient mortal beings in the galaxy, the innate strength Dragons
  possess allows them to rival many other mortal beings and even some immortals.
  Dragons end up being some of the most commonly represented and revered mortal
  beings in the galaxy, and calling someone dragon-like is understood to be a
  compliment due to the incredible strength behind dragon-kind. Alternatively it can be
  an insult to call someone a wyvern, equating them to a beast that looks honorable,
  but is truly a savage on the inside.
  Features
  
  10 HP (HP progression as per Soldier) | +2 Soak
  
  Attacks per Level as per Soldier (with weapons only)
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Darkvision 12 squares
  
  Immunity to magical sleep effects and paralysis
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Dragons breathe, eat, and sleep
  Dragon Creatures
  
  Corruption Dragon
  
  Damnation Dragon
  
  Death Dragon
  
  Dream Dragon
  
  Elder Dragon
  
  Famine Dragon
  
  Mystical Dragon
  
  Peace Dragon
  
  Pestilence Dragon
  
  Purity Dragon
  
  Soul Dragon
  
  Soulless Dragon
  
  Starflight Dragon
  
  Venom Dragon
  
  War Dragon
  
  Corruption Dragon
  Born from the chaotic and destructive forces of corruption, Corruption Dragons are
  driven mad due to their immense power and inability to control it.
  Corruption Dragon
  Dragon (Corruption); Size: 8; Effective Level: 10
  Defenses
  HP: 27 | MP: — | Soak: 10
  Defense: 26 (VM: 32) | Avoid: 14 (VM: 20)
  Mental Defense: 20 (VM: 26) | Bodily Defense: 23 (VM: 29)
  Head: 4 | Body: 12 | Arms: 6 | Legs: 6
  Offense
  Speed: 6 sq. (Land), 8 sq. (Fly)
  Melee: Bite 8k4 (10k5 piercing and corruption damage, 5 PEN), Brutish, Savage
  Melee: 2 Claws 8k4 (10k3 slashing damage), Brutish
  Melee: 2 Wings 8k4 (10k3 bludgeoning damage), Brutish
  Melee: Tailslap 8k4 (10k4 bludgeoning damage), Brutish
  Space: 5x5 | Reach: 5
  Statistics
  STR: 8, MAG: 4, END: 8, RES: 6, SRT: 5, AGI: 2, LUK: 2
  Feats: Shake it Off, Just as Planned, Tough it Out, Limb Breaker, Power Strike
  Skills: Feats of Strength 8k4+10, Fortitude 8k4+10
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Corrupting Aura, Corrupting Bite
  Corrupting Aura: As a swift action all enemies within 6 squares take 1 point of
  corruption damage (bypassing Soak, but not Corruption Resistance if any).
  Corrupting Bite: Corruption Dragons deal corruption damage on their bite in addition
  to piercing damage, and also receive a +2k2 to attack and damage on bite attacks.
  
  Damnation Dragon
  Dragons which guard the gates leading into hell, these fiends are the embodiment of
  one of the seven deadly sins, and gain power from their sinful strength.
  Damnation Dragon
  Dragon (Demon); Size: 8; Effective Level: 18
  Defenses
  HP: 37 | MP: — | Soak: 10
  Defense: 19 (VM: 27) | Avoid: 18 (VM: 26)
  Mental Defense: 21 (VM: 29) | Bodily Defense: 25 (VM: 33)
  Head: 3 | Body: 10 | Arms: 6 | Legs: 6
  Offense
  Speed: 6 sq. (Land), 8 sq. (Fly)
  Melee: Bite 10k5 (11k5 piercing and fire damage), Brutish, Savage
  Melee: 2 Claws 10k5 (11k3 slashing damage), Brutish
  Melee: 2 Wings 10k5 (11k3 bludgeoning damage), Brutish
  Melee: Tailslap 10k5 (11k4 bludgeoning damage), Brutish
  Space: 5x5 | Reach: 5
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 8, SRT: 6, AGI: 4, LUK: 1
  Feats: All-Out Attack, Great Charge, Cornered Brawler, Slippery Mind, Shake it Off,
  Just as Planned, Power Strike, Cleave, Bludgeoning Strike
  Skills: Feats of Strength 10k5+18, Fortitude 10k5+18
  Gear: N/A
  Language: English, Draconic, Demonic
  Special Abilities: Pits of Hell, Summon Undead
  Pits of Hell: Damnation Dragons are immune to fire and unholy damage, have a
  weakness towards holy damage (and are affect as if they’re undead). In addition to
  this, weapons made of Mithral increase their Penetration against the Damnation
  Dragon by 4.
  Summon Undead: As a standard action the Damnation Dragon can summon 10
  zombies or 10 skeletons. This can be done once per encounter.
  
  Death Dragon
  Infused with the power of the Horseman of Death, Death Dragons come to those
  whose time has been decided and slay their targets with their mystical power.
  Death Dragon
  Dragon (Horseman); Size: 8; Effective Level: 14
  Defenses
  HP: 29 | MP: 28 | Soak: 10
  Defense: 21 (VM: 29) | Avoid: 22 (VM: 30)
  Mental Defense: 21 (VM: 29) | Bodily Defense: 21 (VM: 29)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 12 sq. (Fly)
  Melee: Bite 12k5 (11k6 unholy damage), Æther
  Melee: 2 Claws 12k5 (11k3 unholy damage), Æther
  Melee: 2 Wings 12k5 (11k3 unholy damage), Æther
  Melee: Tailslap 12k5 (11k5 unholy damage), Æther
  Space: 5x5 | Reach: 5
  Statistics
  STR: 6, MAG: 10, END: 6, RES: 8, SRT: 6, AGI: 6, LUK: 1
  Feats: Elemental Focus (Unholy), Intense Spell, Selective Spell, Weapon Focus
  (Simple), Magic Parry, Godless Resistance, Second Wind
  Skills: Spellcraft 6k3+14, Use Magic Device 10k5+14
  Gear: N/A
  Language: English, Draconic, Nectrotis
  Special Abilities: Ghostly Dragon, Death’s Kiss, Death Casting
  Ghostly Dragon: Death Dragons are incorporeal, and thus can only be harmed by
  specific kinds of weapons. Weapons with magical enhancements, weapons made from
  mithral, platinum, or silver, and weapons that deal non-physical damage are able to
  hurt the Death Dragon. Despite their Godless Resistance feat, they’re still harmed by
  holy damage, however they’re not healed by unholy healing.
  Death’s Kiss: If a Death Dragon brings an enemy down to 0 HP, they are instantly slain
  and revert to nothingness. Their soul passes on to an afterlife of choice by the Death
  Dragon. After killing an opponent, the Death Dragon recovers all of its HP.
  Death Casting: Death Dragons can cast Unholy Chaplain spells as if they were a 14th
  level Chaplain.
  
  Dream Dragon
  The peaceful and contrasting enemies of Nightmare Dragons, Dream Dragons are
  known to patrol the psychic expanses, maintaining order among dreamers.
  Dream Dragon
  Dragon (Dream); Size: 6; Effective Level: 10
  Defenses
  HP: 25 | MP: — | Soak: 8
  Defense: 17 (VM: 27) | Avoid: 14 (VM: 24)
  Mental Defense: 25 (VM: 35) | Bodily Defense: 21 (VM: 31)
  Head: 2 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 8 sq. (Fly)
  Ranged: Psychic Glut 12k6 (13k5 psychokinetic damage), Use Smarts for to-hit and
  damage, attacks Mental Defense
  Space: 3x3 | Reach: 3 (8 sq. With Psychic Glut)
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 10, SRT: 10, AGI: 2, LUK: 1
  Feats: Mindscape Specialist, Weapon Focus + Improved (Psychic Glut), Weapon
  Specialization (Psychic Glut)
  Skills: Knowledge (Magic) 10k5+10, Spellcraft 10k5+10
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Dream Influence, Psychic Form, Dream Breath
  Dream Influence: Dream Dragons exist on another realm entirely - the realm of
  dreams and psychic phenomenon. Because of this, they can only affect those who are
  sleeping. Dream Dragons cannot adversely affect targets unless they have entered the
  psychic expanse through unorthodox means (not being asleep or meditating).
  Psychic Form: Dream Dragons can manifest themselves in the real world as a psychic
  spirit. This form can be affected physically, and if it dies, the Dream Dragon dies
  permanently. While within this form, its Dream Influence ability transforms into
  Dream Breath as listed below.
  Dream Breath: As a standard action the Dream Dragon can breath a 6 square cone
  and make an attack against all opponents within the cone using its Psychic Glut attack
  roll against Mental Defense. Those whose Mental Defense are hit fall asleep for 10
  rounds minus their level (minimum of 1 round). This can only be used in its Psychic
  Form.
  
  Elder Dragon
  The most powerful of dragons that exist, Elder Dragons are incredibly old and wise.
  Their power comes from their age, and the sheer amount of time dedicated to their
  craft.
  Elder Dragon
  Dragon (Elder); Size: 10; Effective Level: 30
  Defenses
  HP: 108 | MP: — | Soak: 12
  Defense: 40 (VM: 45) | Avoid: 21 (VM: 26)
  Mental Defense: 26 (VM: 31) | Bodily Defense: 34 (VM: 39)
  Head: 4 | Body: 10 | Arms: 5 | Legs: 5
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Bite 20k10 (16k11 piercing damage), Brutish, Savage
  Melee: 2 Claws 20k10 (16k9 slashing damage), Brutish
  Melee: 2 Wings 20k10 (16k9 bludgeoning damage), Brutish
  Melee: Tailslap 20k10 (16k10 bludgeoning damage), Brutish, Savage
  Space: 6x6 | Reach: 6
  Statistics
  STR: 20, MAG: 2, END: 18, RES: 5, SRT: 10, AGI: 5, LUK: 4
  Feats: Dominating Presence, Jaded, Never Give Up, Second Wind, All-Out Attack,
  Blood Bath, Power Strike, Just as Planned, Brutal Strike, Tough it Out, Great Charge,
  Bludgeoning Strike, One on One Thousand, Improved Initiative, Lone Wolf
  Skills: Acrobatics 20k10+30, Feats of Strength 20k10+30
  Enemy Powers: Incredible Vitality (Standard), Zealous Vitality (Epic)
  Gear: N/A
  Language: All human languages, Draconic
  Special Abilities: Elder Breath, Elder Lineage
  Elder Breath: As a standard action, Elder Dragons can use a breath weapon in an 8
  square cone that deals 18k9 for to-hit and damage (based on Endurance). The damage
  from this breath weapon is untyped.
  Elder Lineage: Only one Elder Dragon can exist at one time, and this Elder Dragon
  possesses control over other dragons. Elder Dragons can control other dragon’s minds
  as a standard action with no roll required, however creatures not of the dragon type
  that have draconic blood (such as Half Dragons) are unaffected.
  Despite their immense strength, Elder Dragons possess a weakness towards certain
  weapons designed to destroy them. These weapons are known as Dragonslaying
  weapons, and deal quadruple damage to Elder Dragons.
  Dragonslaying is a magical property that can be added to a weapon for 12,000 G.
  Dragonslaying weapons gain a +3k2 bonus to-hit and damage against creatures of the
  Dragon type, and increase their Penetration against Dragons by +8.
  
  Famine Dragon
  Dragons infused with power from the horseman Famine, these dragons have power to
  cause their enemies to go hungry and starve.
  Famine Dragon
  Dragon (Horseman); Size: 5; Effective Level: 8
  Defenses
  HP: 23 | MP: — | Soak: 7
  Defense: 18 (VM: 20) | Avoid: 14 (VM: 16)
  Mental Defense: 19 (VM: 21) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 10k4 (7k4 piercing damage), Brutish
  Melee: 2 Claws 10k4 (6k3 slashing damage), Brutish
  Melee: 2 Wings 10k4 (6k3 bludgeoning damage), Brutish
  Melee: Tailslap 10k4 (6k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 2, SRT: 4, AGI: 2, LUK: 2
  Feats: Weapon Focus (Simple), Never Give Up, Second Wind, Just as Planned
  Skills: Acrobatics 8k4+8, Feats of Strength 8k4+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Presence of Famine, Devour
  Presence of Famine: All enemies within 3 squares of the Famine Dragon begin to
  starve (if they must eat in order to survive), and immediately must make a Fortitude
  check (DC 21, this DC is equal to 15 + Famine Dragon’s END) or start taking 2 damage
  (bypassing Soak) for every round they stay within the aura.
  Devour: On a Famine Dragon’s bite attack, upon dealing damage they recover an
  amount of HP equal to half damage dealt (after Soak). This can only be used once
  against the same target within the same combat.
  
  Mystical Dragon
  Magically inclined dragons possessing spells - Mystical Dragons are among the
  physically weakest of their kind.
  Mystical Dragon
  Dragon (Mystical); Size: 4; Effective Level: 8
  Defenses
  HP: 19 | MP: 22 | Soak: 6
  Defense: 17 (VM: 25) | Avoid: 14 (VM: 22)
  Mental Defense: 21 (VM: 29) | Bodily Defense: 17 (VM: 25)
  Head: 0 | Body: 4 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Gore 8k4 (7k4 arcane damage), Æther
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 8, END: 2, RES: 8, SRT: 6, AGI: 2, LUK: 1
  Feats: Silent Casting, Elemental Spell, Selective Spell, Spell Bleed
  Skills: Knowledge (Magic) 6k3+8, Spellcraft 6k3+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Natural Spellcaster, Mystic Jaunt
  Natural Spellcaster: Mystical Dragons can cast any spell of any type, counting
  themselves as an 8th level caster for each spellcasting list.
  Mystic Jaunt: Mystical Dragons can move through walls as if they were incorporeal,
  despite not being incorporeal. In addition to this, they can spend a move action once
  per round to teleport a number of squares equal to their Magic stat (8 squares). The
  square that they wish to teleport to must be within their line of sight.
  
  Peace Dragon
  Dragons who seek to spread peace and nonviolence among peoples, Peace Dragons
  choose not to initiate combat, only defending themselves and allies when in dire need.
  Peace Dragon
  Dragon (Virtue); Size: 6; Effective Level: 8
  Defenses
  HP: 23 | MP: — | Soak: 8
  Defense: 20 (VM: 24) | Avoid: 19 (VM: 23)
  Mental Defense: 17 (VM: 21) | Bodily Defense: 21 (VM: 25)
  Head: 5 | Body: 5 | Arms: 5 | Legs: 5
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 6k3 (8k3 piercing damage), Brutish, Reach
  Space: 3x3 | Reach: 3 (4 with Bite)
  Statistics
  STR: 6, MAG: 2, END: 6, RES: 4, SRT: 2, AGI: 4, LUK: 1
  Feats: Peacekeeper, Dodge, Acrobatic Dodge, Shake it Off
  Skills: Acrobatics 6k3+8, Fortitude 6k3+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Aura of Calm, Pacifist
  Aura of Calm: All allies within 6 squares of the Peace Dragon receive a +5 to Mental
  Defense against fear effects.
  Pacifist: Peace Dragons cannot initiate combat unless them or an ally is being
  threatened. Threats must be potentially harmful physical actions such as assault,
  being grappled, and so on. Verbal threats do not count for this. If a Peace Dragon has
  not attacked they receive a +2 to Soak (effectively making them Soak 10).
  
  Pestilence Dragon
  Rotting and disease addled dragons, Pestilence Dragons spread disease wherever they
  go and spread death at every step of the way.
  Pestilence Dragon
  Dragon (Horseman); Size: 6; Effective Level: 8
  Defenses
  HP: 29 | MP: — | Soak: 8
  Defense: 16 (VM: 17) | Avoid: 12 (VM: 13)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 27 (VM: 28)
  Head: 8 | Body: 8 | Arms: 8 | Legs: 8
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 8k4 (9k4 piercing damage), Brutish, Rabies
  Space: 3x3 | Reach: 3
  Statistics
  STR: 8, MAG: 1, END: 12, RES: 1, SRT: 1, AGI: 1, LUK: 1
  Feats: Bludgeoning Strike, Power Strike, Cleave, Great Charge
  Skills: Feats of Strength 8k4+8, Fortitude 12k6+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Diseased Blood, Immunized
  Diseased Blood: Piercing and slashing weapons completely
  bypass the Pestilence Dragon’s Deflection, however
  characters who attack with slashing or piercing weapons are
  attacked by a random disease (see the table to the right).
  Immunized: Pestilence Dragons are immune to magical and
  non-magical poisons and diseases, and is immune to all non-
  magical affects that target Bodily Defense.
  Die Roll
  Disease
  1-2
  Dysentery
  3-4
  Leprosy
  5-6
  Rabies
  7
  Cholera
  8
  Malaria
  9
  Tuberculosis
  10
  Bubonic Plague
  
  Purity Dragon
  Healing dragons who use their power to cure those afflicted of diseases, poisons, and
  injuries.
  Purity Dragon
  Dragon (Virtue); Size: 6; Effective Level: 8
  Defenses
  HP: 21 | MP: 20 | Soak: 8
  Defense: 18 (VM: 24) | Avoid: 14 (VM: 20)
  Mental Defense: 19 (VM: 25) | Bodily Defense: 19 (VM: 25)
  Head: 2 | Body: 7 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 8k4 (9k4 holy damage), Æther
  Space: 3x3 | Reach: 3
  Statistics
  STR: 2, MAG: 8, END: 4, RES: 6, SRT: 4, AGI: 2, LUK: 2
  Feats: Opportune Heal, Improved Maneuver (Trip), Hookline, Lasting Strike
  Skills: Heal 8k4+8, Use Magic Device 8k4+8
  Gear: N/A
  Language: English, Draconic, Celestial
  Special Abilities: Natural Healing, Thwart Parasite
  Natural Healing: Purity Dragons can cast any holy divine spell as if they were a
  Chaplain of equal level. They add their level onto any healing spells they cast.
  Thwart Parasite: Purity Dragons and all of its allies within 3 squares are immune to
  poisons and diseases. Allies affected by a poison or disease that enter this aura have
  the disease make another attack against their Bodily Defense, and against this attack
  their Bodily Defense gains a +5. If the attack misses, they are immediately cured and
  the negative effects are cured.
  
  Soul Dragon
  Dragons who affect mortal souls, Soul Dragons are made entirely from their spirit -
  and have no ‘physical’ form.
  Soul Dragon
  Dragon (Incorporeal); Size: 6; Effective Level: 8
  Defenses
  HP: 27 | MP: 24 | Soak: 8
  Defense: 20 (VM: 30) | Avoid: 20 (VM: 30)
  Mental Defense: 21 (VM: 31) | Bodily Defense: 16 (VM: 26)
  Head: 2 | Body: 2 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 8k4 (9k4 arcane damage), Æther
  Space: 3x3 | Reach: 3
  Statistics
  STR: 1, MAG: 8, END: 1, RES: 10, SRT: 6, AGI: 5, LUK: 1
  Feats: Just as Planned, Slippery Mind, Psychological Warfare, Psychological Torment
  Skills: Knowledge (Religion) 6k3+8, Spellcraft 6k3+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Soul Casting, Soul Form
  Soul Casting: Soul Dragons can cast Psychic and Madness spells as if they were a Mage
  of equal level.
  Soul Form: Despite being incorporeal, Soul Dragons are semi-physical. They use their
  Resistance for HP.
  
  Soulless Dragon
  Dragons lacking souls, Soulless Dragons are bred for war due to their nature. This lack
  of a soul both hinders and empowers them.
  Soulless Dragon
  Dragon (Demon); Size: 5; Effective Level: 12
  Defenses
  HP: 35 | MP: — | Soak: 8
  Defense: 27 (VM: 27) | Avoid: 26 (VM: 26)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 25 (VM: 25)
  Head: 5 | Body: 10 | Arms: 8 | Legs: 8
  Offense
  Speed: 8 sq. (Land), 8 sq. (Fly)
  Melee: Bite 10k5 (9k4 piercing damage), Brutish
  Melee: 2 Claws 10k5 (8k3 slashing damage), Brutish
  Melee: 2 Wings 10k5 (8k3 bludgeoning damage), Brutish
  Melee: Tailslap 10k5 (8k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 10, MAG: —, END: 10, RES: —, SRT: 1, AGI: 8, LUK: 1
  Feats: Scars of Valor, Slow and Steady, Spectral Steps, Spring Attack, Step Up,
  Stinging Jab
  Skills: Feats of Strength 10k5+12, Endurance 10k5+12
  Gear: N/A
  Language: English, Draconic
  Special Abilities: War Husk, Magic Resistance
  War Husk: Soulless Dragons receive a +1 to Soak and +5 bonus HP. In addition to this,
  they receive a +4 to Defense (but not Avoid).
  Magic Resistance: Once per encounter Soulless Dragons can ignore the effects of a
  single spell that would normally affect them. In addition to this, Soulless Dragons
  receive 15 Spell Resistance.
  
  Starflight Dragon
  Draconic beings which soar through the stars, seeking planets to take residence on.
  These dragons are bizarre, even among the standards of other dragons.
  Starflight Dragon
  Dragon (Cthonic); Size: 10; Effective Level: 18
  Defenses
  HP: 37 | MP: — | Soak: 12
  Defense: 15 (VM: 15) | Avoid: 10 (VM: 10)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 15 (VM: 15)
  Head: 2 | Body: 8 | Arms: 8 | Legs: 8
  Offense
  Speed: 6 sq. (Land), 24 sq. (Fly)
  Melee: Bite 12k6 (13k8 piercing damage), Brutish, Savage
  Melee: 2 Claws 12k6 (13k6 slashing damage), Brutish
  Melee: 2 Wings 12k6 (13k6 bludgeoning damage), Brutish
  Melee: Tailslap 12k6 (13k7 bludgeoning damage), Brutish, Savage
  Space: 6x6 | Reach: 6
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 5, SRT: 4, AGI: 4, LUK: 4
  Feats: Swift Slicing Motion, To Pieces, Weapon Focus + Improved (Simple), Weapon
  Specialization + Improved (Simple), Power Strike, Cleave, Lasting Strike
  Skills: Feats of Strength 10k5+18, Endurance 10k5+18
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Starbreath, Solar Absorption
  Starbreath: As a standard action the Starflight Dragon can breath a 6 square cone of
  void energy. This is an attack using Endurance and adds half level (10k5+9) to-hit
  against Bodily Defense. On a successful hit, the opponents begin to suffocate as if
  being stuck in the void of space.
  Solar Absorption: If there is a sun within the solar system the Starflight Dragon
  resides, they can absorb energies from the sun as a full-round action. Upon absorbing
  this energy the Starflight Dragon receives a +5 to attack and damage for 1 hour.
  
  Venom Dragon
  Poison-laced draconic fiends, Venom Dragons weaken their foes with their powerful
  poisons.
  Venom Dragon
  Dragon (Poison); Size: 6; Effective Level: 8
  Defenses
  HP: 23 | MP: — | Soak: 8
  Defense: 20 (VM: 22) | Avoid: 18 (VM: 20)
  Mental Defense: 19 (VM: 21) | Bodily Defense: 21 (VM: 23)
  Head: 1 | Body: 6 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 8k4 (9k4 arcane damage), Brutish
  Melee: 2 Claws 8k4 (8k3 slashing damage), Brutish
  Melee: 2 Wings 8k4 (8k3 bludgeoning damage), Brutish
  Melee: Tailslap 8k4 (8k4 bludgeoning damage), Brutish, Savage
  Space: 3x3 | Reach: 3 (4 with Lunge)
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 2, SRT: 4, AGI: 4, LUK: 2
  Feats: Lasting Strike, Lone Wolf, Lunge, Risky Strike
  Skills: Feats of Strength 8k4+8, Fortitude 6k3+8
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Venomous Maw, Dripping Scales
  Venomous Maw: On a successful Bite attack, Venom Dragons make another attack
  using their Bite attack roll against the opponent’s Bodily Defense. On a successful hit
  the opponent is afflicted with the Bone Rot poison.
  Dripping Scales: If the Venom Dragon is attacked with unarmed strikes or a natural
  attack, the opponent takes 1 point of damage (bypassing Soak). This can only affect
  the same opponent once per round.
  
  War Dragon
  Powerful combat-driven dragons who seek to engage in fights and destroy their
  enemies.
  War Dragon
  Dragon (Horseman); Size: 6; Effective Level: 12
  Defenses
  HP: 31 | MP: — | Soak: 8
  Defense: 18 (VM: 19) | Avoid: 14 (VM: 15)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 25 (VM: 26)
  Head: 8 | Body: 12 | Arms: 8 | Legs: 8
  Offense
  Speed: 8 sq. (Land), 8 sq. (Fly)
  Melee: Bite 13k7 (12k6 piercing damage), Brutish, Savage
  Melee: 2 Claws 13k7 (11k5 slashing damage), Brutish
  Melee: 2 Wings 13k7 (11k5 bludgeoning damage), Brutish
  Melee: Tailslap 13k7 (11k6 bludgeoning damage), Brutish, Savage
  Space: 3x3 | Reach: 3
  Statistics
  STR: 12, MAG: 1, END: 10, RES: 1, SRT: 2, AGI: 2, LUK: 2
  Feats: Slow and Steady, Step Up, Vicious Stratagem, Ground Shatter, Great Charge,
  Blood Bath
  Skills: Feats of Strength 12k6+12, Fortitude 10k5+12
  Gear: N/A
  Language: English, Draconic
  Special Abilities: Fierce Warrior, Whirlwind Strike
  Fierce Warrior: War Dragons are infused with incredible power that infuses them
  with strength. On all attack rolls and damage rolls, War Dragons receive a +1k1.
  Whirlwind Strike: The War Dragon can take a full-round action they can make a single
  Bite attack against all opponents within a 6 square line. On a failed attack roll, it
  deals half damage instead.
  
  Extraplanar
  Beings from other realms, such as Heaven or Hell. These creatures don’t just come
  from another galaxy, but instead come from another material existence entirely.
  Angels, Demons, and everything in between are regarded as extraplanar beings,
  including those from outer space spawned from the Outer Gods and Great Old Ones.
  Though of this material existence, the creatures made by the Outer Gods directly
  spawn them from extraplanar worlds.
  Features
  
  8 HP (HP progression as per Soldier) | +2 Soak
  
  Attacks per Level as per Soldier (with weapons only)
  
  Skill Ranks as per Soldier (Doesn’t add Smarts to Skill Ranks)
  
  Darkvision 6 squares
  
  Proficient with Simple weapons and two weapon types of their choice
  
  Extraplanar beings breathe, eat, and sleep, but don’t need to in order to live.
  Extraplanar Creatures
  
  Abaddon
  
  Abazethibou
  
  Archangel
  
  Azrael
  
  Black Dog
  
  Chaos Fiend
  
  Defiler
  
  Fáfnir
  
  Garmr
  
  Hildisvíni
  
  Jötunn
  
  Kazbiel
  
  Metatron
  
  Seraphim
  
  Succubus
  
  Abaddon
  The angel of the abyss, Abaddon is credited with helping cast Satan into hell and
  assisting in destruction on YHVH’s behalf. This makes some mistake him as a demon.
  Abaddon
  Extraplanar (Angel); Size: 4; Effective Level: 12
  Defenses
  HP: 25 | MP: — | Soak: 6
  Defense: 21 (VM: 25) | Avoid: 19 (VM: 23)
  Mental Defense: 21 (VM: 25) | Bodily Defense: 23 (VM: 27)
  Head: 4 | Body: 9 | Arms: 6 | Legs: 5
  Offense
  Speed: 6 sq. (Land), 8 sq. (Fly)
  Melee: Blessed Broadsword 8k4 (9k4 slashing damage), Brutish, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 4, END: 6, RES: 4, SRT: 4, AGI: 4, LUK: 4
  Feats: All-Out Attack, Weapon Focus + Improved (Swords), Weapon Specialization +
  Improved (Swords), Slow and Steady
  Skills: Acrobatics 6k3+12, Deception 4k2+12, Knowledge (Religion) 4k2+12, Persuasion
  4k2+12
  Gear: Blessed Broadsword, Banded Plate, Gauntlets, Leather Leggings
  Language: All human languages, Celestial, and Demonic
  Special Abilities: To the Pit, Locust Swarm
  To the Pit: If Abaddon would kill someone, he can instead reduce them to 0 HP and
  exile them to Hell. Doing so does not kill the target, however their safety is not
  guaranteed while in the pits of Hell.
  Locust Swarm: Abaddon is constantly surrounded by a swarm of locusts that bite at
  would-be attackers, and defend their master. This grants Abaddon a +4 Deflection to
  all body parts (this stacks with armor), and anyone attacking Abaddon with unarmed
  strikes or natural attacks takes 1 damage (bypassing Soak) each time they do so.
  
  Abazethibou
  A fallen angel under Beelzebub’s guidance, Abazethibou drowned at the Red Sea ages
  ago, and has since been trapped in a pillar of water. He has a single red wing.
  Abazethibou
  Extraplanar (Angel); Size: 4; Effective Level: 18
  Defenses
  HP: 35 | MP: — | Soak: 6
  Defense: 25 (VM: 31) | Avoid: 27 (VM: 33)
  Mental Defense: 22 (VM: 18) | Bodily Defense: 26 (VM: 32)
  Head: 8 | Body: 14 | Arms: 7 | Legs: 7
  Offense
  Speed: 6 sq. (Land), 8 sq. (Fly)
  Melee: Bronze Khopesh 14k7 (12k8 slashing damage, 2 PEN), Brutish, Savage, Trip
  Space: 1x1 | Reach: 1
  Statistics
  STR: 12, MAG: 8, END: 10, RES: 6, SRT: 6, AGI: 8, LUK: 4
  Feats: Weapon Focus + Improved (Swords), Weapon Specialization + Improved
  (Swords), Critical Champion Style, All-Out Attack, Blood Bath, Combat Reflexes,
  Improved Maneuver (Trip)
  Skills: Awareness 6k3+18, Deception 4k2+18, Knowledge (Religion) 6k3+18, Persuasion
  4k2+19
  Gear: Abazethibou’s Bronze Khopesh, Abazethibou’s Platinum Breastplate
  Language: Egyptian, Sumerian, Celestial, and Demonic
  Special Abilities: His Messenger, Encased in Water
  His Messenger: Once per encounter make an attack against an opponent’s Mental
  Defense as if casting a spell (8k4 to-hit) and on a successful hit, the target obeys a
  single order from Abazethibou without fail. This mind control effect lasts 5 hours.
  Encased in Water: If Abazethibou is brought to 0 HP or below he isn’t killed and
  instead transforms into a pillar of water. While within the pillar he is helpless and
  unconscious, however the pillar of water must be broken through to reach him. The
  pillar has 10 Defense/Avoid, 40 HP, 6 Soak, and immunity to water and ice damage.
  While encased within this pillar, Abazethibou recovers 5 HP per round. Once brought
  to full HP once more, he is set free from the pillar and can act again.
  Abazethibou’s Bronze Khopesh: This Khopesh is specially enhanced by Abazethibou. It
  gains a +1k1 to its base damage, Brutish, and Savage while held by Abazethibou.
  Abazethibou’s Platinum Breastplate: This set of all Platinum armor while worn by
  Abazethibou ignores its Agility to Defense, Armor Penalty, and speed reductions. This
  set includes a Chain Coif + Great Helm, a Chain Shirt, Vambrace, and Sabaton. While
  worn by someone who isn’t Abazethibou, it grants immunity to unholy damage.
  
  Archangel
  The warrior caste of heaven, archangels fight demons regularly, using their skills and
  prowess to thwart them and their endless goal to turn humans to sin.
  Archangel
  Extraplanar (Angel); Size: 4; Effective Level: 4
  Defenses
  HP: 18 | MP: — | Soak: 6
  Defense: 24 (VM: 26) | Avoid: 26 (VM: 28)
  Mental Defense: 18 (VM: 20) | Bodily Defense: 22 (VM: 24)
  Head: 1 | Body: 4 | Arms: 2 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Partisan 10k4 (7k4 slashing damage, 2 PEN), Reach, Finesse
  Space: 1x1 | Reach: 1 (2 with Partisan, 3 with Partisan and Lunge)
  Statistics
  STR: 4, MAG: 1, END: 7, RES: 2, SRT: 3, AGI: 8, LUK: 2
  Feats: Weapon Focus (Polearm), Lunge
  Skills: Awareness 6k3+18, Deception 4k2+18, Knowledge (Religion) 6k3+18, Persuasion
  4k2+19
  Gear: Partisan, Leather Helm, Mithral Chain Shirt, Gauntlets, and Leather Leggings
  Language: One human language, Celestial and Demonic
  Special Abilities: Warrior of Heaven, Power of Heaven
  Warrior of Heaven: Creatures who worship holy deities, animals, plants, vermin, and
  mindless creatures (except undead) cannot willingly attack archangels or be forced to
  do so. An archangel who willingly attacks one of the creatures listed above
  relinquishes this ability against that creature and their allies.
  Power of Heaven: If the archangel attacks an enemy who possesses a weakness to
  holy damage, they can treat their attack’s damage as holy for the purpose of
  exploiting this weakness. Against demons and undead, they are counted to be weak to
  an archangel’s attacks and thus trigger this ability.
  
  Azrael
  Archangel of death, Azrael is able to manipulate the life forces of those who he
  encounters and can quickly dispatch his foes.
  Azrael
  Extraplanar (Angel); Size: 4; Effective Level: 10
  Defenses
  HP: 23 | MP: — | Soak: 6
  Defense: 21 (VM: 25) | Avoid: 19 (VM: 23)
  Mental Defense: 20 (VM: 24) | Bodily Defense: 20 (VM: 24)
  Head: 2 | Body: 8 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Voulge 8k4 (9k4 slashing damage), Brutish, Sunder
  Space: 1x1 | Reach: 1 (2 with Lunge)
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 4, SRT: 4, AGI: 4, LUK: 4
  Feats: Weapon Focus + Improved (Polearms), Weapon Specialization + Improved
  (Polearms), Lunge
  Skills: Awareness 4k2+10, Deception 4k2+10, Knowledge (Religion) 4k2+10, Persuasion
  4k2+10
  Gear: Voulge
  Language: One human language, Celestial and Demonic
  Special Abilities: Angel over Death, Divine Slaying
  Angel over Death: If Azrael manages to score a critical hit against an opponent, the
  opponent is instantly killed (even if he would normally deal no damage). In addition
  to this, Azrael must roll over 1.5 times the opponent’s Defense, not double. (Example:
  If an opponent has a Defense of 20, he must roll 30 in order to critically hit instead of
  40.)
  Divine Slaying: If Azrael successfully kills an opponent he recovers all of his HP and
  receives a +2k2 to all rolls for a number of rounds equal to the creature’s level. This
  can only be triggered once per combat.
  
  Black Dog
  Spirit wolves from the afterlife that signal the untimely demise of a mortal. Black
  Dogs are unknown as to whether or not they come from Heaven or Hell, or even
  beyond.
  Black Dog
  Extraplanar (Dog, Incorporeal); Size: 2; Effective Level: 4
  Defenses
  HP: 13 | MP: — | Soak: 4
  Defense: 24 (VM: 25) | Avoid: 26 (VM: 27)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Bite 10k4 (5k4 piercing damage), Finesse, Trip
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 8, LUK: 2
  Feats: Weapon Focus (Simple), Step Up
  Skills: Acrobatics 8k4+4, Fortitude 4k2+4, Persuasion 2k1+4, Stealth 8k4+4
  Gear: N/A
  Language: English
  Special Abilities: Omen, Shifting Form
  Omen: As a swift action Black Dogs can mark a single opponent within 6 squares of
  them. For a number of rounds equal to the Black Dog’s level, the opponent has their
  Soak reduced by 1 (minimum of 1). This affect can only be used once per encounter,
  and an opponent is immune to this effect for the rest of the day (even from other
  Black Dogs).
  Shifting Form: Black Dogs, though incorporeal, are able to be affected by physical
  weapons. When attacking with a physical weapon, the attack has a 50% chance of
  hitting (roll a 1d% to determine). If the weapon is magical, there is no % chance of
  hitting. Black Dogs are immune to critical hits from physical weapons, and magical
  weapons have a 50% chance of failing to critically hit them.
  
  Chaos Fiend
  Bound to the shifting and chaotic realms beyond mortal comprehension, Chaos Fiends
  seek to sow discourse in the realms that don’t belong to them in the hopes one day
  they can claim them for their own.
  Chaos Fiend
  Extraplanar (Chaos); Size: 4; Effective Level: 8
  Defenses
  HP: 21 | MP: — | Soak: 6
  Defense: 27 (VM: 28) | Avoid: 28 (VM: 29)
  Mental Defense: 23 (VM: 24) | Bodily Defense: 23 (VM: 24)
  Head: 1 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 8 sq. (Land)
  Melee: 2 Claws 8k4 (6k3 slashing damage), Savage, Puncture
  Space: 1x1 | Reach: 1 (2 with Lunge)
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 6, AGI: 8, LUK: 8
  Feats: Lunge, Step Up
  Skills: Acrobatics 8k4+8, Deception 8k4+8, Knowledge (Religion) 6k3+8, Persuasion
  8k4+8
  Gear: N/A
  Language: Demonic
  Special Abilities: Dose of Chaos, Hatred of Order
  Dose of Chaos: At the beginning of combat enemies who can see the Chaos Fiend take
  1d5+1 point of sanity damage. In addition to this, as a full-round action the Chaos
  Fiend can trigger this ability again causing all enemies who can see it to take 2 points
  of sanity damage every subsequent time this ability is triggered.
  Hatred of Order: Chaos Fiends hate order, balance, laws, and all forms of control.
  Against Crusaders, nobles, characters with codes of conduct, or characters who follow
  an order or police force the Chaos Fiend receives a +4k2 to hit and damage, and
  receive a +5 to Penetration against these enemies as well.
  
  Defiler
  Filth demons who seek to turn mortals to sin at any cost. Due to their nature as
  tempters, Defilers do not engage in combat and can be incredibly vulnerable to attack.
  Defiler
  Extraplanar (Demon); Size: 4; Effective Level: 1
  Defenses
  HP: 12 | MP: — | Soak: 6
  Defense: 25 (VM: 26) | Avoid: 22 (VM: 23)
  Mental Defense: 27 (VM: 28) | Bodily Defense: 23 (VM: 24)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Gore 4k2 (4k2 piercing damage), Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 1, SRT: 8, AGI: 4, LUK: 12
  Feats: Skill Focus (Persuasion)
  Skills: Deception 12k6+1, Knowledge (Humanoids) 8k4+1, Persuasion 12k6+1, Stealth
  4k2+1
  Gear: N/A
  Language: All human languages, Demonic
  Special Abilities: Tempt to Sin, Form Shift
  Tempt to Sin: As part of a Persuasion or Deception check, a Defiler can attempt to
  tempt a mortal towards sinning once per day. By doing this they make their
  Persuasion or Deception against the targets Mental Defense, and on a successful check
  the target must commit a sin. Luxuria (rape), Gula (eating to excess), Avaritia (theft),
  Acedia (refusing to act), Ira (murder), Invidia (theft from a friend or loved one),
  Superbia (declaring oneself supreme - above even the gods).
  After committing one of the sins listed, the character is stricken with grief and a
  compulsion to commit more. They take a permanent -4 to Mental Defense until they
  seek forgiveness from a holy figure or their deity.
  Form Shift: Defilers can take the shape of any humanoid they so desire.
  
  Fáfnir
  A draconic entity which was originally a Dwarf, the son of Hreidmar. After being
  affected by Andvari’s curse, he transformed into a dragon-like extraplanar entity.
  Fáfnir
  Extraplanar (Dragon); Size: 8; Effective Level: 20
  Defenses
  HP: 39 | MP: — | Soak: 10
  Defense: 34 (VM: 36) | Avoid: 22 (VM: 24)
  Mental Defense: 23 (VM: 25) | Bodily Defense: 27 (VM: 29)
  Head: 4 | Body: 14 | Arms: 6 | Legs: 6
  Offense
  Speed: 12 sq. (Land), 8 sq. (Fly)
  Melee: Bite 14k8 (14k7 piercing damage), Brutish, Savage, Daunting
  Melee: 2 Claws 14k8 (14k5 slashing damage), Brutish
  Melee: 2 Wings 14k8 (14k5 bludgeoning damage), Brutish
  Melee: Tailslap 14k8 (14k6 bludgeoning damage), Brutish, Savage
  Space: 5x5 | Reach: 5
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 2, SRT: 8, AGI: 6, LUK: 2
  Feats: Tough it Out, Brutal Strike, Just as Planned, Combat Reflexes, Weapon Focus +
  Improved (Simple), Weapon Specialization + Improved (Simple), Blood Bath, Power
  Strike
  Skills: Feats of Strength 12k6+20, Fortitude 12k6+20, Knowledge (Magic) 8k4+20,
  Spellcraft 8k4+20
  Gear: N/A
  Language: Old Norse, Draconic
  Special Abilities: Fáfnir’s Curse, Melting Breath
  Fáfnir’s Curse: The curse of Fáfnir is long-reaching and it is possible to pass on to
  others like a disease of the mind. If someone kills Fáfnir or if Fáfnir’s treasure is
  stolen, an attack (at 12k6 against Mental Defense) is made and on a successful hit the
  affected person receives the Materialistic and Fear of Thieves flaws.
  Melting Breath: As a standard action Fáfnir can breathe a 6 square fire breath
  weapon. The attack and damage is based off of Endurance (12k6) and on a miss the
  attack deals half damage.
  
  Garmr
  A temporal wolf covered in blood from head to toe, Garmr guards Hel’s gate.
  According to Ragnarök, Garmr and Týr are to do battle and slay one another.
  Garmr
  Extraplanar (Wolf); Size: 6; Effective Level: 20
  Defenses
  HP: 35 | MP: — | Soak: 8
  Defense: 25 (VM: 26) | Avoid: 30 (VM: 31)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 23 (VM: 24)
  Head: 12 | Body: 12 | Arms: 5 | Legs: 3
  Offense
  Speed: 12 sq. (Land)
  Melee: Bite 12k6 (12k5 piercing damage), Brutish, Savage, Trip, Puncture
  Space: 3x3 | Reach: 3
  Statistics
  STR: 10, MAG: 1, END: 8, RES: 1, SRT: 4, AGI: 10, LUK: 1
  Feats: Elegant Movement, Elbow Shove, Weapon Focus + Improved (Simple), Weapon
  Specialization + Improved (Simple), Great Charge, Hookline, Lasting Strike, Lone Wolf
  Skills: Acrobatics 10k5+20, Feats of Strength 10k5+20, Fortitude 8k4+20, Stealth
  10k5+20
  Gear: N/A
  Language: Old Norse
  Special Abilities: Tempest Bite, Howl of Hel
  Tempest Bite: Garmr’s bite holds incredible strength behind it, and is known to be
  able to tear even gods limb from limb. When making a called shot to the arms or legs,
  Garmr can either take no penalty to the roll or take double the penalty to the attack.
  On a successful hit with double the normal called shot penalty, it is automatically a
  critical hit (and thus severs the arm or leg).
  Howl of Hel: All enemies within a 3 square aura surrounding Garmr have an attack
  using Garmr’s Endurance (8k4) made against their Mental Defense. On a successful hit,
  the opponents take 1d5 + (Smarts) sanity damage. This is a standard action, and
  characters can only be affected once per round by this effect.
  
  Hildisvíni
  The war swine ridden by Freyja, Hildisvíni is secretly Óttar the Simple in disguise.
  Óttar is a pious worshipper of Freyja.
  Hildisvíni
  Extraplanar (Pig); Size: 6; Effective Level: 10
  Defenses
  HP: 37 | MP: — | Soak: 8
  Defense: 36 (VM: 37) | Avoid: 12 (VM: 13)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 35 (VM: 36)
  Head: 6 | Body: 20 | Arms: 6 | Legs: 6
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 12k6 (5k2 piercing damage), Brutish, Savage, Bull Rush
  Space: 3x3 | Reach: 3 (4 with Lunge)
  Statistics
  STR: 10, MAG: 1, END: 20, RES: 1, SRT: 1, AGI: 1, LUK: 1
  Feats: Tough it Out, Shake it Off, Lunge, Noble Lunge, Elbow Shove
  Skills: Acrobatics 10k5+10, Feats of Strength 10k5+10, Fortitude 20k10+10, Stealth
  1k1+10
  Gear: N/A
  Language: Old Norse
  Special Abilities: Powerful Rush, Riding Pig
  Powerful Rush: On a full-round action Hildisvíni can make a Bull Rush and a gore
  attack as the same action.
  Riding Pig: While ridden Hildisvíni grants its rider a +5 bonus to Defense (but not
  Avoid), and on a successful hit once per encounter Hildisvíni can redirect an attack to
  itself instead of its rider (the attack hits the same body location it would have hit on
  the rider).
  
  Jötunn
  Norse giants who are the Norse variant of the Titans, Jötunn are not as large as Titans
  however they are still strong entities who use their bulk to overpower foes.
  Jötunn
  Extraplanar (Jötunn); Size: 5; Effective Level: 2
  Defenses
  HP: 15 | MP: — | Soak: 7
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 5 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land)
  Melee: Steel Tetsubo 8k3 (6k4+4 bludgeoning damage), Brutish, Sunder, Savage
  Space: 2x2 | Reach: 2
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 2, AGI: 4, LUK: 1
  Feats: Weapon Focus (Hammer)
  Skills: Acrobatics 6k3-2, Feats of Strength 6k3-2, Fortitude 6k3-2, Stealth 4k2-2
  Gear: Steel Tetsubo, Banded Plate, Leather Bracers, Leather Leggings
  Language: Old Norse
  Special Abilities: Heavy Bulk, Understand Reality
  Heavy Bulk: Jötunn are immune to trip attempts, and the slowing effects of difficult
  terrain. However, they take a -5 to Defense/Avoid against trip attempts, and must
  spend a standard action instead of a move to stand from prone.
  Understand Reality: Jötunn receive a +4 to their total Stress, and +1 to their total
  Sanity.
  Jötunn as PCs: It is possible to play Jötunn as PCs without affecting balance too much.
  PC Jötunn gain the Special Abilities as normal, rely on a class rather than their
  Species for HP/Soak, Attacks per Level, Skills, and Proficiencies. Jötunn receive a +1
  STR and END, and have 5 Size. The Bestiary Jötunn’s stats aren’t accurate to the
  playable PC Jötunn.
  
  Kasbeel
  A fallen angel who knows the secrets of heaven revealed to man, and the cycles the
  universe will go through throughout the ages.
  Kasbeel
  Extraplanar (Angel); Size: 4; Effective Level: 12
  Defenses
  HP: 25 | MP: — | Soak: 6
  Defense: 28 (VM: 29) | Avoid: 33 (VM: 34)
  Mental Defense: 22 (VM: 23) | Bodily Defense: 22 (VM: 23)
  Head: 2 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Rapier 14k7 (10k6 piercing damage), Finesse, +1 AGI
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 6, RES: 1, SRT: 6, AGI: 11, LUK: 4
  Feats: Lunge, Noble Lunge, Weapon Focus + Improved (Swords), Weapon
  Specialization + Improved (Swords)
  Skills: Acrobatics 10k5+10, Feats of Strength 10k5+10, Fortitude 20k10+10, Stealth
  1k1+10
  Gear: N/A
  Language: Old Norse
  Special Abilities: Secrets of Heaven, Fallen Angel
  Secrets of Heaven: A number of times per day equal to Kasbeel’s Smarts, he can
  grant himself a +2k1 to attack and damage rolls.
  Fallen Angel: Kasbeel is immune to harmful mind-affecting effects, poison, disease,
  and sanity effects.
  
  Metatron
  The scribe of YHVH, Metatron details the events of the universe for YHVH’s sake, and
  his whole mind is known to be an encyclopedia of all of the knowledge in the world,
  only being surpassed by deities.
  Metatron
  Extraplanar (Angel); Size: 4; Effective Level: 12
  Defenses
  HP: 23 | MP: — | Soak: 6
  Defense: 21 (VM: 25) | Avoid: 19 (VM: 23)
  Mental Defense: 36 (VM: 40) | Bodily Defense: 20 (VM: 24)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Dagger 4k2 (3k3 slashing or piercing damage, 2 PEN), Thrown 2 sq., Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: 4, END: 4, RES: 4, SRT: 20, AGI: 4, LUK: 4
  Feats: Skill Focus (Knowledge), Skill Mastery (Knowledge), Artful Dodge, Peacekeeper,
  Jaded, Jack of All Trades
  Skills: Awareness 20k10+12, Knowledge (All) 20k5+12, Linguistics 20k10+12, Use Magic
  Device 20k10+12
  Gear: Dagger
  Language: All languages
  Special Abilities: Knowledge of Everything, Write Fate
  Knowledge of Everything: Metatron counts having every Knowledge skill, despite it
  only costing one skill. In addition to this, feats which affect Knowledge skills affect all
  Knowledges.
  Write Fate: Once per round Metatron can expend a use of his Write Fate ability (this
  can be used a number of times per day equal to half Smarts). When this ability is used,
  it is counted as a Luck reroll except that it can affect enemies and allies within his
  line of sight.
  
  Seraphim
  Those who defend the throne of YHVH, Seraphim serve as messengers as well as
  entertainers for Him. The highest of Seraphim surround His throne shouting “Holy”.
  Seraphim
  Extraplanar (Angel); Size: 4; Effective Level: 15
  Defenses
  HP: 26 | MP: — | Soak: 6
  Defense: 29 (VM: 33) | Avoid: 23 (VM: 27)
  Mental Defense: 24 (VM: 28) | Bodily Defense: 24 (VM: 28)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Unarmed 4k2 (3k2 bludgeoning damage), Finesse, Nonlethal
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: 4, END: 4, RES: 4, SRT: 4, AGI: 4, LUK: 20
  Feats: Skill Focus (Artisan [Sing], Deception, Persuasion), Skill Mastery (Artisan [Sing],
  Deception, Persuasion), It Just So Happens…
  Skills: Artisan (Sing) 20k10+15, Deception 20k10+15, Knowledge (Religion) 4k2+15,
  Persuasion 20k10+15
  Gear: N/A
  Language: Biblical Hebrew, Celestial and Demonic
  Special Abilities: Devout of YHVH, Holy Holy!
  Devout of YHVH: Seraphim are helpers, not fighters, and seek to aid YHVH’s followers.
  They can use Greater Perform as if they were a 15th level Minstrel.
  Holy Holy!: Seraphim can make an Artisan (Sing) check to all enemies within 6
  squares. On a successful check against their Mental Defense, the enemies are unable
  to target the Seraphim with attack rolls for a number of rounds equal to half their
  Luck (10).
  
  Succubus
  Demons of lust who use their power of attraction to entice people into sex with them.
  This sex leads to them sucking their life force from their body, killing them.
  Succubus
  Extraplanar (Demon); Size: 4; Effective Level: 8
  Defenses
  HP: 19 | MP: — | Soak: 6
  Defense: 25 (VM: 29) | Avoid: 22 (VM: 24)
  Mental Defense: 23 (VM: 27) | Bodily Defense: 21 (VM: 25)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Unarmed 8k3 (6k2+4 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: 1, END: 4, RES: 4, SRT: 6, AGI: 6, LUK: 8
  Feats: Skill Focus (Persuasion), Skill Mastery (Persuasion), It Just So Happens…,
  Weapon Focus (Simple), Weapon Specialization (Simple), Martial Arts
  Skills: Acrobatics 6k3+8, Deception 8k4+8, Handle Animal 8k4+8, Persuasion 8k4+8
  Gear: N/A
  Language: Biblical Hebrew, Celestial and Demonic
  Special Abilities: Enticing Form, Holy Holy!
  Enticing Form: As a swift action the Succubus can attempt to make a Persuasion
  check against an opponent’s Mental Defense. When using this ability, the Succubus
  takes a form that is sexually exciting to the opponent and grants them a +2k2 on their
  Persuasion check. On a successful check, the opponent follows a command of the
  Succubus so long as the command doesn’t directly tell them to harm themselves. This
  is a charm, enchantment, and mind-affecting effect.
  (Example; telling them to walk off a cliff wouldn’t work and would break the
  enchantment, however telling them to follow a bird that just flew over a cliff is more
  applicable.)
  Absorb Life: So long as a Succubus is touching an opponent, they can absorb their life
  as a free action once per round. Doing this deals 2 damage to the opponent (bypassing
  Soak) and healing the Succubus for 2 HP. If the Succubus is not already touching an
  opponent, she must make an unarmed strike against the opponent’s Avoid.
  
  Humanoid
  Humanoids include a majority of the playable species. Humanoids listed here are
  instead NPCs to be used in a campaign rather than humanoids without classes. To
  make a nonheroic humanoid, use the Nonheroic NPC class.
  Some NPCs come from different settings, or can easily be changed to apply to
  different settings. For example, games set in space with a focus on starfaring may
  benefit from changing the equipment of some NPCs to more setting appropriate gear.
  And the opposite could be said for NPCs which fit a Sci-Fi theme but need to be used
  in a fantasy game. Otherwise, the NPCs presented to not need to be changed aside
  from their gear.
  Generic NPCs
  
  Assassin
  
  Bandit
  
  Cultist
  
  Gladiator
  
  Knight
  
  Lunatic
  
  Magister
  
  Mercenary
  
  Pirate
  
  Slaver
  
  Smuggler
  GMs may wish to allow players to pick up one of the following NPCs as a playable PC
  for quick one-shots. Be warned! Characters built this way are meant to be NPCs, and
  may not be as powerful or well-balanced as PCs made by players.
  
  Assassin
  Quick and silent masters of killing their targets in cold blood, leaving no trace after
  they leave…
  Assassin
  Humanoid (Dhampir), Rogue (Assassin); Size: 4; Effective Level: 5
  Defenses
  HP: 12 | MP: — | Soak: 5
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 22 (VM: 23) | Bodily Defense: 19 (VM: 20)
  Head: 1 | Body: 4 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land)
  Melee: Mithral Scimitar 10k4 (9k5 slashing damage), Finesse, +2 AGI, Deadly
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 3, RES: 1, SRT: 6, AGI: 6, LUK: 6
  Feats: Weapon Focus (Swords), Weapon Specialization (Swords), Skill Focus (Stealth)
  Skills: Acrobatics 6k3+5, Awareness 6k3+5, Deception 6k3+5, Knowledge (Magic,
  Religion, Tactics, Humanoids, Technology) 6k3+5, Linguistics 6k3+5, Persuasion 6k3+5,
  Spellcraft 6k3+5, Stealth 6k3+5, Use Computers 6k3+5, Use Magic Device 6k3+5
  Gear: Mithral Scimitar, Leather Helm, Chain Shirt, Leather Bracers, Leather Leggings
  Language: Russian, Necrotis, English, Spanish, Japanese, Croatian, Korean, Mandarin
  Special Abilities: Duality, Regal Inhumanity, Finesse Training, Watchful Eye, Stealth
  Strike, Poison Master, Stealth Training +2, Skill Talent, First Awakening
  Duality (Species): Dhampirs are healed and harmed by both holy and unholy, but the
  healing/harming dealt is halved. If both effects are triggered, it’s simply negated.
  Regal Inhumanity (Species): Dhampirs gain a +1k0 to Persuasion.
  Stealth Strike (Class): 3 times per day gain a +2k1 to attack and damage.
  Finesse Training (Class): All light weapons and [Swords] receive Finesse.
  Watchful Eye (Class): Cannot be caught flat-footed or surprised for a surprise round.
  Poison Master (Class): Once per day create a poison that deals 1d5 ability damage.
  Stealth Training (Class): Gain a +2 to Stealth checks made to hide, move silently,
  steal objects, and hide objects on their person.
  Skill Talent [Group Sneaking] (Class): Allies within 2 squares of you can use your
  Stealth result for sneaking instead of theirs.
  First Awakening (Class): Do not apply Armor Penalty on skill checks.
  
  Bandit
  Thugs who use their strength and imposing nature to extort money from their foes.
  They are less sneaky than thieves, preferring a more direct and forceful approach.
  Bandit
  Humanoid (Orc), Soldier; Size: 4; Effective Level: 4
  Defenses
  HP: 16 | MP: — | Soak: 6
  Defense: 21 (VM: 22) | Avoid: 20 (VM: 21)
  Mental Defense: 18 (VM: 19) | Bodily Defense: 20 (VM: 21)
  Head: 0 | Body: 10 | Arms: 2 | Legs: 1
  Offense
  Speed: 6 sq. (Land)
  Melee: Volcano Axe 11k4 (11k4 slashing and fire damage, 5 PEN), Powerful, Brutish,
  Unwieldy
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 5, RES: 1, SRT: 3, AGI: 5, LUK: 2
  Feats: Weapon Focus (Axes), Weapon Specialization (Axes)
  Skills: Acrobatics 8k4+4, Awareness 3k1+4, Feats of Strength 8k4+4, Fortitude 5k2+4,
  Persuasion 3k1+4, Ride 5k2+4, Stealth 5k2+4
  Gear: Volcano Axe, Breastplate + Chain Shirt, Gauntlets, Leather Leggings
  Language: English, Orcish
  Special Abilities: Orcish Hate, Empowered Throw, Martial Talents, Unshakable,
  Weapon Training, Armor Training
  Orcish Hate (Species): Gain a +1k0 while under half HP.
  Empowered Throw (Species): Orcs can throw any light or one-handed melee weapon
  at a range of 2 squares at no penalty.
  Martial Talent [Accurate Heft: Volcano Axe] (Class): Treat [Volcano Axe] as Brutish.
  Martial Talent [Parrying Bat] (Class): Gain +0k1 to Parry checks.
  Unshakable (Class): Gain a +1 to Mental Defense against fear/mind-affecting effects.
  Weapon Training [Axes] (Class): +1k0 to attack and damage with Axes.
  Armor Training (Class): +1 to Defense and Avoid while wearing armor.
  
  Cultist
  Followers of dark deities, cultists may be weak on their own, however more often
  than not there are many and all part of a single conglomerate.
  Cultist
  Humanoid (Human), Chaplain; Size: 4; Effective Level: 2
  Defenses
  HP: 11 | MP: — | Soak: 5
  Defense: 18 (VM: 24) | Avoid: 16 (VM: 22)
  Mental Defense: 17 (VM: 23) | Bodily Defense: 20 (VM: 26)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Dagger 3k1 (2k2 slashing or piercing damage, 2 PEN), Thrown 2 sq., Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 6, END: 5, RES: 6, SRT: 2, AGI: 3, LUK: 1
  Feats: Elemental Bonus (Unholy)B, Improved Initiative
  Skills: Fortitude 5k2+2, Heal 6k3+2, Knowledge (Religion) 2k1+2, Spellcraft 2k1+2, Use
  Magic Device 6k3+2
  Gear: Dagger, Holy Symbol
  Language: English
  Special Abilities: Skill Mastery, Versatile, Spellcasting, Devotion, Power of Faith
  Skill Mastery [Use Magic Device] (Species): Gain an additional skill trained at 1st
  level.
  Versatile [Elemental Focus: Unholy] (Species): Gain a bonus feat you meet the
  prerequisites for.
  Spellcasting (Class): 6 Divine spells learned; Necrotic Touch, Sinful Sludge, Blood Bath,
  Mark of Rage, Healing Touch, Divine Severance
  Devotion [Unholy] (Class): Devotion starts at 2. Gain ½ Devotion to healing/harming
  with [unholy].
  Power of Faith I (Class): Do a touch based or 6 square radius of 1k1 unholy healing or
  harming. This can be used 7 times per day.
  
  Gladiator
  A warrior who has either willingly or unwillingly joined the gladiatorial arena for the
  entertainment of a wider audience.
  Gladiator
  Humanoid (Human), Infected Host; Size: 4; Effective Level: 4
  Defenses
  HP: 19 | MP: — | Soak: 7
  Defense: 21 (VM: 22) | Avoid: 20 (VM: 21)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0 | Arms: 2 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Unarmed Strike 9k3 (8k2+2 bludgeoning damage, 1 PEN), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 7, MAG: 1, END: 6, RES: 1, SRT: 2, AGI: 5, LUK: 3
  Feats: Martial ArtsB, Weapon Focus (Simple), Weapon Specialization (Simple)
  Skills: Acrobatics 7k3+4, Feats of Strength 7k3+4, Fortitude 6k3+4, Persuasion 3k1+4,
  Stealth 5k2+4
  Gear: Gauntlets
  Language: English
  Special Abilities: Skill Mastery, Versatile, Unarmed, Tainted Soul, Infected Defense,
  Penetrating Strike, Infected Power
  Skill Mastery [Persuasion] (Species): Gain an additional skill trained at 1st level.
  Versatile [Martial Arts] (Species): Gain a bonus feat you meet the prerequisites for.
  Unarmed (Class): Gain a +1k0 to the base damage and Brutish to your unarmed strikes.
  Tainted Soul [Demonic] (Class): Base Infection Level of 10%, a full-round action can
  be spent to increase Infection Level by 21% each time.
  Infected Defense (Class): Gain a +1 to Soak.
  Penetrating Strike I (Class): +1 Penetration for Unarmed Strikes.
  Infected Power (Class): Against foes of equal or lesser level than you, you gain a +1k0
  to attack and damage.
  
  Knight
  A warrior who has either willingly or unwillingly joined the gladiatorial arena for the
  entertainment of a wider audience.
  Knight
  Humanoid (Einherjar), Crusader (Knight of the Order); Size: 4; Effective Level: 5
  Defenses
  HP: 8 | MP: — | Soak: 6
  Defense: 23 (VM: 25) | Avoid: 19 (VM: 21)
  Mental Defense: 19 (VM: 21) | Bodily Defense: 24 (VM: 26)
  Head: 4 | Body: 10 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: Claymore 8k4 (12k5 slashing damage, 2 PEN), Brutish, Reach
  Space: 1x1 | Reach: 1 (2 with Claymore)
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 2, SRT: 1, AGI: 3, LUK: 6
  Feats: Martial ArtsB, Weapon Focus (Swords)B, Weapon Specialization (Swords), Step
  Up, Brutal Strike
  Skills: Acrobatics 6k3+5, Deception 6k3+5, Feats of Strength 6k3+5, Fortitude 6k3+5,
  Persuasion 6k3+5
  Gear: Claymore, Great Helm + Chain Coif, Chain Shirt + Breastplate, Gauntlets,
  Greave
  Language: English, Old Norse
  Special Abilities: Martial Artist, Signature Weapon, Orderly Purge, Trained Defenses,
  Devotion, Deific Gift, First Awakening
  Martial Artist (Species): Gain Martial Arts as a bonus feat.
  Signature Weapon (Species): Gain Weapon Focus in a weapon group of your choice.
  Orderly Purge (Class): As a swift action gain +1 attack/damage against an enemy for
  7 rounds.
  Trained Defenses (Class): Gain +2 to all Defenses, and a +1 bonus to Parry.
  Devotion (Class): You are immune to mind control and similar effects.
  Deific Gift [Champion] (Class): Gain a +1k0 damage with [Swords].
  First Awakening (Class): As a swift action 7 times per day you can touch yourself or
  an ally (as a standard action) to heal a number of HP equal to your Luck (6).
  
  Lunatic
  This lunatic is an alchemical genius despite their fractured mind, being able to kill
  their enemies for their own sick purposes.
  Lunatic
  Humanoid (Human), Alchemist; Size: 4; Effective Level: 2
  Defenses
  HP: 7 | MP: 11 | Soak: 5
  Defense: 17 (VM: 22) | Avoid: 14 (VM: 19)
  Mental Defense: 21 (VM: 26) | Bodily Defense: 18 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Frag 2k1 (4k4 slashing damage, 4 PEN, 4 sq. burst)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 6, END: 3, RES: 5, SRT: 6, AGI: 2, LUK: 1
  Feats: Improved InitiativeB, Improvised Throw
  Skills: Awareness 6k3+2, Fortitude 3k1+2, Heal 6k3+2, Knowledge (Science,
  Humanoids, Religion, Technology) 6k3+2, Linguistics 6k3+2, Spellcraft 6k3+2, Use
  Computers 6k3+2, Use Magic Device 6k3+2
  Gear: 12 Frag grenades
  Language: English, Binary, Javascript, Russian, Japanese, German, Polish
  Special Abilities: Skill Mastery, Versatile, Spellcasting, Potions Initiate, Alchemical
  Solution
  Skill Mastery [Fortitude] (Species): Gain an additional skill trained at 1st level.
  Versatile [Improved Initiative] (Species): Gain a bonus feat you meet the
  prerequisites for.
  Spellcasting (Class): 6 Rune spells; Blocking Weapon, Elongate Limbs, Eagle Eyes,
  Erupt Area, Sticky Area, Shifting Weapon
  Potions Initiate (Class): You receive a +1k0 to Artisan (Potions) checks and crafting
  potions costs only ¼ in materials.
  Alchemical Solution (Class): Create up to 8 solutions which cure status ailments.
  
  Magister
  Head magicians within cities, those who are strong enough with their spells to be
  designated by a local mayor to undertake magical practice for the sake of the city.
  Magister
  Humanoid (Human), Mage; Size: 4; Effective Level: 2
  Defenses
  HP: 6 | MP: 12 | Soak: 4
  Defense: 20 (VM: 26) | Avoid: 20 (VM: 26)
  Mental Defense: 18 (VM: 24) | Bodily Defense: 17 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Unarmed 2k1 (3k2 bludgeoning damage), Finesse, Nonlethal
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 6, END: 2, RES: 6, SRT: 3, AGI: 5, LUK: 1
  Feats: Silent CastingB, Elemental Focus (Fire)
  Skills: Acrobatics 5k2+2, Awareness 3k1+2, Heal 6k3+2, Knowledge (Magic, Dark Magic,
  Humanoids) 3k1+2, Spellcraft 3k1+2, Use Magic Device 6k3+2
  Gear: Spellbook
  Language: English
  Special Abilities: Skill Mastery, Versatile, Spellcasting, Mage’s Origin
  Skill Mastery [Use Magic Device] (Species): Gain an additional skill trained at 1st
  level.
  Versatile [Silent Casting] (Species): Gain a bonus feat you meet the prerequisites for.
  Spellcasting (Class): 6 Arcane spells; Energy Grasp, Energy Ray, Energy Sword, Arcane
  Armor, Illusory, Detect Magic
  Mage’s Origin [Studious] (Class): Uses Arcane magic, and the Mage receives a
  spellbook or familiar that stores their spells. They can put more spells in their
  spellbook or familiar, and this costs a number of gold equal to the spell’s level x 1,000.
  
  Mercenary
  Hired muscle sent to help those who are in need of their services. Mercenaries come
  in all forms, some with more skewed moral compasses than others.
  Mercenary
  Humanoid (Human), Soldier; Size: 4; Effective Level: 2
  Defenses
  HP: 15 | MP: — | Soak: 6
  Defense: 21 (VM: 23) | Avoid: 20 (VM: 22)
  Mental Defense: 16 (VM: 18) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 10 | Arms: 2 | Legs: 1
  Offense
  Speed: 6 sq. (Land)
  Melee: Bastard Sword 8k3 (8k3 slashing damage, 2 PEN), Brutish, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 2, SRT: 1, AGI: 5, LUK: 3
  Feats: Weapon Focus (Swords)B, Weapon Specialization (Swords)
  Skills: Acrobatics 8k4+4, d
  Gear: Broad Sword, Breastplate + Chain Shirt, Gauntlets, Leather Leggings, Buckler
  Language: English
  Special Abilities: Skill Mastery, Versatile, Martial Talents, Unshakable
  Skill Mastery [Use Magic Device] (Species): Gain an additional skill trained at 1st
  level.
  Versatile [Weapon Focus] (Species): Gain a bonus feat you meet the prerequisites
  for.
  Martial Talent [Reeling Attack] (Class): On an attack, you can choose to deal ½
  damage if you hit and the opponent hit can only deal ½ damage on their turn.
  Unshakable (Class): Gain a +1 to Mental Defense against fear/mind-affecting effects.
  
  Pirate
  Ravagers of the high seas, Pirates are thieves and treasure hunters who raid ships and
  hunt for gold hidden in various locations.
  Pirate
  Humanoid (Human), Marksman; Size: 4; Effective Level: 2
  Defenses
  HP: 11 | MP: — | Soak: 5
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 4 | Arms: 2 | Legs: 1
  Offense
  Speed: 7 sq. (Land)
  Melee: Flintlock 8k3 (5k2 bludgeoning and piercing damage), Single, Accurate
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 5, RES: 1, SRT: 3, AGI: 6, LUK: 6
  Feats: Weapon Focus (Pistols)B, Weapon Specialization (Pistols)
  Skills: Acrobatics 6k3+2, Awareness 3k1+2, Deception 6k3+2, Fortitude 5k2+2,
  Knowlege (History) 3k1+2, Persuasion 6k3+2, Stealth 6k3+2
  Gear: Flintlock, Chain Shirt, Gauntlets, Leather Leggings, Buckler
  Language: English
  Special Abilities: Skill Mastery, Versatile, Hunting Specialization, Land Speed
  Skill Mastery [Awareness] (Species): Gain an additional skill trained at 1st level.
  Versatile [Weapon Focus] (Species): Gain a bonus feat you meet the prerequisites
  for.
  Hunting Specialization (Class): Gain a bonus to hit and damage equal to half level
  against a specific type of enemy (example: Alien, Humanoid (Orc), or Undead).
  Land Speed (Class): Gain a +1 square to land speed.
  
  Slaver
  Muscle hired to kidnap unsuspecting innocents in order for them to be sold later.
  Slavers are “thieves” in an unorthodox sense, instead stealing people’s freedom.
  Slaver
  Humanoid (Orc), Soldier; Size: 4; Effective Level: 4
  Defenses
  HP: 16 | MP: — | Soak: 6
  Defense: 22 (VM: 23) | Avoid: 21 (VM: 22)
  Mental Defense: 18 (VM: 19) | Bodily Defense: 20 (VM: 21)
  Head: 0 | Body: 4 | Arms: 2 | Legs: 1
  Offense
  Speed: 6 sq. (Land)
  Melee: Wooden Greataxe 13k6 (12k7 slashing damage, 2 PEN), +2 STR, Brutish,
  Nonlethal
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 5, RES: 1, SRT: 3, AGI: 5, LUK: 2
  Feats: Weapon Focus (Axes), Brutal Strike
  Skills: Acrobatics 6k3+2, Awareness 3k1+2, Deception 6k3+2, Fortitude 5k2+2,
  Knowlege (History) 3k1+2, Persuasion 6k3+2, Stealth 6k3+2
  Gear: Wooden Greataxe, Chain Shirt, Gauntlets, Leather Leggings, Buckler
  Language: English, Orcish
  Special Abilities: Orcish Hate, Empowered Throw, Martial Talents, Unshakable,
  Weapon Training, Armor Training
  Orcish Hate (Species): Gain a +1k0 while under half HP.
  Empowered Throw (Species): Orcs can throw any light or one-handed melee weapon
  at a range of 2 squares at no penalty.
  Martial Talent [Blowback] (Class): Once per encounter after dealing damage to an
  enemy you can push them back by 1 square.
  Martial Talent [Oversized Weaponry] (Class): The weapon you selected with Weapon
  Training is counted as being one size category larger for the purposes of damage. This
  increases the damage by +1k1.
  Unshakable (Class): Gain a +1 to Mental Defense against fear/mind-affecting effects.
  Weapon Training [Axes] (Class): +1k0 to attack and damage with Axes.
  Armor Training (Class): +1 to Defense and Avoid while wearing armor.
  
  Smuggler
  Space faring vagabonds, Smugglers use their intricate knowledge of the stars to
  navigate beyond their homeworld and to export legal and illegal goods.
  Smuggler
  Humanoid (Human), Rogue; Size: 4; Effective Level: 2
  Defenses
  HP: 11 | MP: — | Soak: 5
  Defense: 24 (VM: 25) | Avoid: 23 (VM: 24)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 21 (VM: 22)
  Head: 4 | Body: 4 | Arms: 4 | Legs: 4
  Offense
  Speed: 7 sq. (Land)
  Melee: Laser Pistol 8k3 (8k3 fire damage), Semi, Accurate
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 5, RES: 1, SRT: 3, AGI: 6, LUK: 6
  Feats: Weapon Focus (Pistols)B, Weapon Specialization (Pistols)
  Skills: Acrobatics 6k3+2, Awareness 3k1+2, Deception 6k3+2, Knowledge (Crime,
  History, Humanoids, Business) 3k1+2, Persuasion 6k3+2, Stealth 6k3+2
  Gear: Laser Pistol, Reflector Suit (only applies versus fire)
  Language: English
  Special Abilities: Skill Mastery, Versatile, Precise Strike, Finesse Training, Watchful
  Eye, Trap Disarmament
  Skill Mastery [Awareness] (Species): Gain an additional skill trained at 1st level.
  Versatile [Weapon Focus] (Species): Gain a bonus feat you meet the prerequisites
  for.
  Precise Strike (Class): 6 times per day gain a +1k0 to attack and damage.
  Finesse Training (Class): All light weapons receive Finesse.
  Watchful Eye (Class): Cannot be caught flat-footed or surprised for a surprise round.
  
  Magical Beast
  Magical beasts are closely related to animals, however they are not always an animal.
  Animals that have been given human-like intelligence are considered Magical Beasts.
  Many beasts are found in areas seeped in magic or areas where they ‘claim’ land,
  however very rarely magical beasts venture to lands outside of their own.
  Also featured as magical beasts are “cryptids” as they’re known on Earth, these
  creatures aren’t known as this outside of Earth and instead take on different names.
  Features
  
  8 HP (HP progression as per Soldier) | +2 Soak
  
  Attacks per Level as per Rogue (with weapons only)
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Darkvision 6 squares
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Magical Beasts breathe, eat, and sleep
  Magical Beasts
  
  Anthropophagus
  
  Canem Horribilis
  
  Cerberus
  
  Dingonek
  
  Experimental Animal
  
  Fear Liath
  
  Gryphon
  
  Jack-in-Irons
  
  Knucker
  
  Naga
  
  Prong Rhino
  
  Splintercat
  
  Wanyūdō
  
  Yara-Ma-Yha-Who
  
  Yeitso
  
  Anthropophagus
  Headless abominations with two long and fragile arms and a face positioned on their
  chest and stomach, Anthropophagi are truly horrible sights to behold.
  Anthropophagus
  Magical Beast (Cryptid); Size: 5; Effective Level: 6
  Defenses
  HP: 21 | MP: — | Soak: 7
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 23 (VM: 24)
  Body: 7 | Arms: 0 | Legs: 2
  Offense
  Speed: 8 sq. (Land)
  Melee: Bite 8k4 (8k4 piercing damage, 6 PEN), Brutish, Savage
  Melee: 2 Claws 8k4 (7k3 slashing and acid damage, 4 PEN), Brutish, Savage, Daunting
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Step Up
  Skills: Acrobatics 8k4+6, Feats of Strength 8k4+6
  Gear: N/A
  Language: N/A
  Special Abilities: Acidic Claws, Dark Shape
  Acidic Claws: Anthropophagi claws deal both slashing and acid damage. In addition to
  this on a successful attack roll with their claws against an enemy, the Anthropophagi
  deals 1d5 points of Endurance damage to the opponent.
  Dark Shape: When in a dark area, Anthropophagi can hide in plain sight (even against
  creatures with Darkvision) and if they do not stealth they still have partial
  concealment. On Stealth checks in dark areas, Anthropophagi receive a +2k2.
  
  Canem Horribilis
  Lesser forms of the great Cerberus, Canem Horribilis are hounds with an affinity to hell
  hunting down escapees from hell and dragging them back into the pit.
  Canem Horribilis
  Magical Beast (Wolf); Size: 4; Effective Level: 8
  Defenses
  HP: 19 | MP: — | Soak: 6
  Defense: 25 (VM: 27) | Avoid: 27 (VM: 29)
  Mental Defense: 16 (VM: 18) | Bodily Defense: 19 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Bite 8k4 (7k4 piercing damage), Finesse, Trip
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 2, SRT: 1, AGI: 8, LUK: 2
  Feats: Improved Maneuver (Trip), Hookline, Piranha Sting, Dodge
  Skills: Acrobatics 8k4+8, Stealth 8k4+8
  Gear: N/A
  Language: N/A
  Special Abilities: Hound of Hell, Otherworldly Glow
  Hound of Hell: As a full-round action the Canem Horribilis can unleash a gout of fire in
  a 4 square radius. All enemies have an attack (8k4 vs. Avoid) made against them and on
  a successful hit they take 7k4 fire damage (half on a miss).
  Otherworldly Glow: The Canem Horribilis glows a bright orange color, shedding light
  like a torch out 8 squares. In addition to this, all who are able to see the Canem
  Horribilis have an attack (4k2 vs. Mental Defense) made against them. On a successful
  hit, they take 1 sanity damage. This can only be triggered once per day.
  
  Cerberus
  The guardian of Hell’s gates itself, Cerberus stares at its prey with crimson eyes and
  for those who seek to get past it, they must defeat its massive form in battle..
  Cerberus
  Magical Beast (Wolf); Size: 8; Effective Level: 20
  Defenses
  HP: 39 | MP: — | Soak: 10
  Defense: 30 (VM: 38) | Avoid: 16 (VM: 24)
  Mental Defense: 17 (VM: 25) | Bodily Defense: 27 (VM: 35)
  Head: 12 | Body: 12 | Arms: 4 | Legs: 4
  Offense
  Speed: 12 sq. (Land)
  Melee: 3 Bites 14k8 (14k7 piercing damage, 6 PEN), Brutish, Powerful
  Space: 5x5 | Reach: 5
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 8, SRT: 2, AGI: 3, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Tough it Out, Shake it Off, Blood Bath, Power Strike, Cleave
  Skills: Feats of Strength 12k6+20, Fortitude 12k6+20
  Gear: N/A
  Language: Demonic
  Special Abilities: Howl of Doom, Hellfire Breath
  Howl of Doom: As a standard action Cerberus can howl against all creatures within 8
  squares of it. An attack (12k6 vs. Bodily Defense) is made, and on a successful hit the
  opponents take 12k6 points of sonic damage and are permanently deafened. On a miss
  they are instead deafened for 1 round and take no damage.
  Hellfire Breath: As a full-round action Cerberus can expel a breath of flame and death
  in a 12 square cone. An attack (12k6 vs. Bodily Defense) is made, and on a successful
  hit the opponents take 12k6 points of fire and unholy damage. Creatures immune to
  unholy damage take only fire damage, and creatures immune to fire damage take only
  unholy damage. Creatures immune to both are instead healed by the amount the
  damage would’ve dealt (after Soak).
  
  Dingonek
  A snake-like creature that resides in swamps, Dingonek’s have the head of a lion and
  the tusks of a walrus, and the stinger of a scorpion.
  Dingonek
  Magical Beast (Cryptid); Size: 5; Effective Level: 6
  Defenses
  HP: 23 | MP: — | Soak: 7
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 25 (VM: 26)
  Head: 4 | Body: 6 | Stinger: 2
  Offense
  Speed: 6 sq. (Land), 6 sq. (Swim)
  Melee: Bite 10k4 (8k4 piercing damage), Brutish, Grapple
  Melee: Stinger 10k4 (7k3 piercing damage), Brutish, Injection (+ Bone Rot poison)
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 10, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Improved Maneuver (Grapple), Chokehold, Weapon Focus (Simple)
  Skills: Acrobatics 8k4+6, Fortitude 10k5+6
  Gear: N/A
  Language: N/A
  Special Abilities: Wrangling Bite, Quick Stinger
  Wrangling Bite: When making a bite attempt, the Dingonek can make a free grapple
  attempt. Grapple checks made by the Dingonek are made against Avoid.
  Quick Stinger: If the Dingonek chooses to only attack with their stinger or if they are
  already grappling something with their mouth, they can instead made a full-round
  attack to make two Stinger attacks. When doing this increase the bonus to hit by +1k1,
  and increase the bonus to-hit against Bodily Defense with the poison by +2k2.
  
  Experimental Animal
  Chimera-like creatures whose mere existence is a crime against nature, Experimental
  Animals do not take aspects from other creatures but instead improve upon pre-
  existing features from the animal. The example here is an incredibly burly bear.
  Experimental Animal
  Magical Beast (Experiment); Size: 6; Effective Level: 5
  Defenses
  HP: 20 | MP: — | Soak: 8
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 23 (VM: 24)
  Head: 3 | Body: 8 | Arms: 3 | Legs: 3
  Offense
  Speed: 12 sq. (Land), 6 sq. (Climb)
  Melee: Bite 14k7 (11k5 piercing damage), Brutish, Savage, Powerful
  Melee: 2 Claws 14k7 (10k4 slashing damage), Brutish, Savage
  Space: 3x3 | Reach: 3
  Statistics
  STR: 12, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus (Simple), Brutal Strike, Power Strike
  Skills: Feats of Strength 12k6+5, Fortitude 8k4+5
  Gear: N/A
  Language: N/A
  Special Abilities: Experimental Defenses, Horrifying Visage
  Experimental Defenses: Experimental Animals receive Resistance 5 to a single
  element (except sonic, corruption, or arcane).
  Horrifying Visage: Enemies who see the Experimental Animal have an attack (6k4 vs.
  Mental Defense) and on a successful hit the opponent takes 1d5+3 points of sanity
  damage, and on a miss they only take 1 sanity damage. This can only affect an
  opponent once per day, and once affected they are immune to its effects - even from
  other Experimental Animals.
  Building Experimental Animals
  If you want to create Experimental Animals using pre-existing animal stats, you can by
  increasing two physical stats (STR, END, or AGI) by 2 and decreasing one by 1. In
  addition to this, replace all of its special abilities with Experimental Defenses and
  Horrifying Visage listed above.
  
  Fear Liath
  Sasquatch-like beasts surrounded by a persistent fog and capable of using psychic
  abilities for defense.
  Fear Liath
  Magical Beast (Cryptid); Size: 4; Effective Level: 2
  Defenses
  HP: 15 | MP: — | Soak: 6
  Defense: 19 (VM: 21) | Avoid: 18 (VM: 20)
  Mental Defense: 21 (VM: 23) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Ranged: Psi-Assault 6k3 (5k3 psychokinetic damage), vs. Mental Defense
  Space: 1x1 | Reach: 1 (6 with Psi-Assault)
  Statistics
  STR: 4, MAG: 1, END: 6, RES: 2, SRT: 6, AGI: 4, LUK: 1
  Feats: Psychokinetic Pull
  Skills: Knowledge (Magic) 6k3+2, Spellcraft 6k3+2
  Gear: N/A
  Language: English, Scots, Gaelic (Scottish)
  Special Abilities: Fog Aura, Psychic Attunement
  Fog Aura: As a swift action once per encounter a Fear Liath can surround itself in a 4
  square aura of fog. This functions as Smoke without the choking effect, instead only
  functioning for the purpose of concealment. All creatures within the fog have
  concealment, and the fog lasts for 1 round per point of Endurance the Fear Liath has.
  Psychic Attunement: Fear Liath receive a single natural attack. This natural attack is
  a ranged psychokinetic attack that uses their Smarts for to-hit and damage. The attack
  is called “Psi-Assault”, has a range of 6 squares, and a base damage (before Smarts) of
  2k2.
  Fear Liath as PCs: It is possible to play Fear Liath as PCs without affecting balance too
  much. PC Fear Liaths gain the Special Abilities as normal, rely on a class rather than
  their Species for HP/Soak, Attacks per Level, Skills, and Proficiencies. Fear Liaths
  receive a +1 END and SRT, and have 4 Size. The Bestiary Fear Liath’s stats aren’t
  accurate to the playable PC Fear Liath.
  
  Gryphon
  Sasquatch-like beasts surrounded by a persistent fog and capable of using psychic
  abilities for defense.
  Gryphon
  Magical Beast; Size: 5; Effective Level: 4
  Defenses
  HP: 17 | MP: — | Soak: 7
  Defense: 22 (VM: 23) | Avoid: 22 (VM: 23)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 21 (VM: 22)
  Head: 1 | Body: 4 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 14 sq. (Fly)
  Melee: Bite 6k3 (7k3 piercing damage), Deadly
  Melee: 2 Claws 6k3 (6k2 slashing damage), Deadly
  Space: 2x2 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 2, AGI: 6, LUK: 1
  Feats: Dodge, Elbow Shove
  Skills: Acrobatics 6k3+4, Stealth 6k3+4
  Gear: N/A
  Language: N/A
  Special Abilities: Bleeding Claws, Diving Pounce
  Bleeding Claws: On a successful hit with both claw attacks, the opponent takes 3
  points of bleed damage for 1d5+2 rounds.
  Diving Pounce: While flying the Gryphon can charge an opponent who is on the ground,
  and make all of its natural attacks as if it had made a full-round attack.
  
  Jack-in-Irons
  A hulking giant who patrols and haunts lonely roads - particularly in Yorkshire, England
  however he is known to appear elsewhere. He is covered in many chains.
  Jack-in-Irons
  Magical Beast (Giant); Size: 6; Effective Level: 8
  Defenses
  HP: 25 | MP: — | Soak: 8
  Defense: 20 (VM: 21) | Avoid: 12 (VM: 13)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 25 (VM: 26)
  Head: 6 | Body: 8 | Arms: 6 | Legs: 6
  Offense
  Speed: 6 sq. (Land)
  Melee: Crushing Weight Steel Club 12k6 (9k2+4 bludgeoning damage), Brutish, Shield
  Breaker
  Space: 3x3 | Reach: 3
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 1, SRT: 2, AGI: 1, LUK: 1
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Brutal Strike, Step Up
  Skills: Feats of Strength 10k5+8, Fortitude 10k5+8
  Gear: Crushing Weight Steel Club
  Language: English, Old English
  Special Abilities: Brutal Club, Beheaded Trophies
  Brutal Club: As a full-round action Jack-in-Irons can make a single attack with his club
  and on a successful hit the opponent is stunned for 1 round. In addition to this, Jack-
  in-Iron counts clubs as Brutish weapons.
  Beheaded Trophies: Jack-in-Irons carries and wears thousands of heads from former
  victims of his that are stuck to the chains wrapped around his body. While wearing
  these heads he receives a +4 bonus to Defense, and a single luck re-roll per day as if he
  was a player character.
  
  Knucker
  Water drakes that live in ‘knuckerholes’, Knuckers are serpentine in nature and
  resemble a cross between a snake and a lizard. Though long, Knuckers are human-sized.
  Knucker
  Magical Beast (Cryptid); Size: 4; Effective Level: 2
  Defenses
  HP: 13 | MP: — | Soak: 8
  Defense: 23 (VM: 25) | Avoid: 26 (VM: 28)
  Mental Defense: 17 (VM: 19) | Bodily Defense: 19 (VM: 21)
  Head: 1 | Body: 3 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 8 sq. (Swim)
  Melee: Bite 8k4 (7k4 piercing damage), Finesse, Deadly, Reach
  Space: 1x1 | Reach: 1 (2 with Bite)
  Statistics
  STR: 4, MAG: 1, END: 4, RES: 2, SRT: 2, AGI: 8, LUK: 1
  Feats: Piranha Strike
  Skills: Acrobatics 8k4+2, Stealth 8k4+2
  Gear: N/A
  Language: Old English, Manx, Irish, Scots, Scottish Gaelic, Welsh
  Special Abilities: Knuckerhole, Acid Breath
  Knuckerhole: While within its home, a Knuckerhole, the Knucker has a bonus +5
  Deflection to all body parts and Regeneration 5 (Cold Iron). These bonuses last for
  1d5+1 rounds after the Knucker leaves its Knuckerhole. In addition to this, Knuckers
  are able to breathe underwater and are immune to drowning effects.
  Acid Breath: As a standard action the Knucker can breathe a 4 square line in front of it
  of acidic breath. This is an attack (8k4 vs. Avoid) and on a successful hit, the opponent
  takes 8k4 points of acid damage. On a failed hit, it deals half damage.
  Owning a Knucker as a pet: Some characters may wish to tame and own a Knucker for
  themselves. In order to do this they must first build a Knuckerhole (this costs 1,000
  gold to hire another to do it, or costs 250 gold and 5 months of work to do it yourself.)
  Next the character must succeed on a DC 19 (15 + Level + Smarts) Handle Animal or
  Persuasion check with a Knucker or you must hatch one of their eggs on your own
  within the Knuckerhole.
  
  Naga
  Half-snake, half-humans, Nagas were the result of magical experiments to ‘improve
  humanity’ through use of chimeras. This experiment went wrong, leaving the new
  species to walk the lands, forever hated…
  Naga
  Magical Beast; Size: 5; Effective Level: 2
  Defenses
  HP: 15 | MP: — | Soak: 7
  Defense: 23 (VM: 24) | Avoid: 26 (VM: 27)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0 | Arms: 0 | Tail: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Bite 10k4 (8k4 piercing damage), Finesse, Injection (+ Demon Bile)
  Space: 2x2 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 6, RES: 1, SRT: 4, AGI: 8, LUK: 1
  Feats: Weapon Focus (Simple)
  Skills: Acrobatics 8k4+2, Stealth 8k4+2
  Gear: N/A
  Language: English, Naga
  Special Abilities: Viper Fangs, Coil
  Viper Fangs: The Naga receives a natural Bite attack for their size (4k2) and this bite
  attack has the Finesse and Injection weapon special abilities. In addition to this,
  Naga’s bites are laced with a naturally occurring Demon Bile poison.
  Coil: As a full-round action the Naga can coil in to protect itself, increasing its Body’s
  Deflection by 6 (this stacks with Armor or Natural Deflection). While coiled all attacks
  go against the Naga’s body (even with called shots), shields are unusable, and the Naga
  cannot take any actions. Uncoiling is a move action.
  Nagas as PCs: It is possible to play Nagas as PCs without affecting balance too much.
  PC Nagas gain the Special Abilities as normal, rely on a class rather than their Species
  for HP/Soak, Attacks per Level, Skills, and Proficiencies. Nagas receive a +1 SRT and
  AGI, and have 5 Size. The Bestiary Naga’s stats aren’t accurate to the playable PC
  Naga.
  
  Prong Rhino
  Deadlier variants of the regular rhino, Prong Rhinos are named for their three-pronged
  horns - one on top of the head, and two protruding from each side and pointed
  forwards.
  Prong Rhino
  Magical Beast (Cryptid); Size: 6; Effective Level: 8
  Defenses
  HP: 27 | MP: — | Soak: 8
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 27 (VM: 28)
  Head: 4 | Body: 12 | Arms: 8 | Legs: 8
  Offense
  Speed: 12 sq. (Land)
  Melee: 3 Gores 14k7 (11k5 piercing damage, 6 PEN), Brutish, Savage, Powerful
  Space: 3x3 | Reach: 3
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 1, SRT: 2, AGI: 2, LUK: 1
  Feats: Elbow Shove, Step Up, Weapon Focus (Simple), Brutal Strike
  Skills: Acrobatics 12k6+8, Feats of Strength 12k6+8
  Gear: N/A
  Language: N/A
  Special Abilities: Devastating Charge, Bleeding Horns
  Devastating Charge: On a charge attack, roll damage three times (one for each Gore)
  and take the highest result from the three damage rolls. In addition to this, triple the
  Penetration on this Gore attack (18 PEN).
  Bleeding Horns: If the Prong Rhino hits with one of its Gore attacks, it deals 1 bleed
  damage to the opponent. For each additional Gore attack which hits, add 1 more bleed
  damage. This lasts for 1 round per point of bleed damage (maximum of 3 rounds), and
  the amount of bleed damage you take is reduced by 1 per round.
  Example: You take 3 bleed damage the first round, and the next round you take 2
  bleed damage. For the last round you take 1 bleed damage.
  
  Splintercat
  Strange housecats with tough metallic-like hides on their heads, Splintercats headbutt
  trees into falling down in order to suck the sap from them, or find other food such as
  birds and insects. They “jump” far, effectively flying head-first into trees.
  Splintercat
  Magical Beast (Cryptid); Size: 1; Effective Level: 2
  Defenses
  HP: 13 | MP: — | Soak: 3
  Defense: 28 (VM: 29) | Avoid: 31 (VM: 32)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 19 (VM: 20)
  Head: 8 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land), 4 sq. (Fly)
  Melee: Slam 8k4 (5k3 bludgeoning damage, 5 PEN), Reach, Savage
  Space: 1x1 | Reach: 0 (1 with Slam)
  Statistics
  STR: 8, MAG: 1, END: 4, RES: 1, SRT: 1, AGI: 8, LUK: 1
  Feats: Advantageous Size
  Skills: Feats of Strength 8k4+2, Stealth 8k4+2
  Gear: N/A
  Language: N/A
  Special Abilities: Bull-Headed Slam, Steel-Headed Shield
  Bull-Headed Slam: On a full-round action the Splintercat can make a single slam
  attack. If the attack is against an inanimate object, the attack deals double damage
  and bypasses 2 points of the object’s Soak. This applies on Sunder checks too.
  Steel-Headed Shield: Splintercats can use their head as if it were a Shield with 4
  Deflection (attacks against the head still go against their 8 Head Deflection, however
  when used as a shield it adds 4 Deflection to a body part). Splintercats using their head
  as a shield can use the Raise action as a free action instead of a swift action.
  
  Wanyūdō
  Floating heads on the center of a flaming wheel, Wanyūdō are terrifying creatures who
  look to steal souls in order to drag them straight to hell with him.
  Wanyūdō
  Magical Beast; Size: 4; Effective Level: 10
  Defenses
  HP: 21 | MP: — | Soak: 6
  Defense: 21 (VM: 25) | Avoid: 22 (VM: 26)
  Mental Defense: 19 (VM: 23) | Bodily Defense: 19 (VM: 23)
  Head: 0 | Wheel: 6
  Offense
  Speed: 12 sq. (Fly)
  Melee: Slam 6k3 (5k3 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 8, END: 4, RES: 4, SRT: 4, AGI: 6, LUK: 1
  Feats: Second Wind, Strengthened Recovery, Blood Bath, Bludgeoning Strike
  Skills: Awareness 4k2+10, Spellcraft 4k2+10
  Gear: N/A
  Language: Japanese, Old Japanese
  Special Abilities: Soul Stealing, Horrify
  Soul Stealing: As a standard action the Wanyūdō can make an attack (8k4 + level vs.
  Mental Defense against spells) and on a successful hit, they suck the soul from the
  target’s body. If the opponent dies after the Wanyūdō sucks their soul out, he will own
  it. Otherwise it’ll return to their body. If the Wanyūdō successfully sucks a soul out
  permanently from an opponent that is no more than 2 levels lower than him, he gains 1
  level. He can gain levels up to 20th level.
  Horrify: As a standard action the Wanyūdō can attempt to scare an opponent. This is
  an attack (8k4 vs. Mental Defense) and on a successful hit, the opponent takes 1d5 +
  1/2 MAG in sanity damage.
  
  Yara-Ma-Yha-Who
  A great red frog-like beast with two beady eyes, a large mouth, and suckers on the
  ends of its hands and feet.
  Yara-Ma-Yha-Who
  Magical Beast (Cryptid); Size: 5; Effective Level: 5
  Defenses
  HP: 20 | MP: — | Soak: 7
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 23 (VM: 24)
  Head: 6 | Body: 4 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 8 sq. (Climb)
  Melee: Bite 10k5 (10k4 bludgeoning damage), Brutish, Grapple
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 6, LUK: 1
  Feats: Weapon Focus (Simple), Brutal Strike, Weapon Specialization (Simple)
  Skills: Feats of Strength 8k4+5, Fortitude 8k4+5
  Gear: N/A
  Language: Kriol
  Special Abilities: Blood Drain, Massive Frame
  Blood Drain: On a successful grapple check against an opponent the Yara-Ma-Yha-Who
  can attempt to drain their blood. This is an attack (8k4 vs. Bodily Defense) and on a
  successful hit the opponent takes 2 points of bleed damage for 1d5+1 rounds.
  Meanwhile the Yara-Ma-Yha-Who recovers 5 HP.
  Massive Frame: Yara-Ma-Yha-Who receive a +5 bonus to grapple checks against
  creatures that are of a size category smaller than it.
  
  Yeitso
  Giants covered in obsidian scales, Yeitso use their control over the flames and obsidian
  on its body to forge weapons in a moment’s notice.
  Yeitso
  Magical Beast (Cryptid); Size: 5; Effective Level: 8
  Defenses
  HP: 25 | MP: — | Soak: 7
  Defense: 17 (VM: 20) | Avoid: 14 (VM: 17)
  Mental Defense: 16 (VM: 19) | Bodily Defense: 25 (VM: 28)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Obsidian Broadsword 10k6+2 (9k4 slashing damage, 2 PEN), Brutish, Savage
  Space: 2x2 | Reach: 2
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 3, SRT: 1, AGI: 2, LUK: 1
  Feats: All-Out Attack, Power Strike, Cleave, Brutal Strike
  Skills: Feats of Strength 8k4+5, Fortitude 8k4+5
  Gear: Obsidian Broadsword
  Language: Diné
  Special Abilities: Obsidian Scales, Bladed Armor
  Obsidian Scales: As a swift action the Yeitso can unleash one of its obsidian blades,
  and brandish it as an Obsidian Broadsword. Weapons created in this way do not possess
  the Fragile weapon quality.
  Bladed Armor: Yeitso do not receive Deflection from their armor they wear, instead
  anyone attempting to attack them takes 1 point of damage (bypassing Soak) each time
  they hit.
  
  Mystical
  Mystical beings encompass those which are deeply rooted with magical energy,
  sometimes being made entirely out of it, and more often than not Mystical beings come
  from places where magic reigns supreme such as the lands of the fairies. Fey creatures,
  magically infused monsters, and some entities spawned by lore count as Mystical
  creatures. Some creatures are created through legends and mythological recounts, one
  of the outer dimensions spawning the myth into existence due to a collective
  subconscious within the lands of dreams imagining it into existence.
  Features
  
  4 HP (HP progression as per Mage) | +0 Soak Attacks per Level as per Mage
  
  Skill Ranks as per Soldier (Doesn’t add Smarts to Skill Ranks)
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Mystical beings breathe, eat, and sleep
  Mystical Creatures
  
  Cù Sìth
  
  Dark Faerie
  
  Fideal
  
  Gancanagh
  
  Ijiraat
  
  Kelpie
  
  Knocker
  
  Leanan Sídhe
  
  Leshy
  
  Mahaha
  
  Marool
  
  Redcap
  
  Sianach
  
  Spriggan
  
  Tree Haunt
  
  Cù Sìth
  Fey wolves who protect nature and use their mystical powers to influence the world
  around them - creating life wherever they go. Their emerald fur is luscious and highly
  prized.
  Cù Sìth
  Mystical (Wolf); Size: 4; Effective Level: 4
  Defenses
  HP: 10 | MP: — | Soak: 4
  Defense: 25 (VM: 31) | Avoid: 27 (VM: 33)
  Mental Defense: 18 (VM: 24) | Bodily Defense: 20 (VM: 26)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Bite 8k4 (7k4 piercing damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 6, SRT: 2, AGI: 8, LUK: 4
  Feats: Combat Reflexes, Elbow Shove
  Skills: Acrobatics 8k4+4, Deception 4k2+4, Persuasion 4k2+4, Stealth 8k4+4
  Gear: N/A
  Language: Sylvan, Gaelic (Scottish), Irish, Welsh
  Special Abilities: Nature Walk, Howl of Healing
  Nature Walk: Wherever a Cù Sìth roams, plant life grows and in plentiful quantities. As
  a full-round action the Cù Sìth can cause a gout of plant life to grow around it in a 4
  square radius, creating difficult terrain that only it and its allies can move through.
  Howl of Healing: Cù Sìth can, as a swift action, let out a might howl. All allies within 4
  squares of the Cù Sìth are healed 5 HP. This can be used once per encounter.
  
  Dark Faerie
  Spiteful pixies with a taste for blood and a wanton need for destruction and defilement,
  Dark Faeries choose people who are weak and cannot defend themselves to torment -
  common targets of Dark Faeries are children, the sick, and the elderly.
  Dark Faerie
  Mystical (Pixie); Size: 1; Effective Level: 6
  Defenses
  HP: 8 | MP: — | Soak: 1
  Defense: 26 (VM: 31) | Avoid: 27 (VM: 32)
  Mental Defense: 21 (VM: 26) | Bodily Defense: 17 (VM: 22)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Fly)
  Melee: Unarmed 8k4 (5k3 bludgeoning damage), Finesse
  Space: 0x0 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 1, RES: 5, SRT: 5, AGI: 8, LUK: 6
  Feats: Inspiration, Improved Initiative, Lasting Strike
  Skills: Acrobatics 8k4+6, Deception 6k3+6, Persuasion 6k3+6, Stealth 8k4+6
  Gear: N/A
  Language: Sylvan
  Special Abilities: Hate Dust, Destructive Sight
  Hate Dust: Dark Faeries can sprinkle dust on an opponent as a standard action. This is
  an attack (8k4 vs. Avoid) and on a successful hit the opponent is forced to fly 1d5+1
  squares directly upwards for a number of rounds equal to the Dark Faerie’s Luck (6).
  Characters of other forms of movement (including flight) are incapable of doing so
  while the Dark Faerie’s magic forces their movement upwards.
  Destructive Sight: Dark Faeries can as a standard action attempt to damage an
  opponent with a frightful gaze. This is an attack (6k3 vs. Mental Defense) and on a
  successful hit, deals 6k3 points of psychokinetic damage.
  
  Fideal
  Water demons which inhabit Loch Na Fideil, dragging women and children under the
  water to devour them. Fideal are a seaweed green jellyfish-like creature.
  Fideal
  Mystical; Size: 4; Effective Level: 5
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 25 (VM: 27) | Avoid: 18 (VM: 20)
  Mental Defense: 16 (VM: 18) | Bodily Defense: 21 (VM: 27)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 12 sq. (Swim)
  Melee: Sting 6k3 (5k3 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 2, SRT: 1, AGI: 4, LUK: 1
  Feats: Combat Reflexes, Shake it Off, Tough it Out
  Skills: Acrobatics 6k3+5, Feats of Strength 6k3+5, Fortitude 6k3+5, Stealth 4k2+5
  Gear: N/A
  Language: Sylvan
  Special Abilities: Paralytic Sting, Anatomical Oddity
  Paralytic Sting: On a successful sting attack, once per encounter a Fideal can make a
  free attack (6k3 vs. Bodily Defense) against the opponent. On a successful hit, the
  opponent is paralyzed for 1d5+1 rounds. If this fails to hit, the once per encounter use
  is not expended.
  Anatomical Oddity: Fideal are not subject to critical hits or the bonus effects from
  Called Shots, and they have immunity to ice and water damage.
  
  Gancanagh
  Small fey who use their natural charm as a means to seduce women, Gancanagh are
  analogous to Leprechauns. Gancanagh are always male, and seek to create more
  Gancanagh by having sex with the women they seduce.
  Gancanagh
  Mystical (Gancanagh); Size: 2; Effective Level: 2
  Defenses
  HP: 9 | MP: — | Soak: 2
  Defense: 25 (VM: 26) | Avoid: 24 (VM: 25)
  Mental Defense: 23 (VM: 24) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Unarmed 6k3 (4k2 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 1, SRT: 6, AGI: 6, LUK: 8
  Feats: Skill Focus (Persuasion)
  Skills: Awareness 6k3+2, Deception 8k4+2, Knowledge (Seduction) 6k3+2, Persuasion
  8k4+2
  Gear: N/A
  Language: Sylvan, Irish
  Special Abilities: Hypnotic Seduction, Rejuvenating Charmer
  Hypnotic Seduction: Gancanagh can spend a standard action to attempt a Persuasion
  check against an opponent’s Mental Defense. On a successful Persuasion check, the
  opponent is dazed for 1d5+1 rounds. This can be used once per encounter. This only
  affects those who are sexually attracted to you.
  Rejuvenating Charmer: Gancanagh can spend a standard action to help an ally within
  3 squares to heal 1 HP. This can be done a number of times per day equal to their Luck.
  Gancanagh as PCs: It is possible to play Gancanagh as PCs without affecting balance
  too much. PC Gancanagh gain the Special Abilities as normal, rely on a class rather
  than their Species for HP/Soak, Attacks per Level, Skills, and Proficiencies. Gancanagh
  receive a +1 AGI and LUK, and have 2 Size. The Bestiary Gancanagh’s stats aren’t
  accurate to the playable PC Gancanagh.
  
  Ijiraat
  Inuit shapeshifters who are known to change their shapes, and stalk lone travelers in
  order to feast upon their entrails in order to gain access to their spirit.
  Ijiraat
  Mystical; Size: 4; Effective Level: 5
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 21 (VM: 22)
  Head: 1 | Body: 8 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Claws 10k5 (8k3 slashing damage, 4 PEN), Brutish, Savage, Deadly
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 4, AGI: 2, LUK: 1
  Feats: Weapon Focus (Simple), Weapon Specialization (Simple), Brutal Strike
  Skills: Awareness 6k3+2, Deception 8k4+2, Knowledge (Seduction) 6k3+2, Persuasion
  8k4+2
  Gear: N/A
  Language: Sylvan, Inuktitut
  Special Abilities: Natural Amnesia, Shapeshifter
  Natural Amnesia: All who encounter an Ijiraat have a sudden onset of amnesia after
  their encounter, forgetting the Ijiraat unwillingly. Though there are some memory-
  enhancing spells or mind-altering drugs (such as LSD) which negate these effects, they
  are rarely used and thus very few even know of their existence. Because of this, all
  Knowledge checks to understand what an Ijiraat are require a DC 35 check to be passed.
  Passing this check doesn’t guarantee they will be remembered afterwards.
  Shapeshifter: Ijiraat can appear as any humanoid or animal. However, no matter
  which form they take two identifiers reveal they are abnormal: they always possess
  glowing red eyes, and a ghostly white haze follows their body wherever they go. A DC
  20 Awareness check must be passed to recognize the Ijiraat is disguised.
  
  Kelpie
  Shapeshifting water horses, Kelpies seek to attract either men or women to riding
  them before taking them to the waters of a lake, drowning them.
  Kelpie
  Mystical; Size: 4; Effective Level: 8
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 24 (VM: 26) | Avoid: 23 (VM: 25)
  Mental Defense: 22 (VM: 24) | Bodily Defense: 20 (VM: 22)
  Head: 0 | Body: 4 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Swim)
  Melee: 2 Hooves 6k3 (5k2 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: 1, END: 4, RES: 2, SRT: 6, AGI: 6, LUK: 6
  Feats: Skill Focus (Deception), Skill Mastery, Elbow Shove, Step Up
  Skills: Awareness 6k3+8, Deception 8k4+8, Knowledge (Seduction) 6k3+8, Persuasion
  8k4+8
  Gear: N/A
  Language: Sylvan, Scots, Gaelic (Scottish)
  Special Abilities: Entice, Dual Change
  Entice: Kelpies receive a +2k1 to Deception and Persuasion checks. In addition to this,
  Kelpies can attempt a Deception or Persuasion check against an opponent’s Mental
  Defense. On a successful hit, the opponent is under the effects of a charm and must
  take their actions to mount the Kelpie and begin riding it. Those who do so are
  instantly grappled by the Kelpie by seaweed-like vines, and must succeed a DC 25
  Acrobatics or Feats of Strength check to break free if they snap out of it while grappled.
  This is a charm and mind-affecting/mind controlling effect and lasts 1d5+6 rounds.
  Dual Change: Kelpies latch onto certain identities as a means to entice people to ride
  it so they can inevitably be drowned. One is as its combat form - a glowing green horse
  whose mystical properties attract would-be riders to this ‘subservient mount’. The
  other form is as a long emerald-haired naked woman sitting near the lake the Kelpie
  wishes to drown its victim at. Changing between these forms is a full-round action. As
  the nude woman, the Kelpie receives a +10 bonus to its Deception and Persuasion
  checks against targets who would be sexually attracted to the form.
  
  Knocker
  Short and impish Cornish and Welsh creatures who reside in minds, causing mischief
  and stealing from people.
  Knocker
  Mystical; Size: 2; Effective Level: 2
  Defenses
  HP: 10 | MP: — | Soak: 2
  Defense: 26 (VM: 28) | Avoid: 27 (VM: 29)
  Mental Defense: 22 (VM: 24) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Burrow)
  Melee: Unarmed 8k4 (5k3 bludgeoning damage), Finesse, Nonlethal
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 1, END: 5, RES: 2, SRT: 6, AGI: 8, LUK: 6
  Feats: Skill Focus (Stealth)
  Skills: Awareness 6k3+2, Deception 6k3+2, Persuasion 6k3+2, Stealth 8k4+2
  Gear: N/A
  Language: Sylvan, Welsh, Cornish
  Special Abilities: Knock of Disaster, Sticky Fingers
  Knock of Disaster: Knockers know when a natural disaster within a cave or
  mountainous terrain is about to take place within a 6 mile radius, and they can knock
  to alert potential victims of the disaster up to 4 hours before the disaster has occurred.
  Sticky Fingers: Knockers reroll 1s on Stealth checks made to steal objects from others.
  Once per encounter they can roll a Stealth check twice and take the better result.
  
  Leanan Sídhe
  Irish muses who seduce individuals for their own benefit, Leanan Sídhe are similar to
  Succubi in that they absorb their lover’s life, except the effect isn’t as immediate and
  the lover is given an inspired rest of their life while they slowly are consumed.
  Leanan Sídhe
  Mystical; Size: 4; Effective Level: 6
  Defenses
  HP: 11 | MP: — | Soak: 4
  Defense: 23 (VM: 25) | Avoid: 20 (VM: 22)
  Mental Defense: 23 (VM: 25) | Bodily Defense: 21 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Burrow)
  Melee: Unarmed 4k2 (3k2 bludgeoning damage), Finesse, Nonlethal
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 1, END: 4, RES: 2, SRT: 6, AGI: 4, LUK: 8
  Feats: Peacekeeper, Unremarkable, Skill Focus (Persuasion)
  Skills: Awareness 6k3+6, Deception 8k4+6, Knowledge (Magic) 6k3+6, Persuasion 8k4+6
  Gear: N/A
  Language: Sylvan, Irish, Gaelic (Scottish)
  Special Abilities: Muse, Bonded Partner
  Muse: Leanan Sídhe can Perform as if they were a 6th level Minstrel.
  Bonded Partner: Leanan Sídhe choose a partner with which they wish to bond with.
  This bonding must be consensual between both partners (though telling the other of
  their eventual demise is entirely optional if they don’t already know). While the
  partner is bonded with the Leanan Sídhe, they have 4 more years left to live. For each
  year they’ve been bonded to the Leanan Sídhe, they receive a +1 bonus to three stats
  of their choice.
  
  Leshy
  The avatar of the forests for the Slavs, Leshy is covered in various vines and forest
  bramble, and able to take full control of the of the forests around him.
  Leshy
  Mystical (Leshy); Size: 5; Effective Level: 20
  Defenses
  HP: 54 | MP: — | Soak: 6
  Defense: 23 (VM: 31) | Avoid: 23 (VM: 31)
  Mental Defense: 22 (VM: 30) | Bodily Defense: 26 (VM: 34)
  Head: 8 | Body: 14 | Arms: 10 | Legs: 10
  Offense
  Speed: 12 sq. (Land)
  Melee: 2 Slams 12k7 (10k5 bludgeoning damage), Brutish, Powerful
  Space: 2x2 | Reach: 2
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 8, SRT: 6, AGI: 6, LUK: 4
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Resilient Body, Second Wind, Strengthened Recovery, Unhindered
  Movement, Elbow Shove
  Skills: Awareness 6k3+20, Acrobatics 10k5+20, Feats of Strength 10k5+20, Fortitude
  10k5+20
  Enemy Powers: Deific Defenses (Standard), Incredible Vitality (Standard), Land
  Creation (Epic), Teleportation (Epic), Zealous Vitality (Epic)
  Gear: N/A
  Language: Sylvan, Russian
  Special Abilities: Plant Infusion, Bramble Form
  Plant Infusion: As a standard action Leshy can make an attack (10k5 vs. Bodily Defense)
  against all opponents within 3 squares of him. On a successful hit, the opponents are
  affected by his own special disease of Plant Infusion.
  Name: Plant Infusion
  Contact | 10k5 vs. Bodily Defense | 5 minutes | High Mortality
  Description: Once hit by this disease, those afflicted have 5 minutes to cure
  themselves as their body gradually transforms into that of a plant. For each round
  after initially being infected, the character takes a -1 to all checks (to a maximum of
  a -50 after 5 minutes have passed). Once turned into a plant, the character is
  effectively slain.
  Bramble Form: All enemies within 2 squares of Leshy (even flying enemies) are
  affected by difficult terrain as Leshy’s many vines actively attempt to impede those
  around him which mean him harm.
  
  Mahaha
  Maniacal demon-spawn who have been created for the purpose of maintaining ‘order’
  by slaying travelers unfortunate enough to meet them. In reality however, Mahaha
  have ended up as impish yet easily fooled demon-spawn to the Inuit.
  Mahaha
  Mystical (Faerie); Size: 4; Effective Level: 2
  Defenses
  HP: 11 | MP: — | Soak: 4
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0 | Arms: 6 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Burrow)
  Melee: Unarmed 6k3 (6k2 slashing damage, 4 PEN), Savage, Deadly
  Space: 1x1 | Reach: 1 (2 with Lunge)
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 6, LUK: 1
  Feats: Lunge
  Skills: Acrobatics 6k3+2, Feats of Strength 6k3+2, Fortitude 6k3+2, Stealth 6k3+2
  Gear: N/A
  Language: Sylvan, Inuktitut
  Special Abilities: Boney Fingers, Terrifying Grin
  Boney Fingers: Mahaha possess two claw attacks. These claw attacks have the Savage
  and Deadly weapon properties and in addition to this have 4 PEN. The arms receive
  Natural Deflection equal to their Endurance.
  Terrifying Grin: As a swift action the Mahaha can grin at an opponent. This is an attack
  (6k3 vs. Mental Defense) and on a successful hit, the opponent takes 1d5+1 points of
  sanity damage. This can only be used once per round. If an attack roll against an
  opponent fails, they cannot be targeted again for 24 hours.
  Mahaha as PCs: It is possible to play Mahaha as PCs without affecting balance too much.
  PC Mahaha gain the Special Abilities as normal, rely on a class rather than their Species
  for HP/Soak, Attacks per Level, Skills, and Proficiencies. Mahaha receive a +1 END and
  AGI, and have 4 Size. The Bestiary Mahaha’s stats aren’t accurate to the playable PC
  Mahaha.
  
  Marool
  An angler fish which resides underwater, coated in a cloak of never-ending flames that
  jet from underneath its scales.
  Marool
  Mystical (Cryptid); Size: 4; Effective Level: 5
  Defenses
  HP: 14 | MP: — | Soak: 4
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 23 (VM: 24)
  Head: 0 | Body: 7 | Fins: 0 | Tail: 2
  Offense
  Speed: 12 sq. (Swim)
  Melee: Bite 10k5 (8k4 piercing and fire damage, 5 PEN), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 10, MAG: 1, END: 8, RES: 1, SRT: 1, AGI: 2, LUK: 1
  Feats: Lunge
  Skills: Acrobatics 10k5+5, Feats of Strength 10k5+5, Fortitude 8k4+5, Stealth 2k1+5
  Gear: N/A
  Language: Sylvan, Pictish
  Special Abilities: Aquatic, Flaming Body
  Aquatic: Marool can only breathe underwater. In addition to this, they have Water
  Absorption, and Ice Resistance 20.
  Flaming Body: Like a soft orange glow underneath their scales, Marool keep
  themselves warm through their internal flame. Enemies attacking a Marool
  automatically take 1 point of fire damage (bypassing Soak) if it’s an unarmed strike, or
  natural weapon.
  
  Redcap
  An angler fish which resides underwater, coated in a cloak of never-ending flames that
  jet from underneath its scales.
  Redcap
  Mystical (Faerie); Size: 2; Effective Level: 5
  Defenses
  HP: 8 | MP: — | Soak: 2
  Defense: 23 (VM: 24) | Avoid: 26 (VM: 27)
  Mental Defense: 21 (VM: 22) | Bodily Defense: 17 (VM: 18)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Scythe 11k4 (10k4 piercing or slashing damage, 3 PEN), Finesse, Reach, Trip
  Space: 1x1 | Reach: 1 (2 with Scythe, 3 with Scythe and Lunge)
  Statistics
  STR: 1, MAG: 1, END: 2, RES: 1, SRT: 6, AGI: 8, LUK: 1
  Feats: Lunge, Weapon Focus (Polearms), Weapon Specialization (Polearms), Blood
  BathB
  Skills: Awareness 6k3+5, Acrobatics 8k4+5, Knowledge (Humanoids) 6k3+5, Stealth
  8k4+5
  Gear: Scythe
  Language: Sylvan, Pictish
  Special Abilities: Scythe Training, Bloody Cap
  Scythe Training: Redcaps count Scythes as Finesse weapons, and can wield them one-
  handed without any penalty.
  Bloody Cap: Redcaps seek means to refill their cap full of blood and to re-paint it red
  with the blood of its enemies. After killing an opponent of equal or greater level than
  them, the Redcap (and all allies who could see this) receive a +1k0 to attack and
  damage until the end of the encounter. This stacks up to a +5k0 to attack and damage.
  
  Sianach
  Magical elk-like creatures with a ghostly green glow surrounding them. They are
  malevolent, and only wish harm upon mortals.
  Sianach
  Mystical; Size: 5; Effective Level: 10
  Defenses
  HP: 17 | MP: — | Soak: 6
  Defense: 27 (VM: 28) | Avoid: 18 (VM: 19)
  Mental Defense: 19 (VM: 20) | Bodily Defense: 23 (VM: 24)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 8 sq. (Land)
  Melee: Gore 12k7 (9k5 piercing damage, 2 PEN), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 12, MAG: 1, END: 8, RES: 1, SRT: 4, AGI: 4, LUK: 1
  Feats: Resilient Body, Power Strike, Brutal Strike, Tough it Out, Step Up
  Skills: Awareness 4k2+10, Acrobatics 12k6+10, Fortitude 8k4+10, Knowledge (Dark
  Magic) 4k2+10
  Gear: N/A
  Language: Sylvan, Gaelic (Scottish), Irish
  Special Abilities: Threatening Aura, Earthly Pulse
  Threatening Aura: All enemies within a 6 square radius take a -1 to hit and damage
  against the Sianach.
  Earthly Pulse: As a full-round action the Sianach can release a pulse of energy that
  deals 8k4 earth and acid damage. This extends out to a 4 square radius around the
  Sianach, the attack is 8k4 vs. Bodily Defense
  
  Spriggan
  Sometimes regarded as the ghosts of giants, Spriggans are their own species of giant
  specific to the Cornwall region of England. They are made of stone, and look like
  statues.
  Spriggan
  Mystical (Giant); Size: 5; Effective Level: 8
  Defenses
  HP: 18 | MP: — | Soak: 7
  Defense: 16 (VM: 18) | Avoid: 12 (VM: 14)
  Mental Defense: 17 (VM: 19) | Bodily Defense: 25 (VM: 27)
  Head: 8 | Body: 15 | Arms: 12 | Legs: 12
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 10k5 (8k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 10, MAG: 1, END: 10, RES: 2, SRT: 2, AGI: 1, LUK: 1
  Feats: Resilient Body, Power Strike, Cleave, Bludgeoning Strike
  Skills: Awareness 2k1+8, Acrobatics 10k5+8, Feats of Strength 10k5+8, Fortitude 10k5+8
  Gear: N/A
  Language: Sylvan, Cornish, English
  Special Abilities: Made of Stone, Child Eater
  Made of Stone: Spriggans receive a +1 to Soak, however their move speed cannot go
  above 4 squares in any type (even with magical enhancements).
  Child Eater: Renown for stealing children and leaving changelings in the child’s stead,
  Spriggans who have a child can devour the child as a full-round action to receive a +2k2
  to all attack and damage rolls as well as a +2 to all Defenses for 1 minute.
  
  Tree Haunt
  The spirit of a devoted druid who has since long past, Tree Haunts stick to forests with
  dark histories behind them, and defend them. Their spirit inhabits a single tree.
  Tree Haunt
  Mystical; Size: 6; Effective Level: 6
  Defenses
  HP: 15 | MP: — | Soak: 4
  Defense: 15 (VM: 21) | Avoid: 10 (VM: 16)
  Mental Defense: 15 (VM: 21) | Bodily Defense: 15 (VM: 21)
  Branches: 0 | Trunk: 14
  Offense
  Speed: 0 sq. (Land)
  Melee: Slam 8k4 (8k4 bludgeoning damage), Brutish
  Space: 3x3 | Reach: 3
  Statistics
  STR: 8, MAG: 8, END: 8, RES: 6, SRT: 2, AGI: —, LUK: —
  Feats: Second Wind, Power Strike, Cleave
  Skills: Feats of Strength 8k4+6, Fortitude 8k4+6, Heal 8k4+6, Use Magic Device 8k4+6
  Gear: N/A
  Language: Sylvan
  Special Abilities: Druidic Rites, Spirit Presence
  Druidic Rites: Tree Haunts are able to cast Nature spells as if they were a Druid of
  equal level.
  Spirit Presence: Tree Haunts can effectively “see” and affect a radius around their
  main tree equal to one mile per point of Magic (8 miles). In order to affect areas
  outside of its normal line of sight, it must manifest its tree and teleport it from its
  original location in order to give it line of sight.
  
  Ooze
  Blobs of matter formed by unnatural means, Oozes are the most common types of pets
  mages may create as a start in Wizarding College due to their relative ease in creation
  and the fact that overly aggressive Oozes can be put down in no time flat. Very few
  Oozes grow to be too powerful, and those that do live without masters – endlessly
  feeding their gluttonous and gelatinous stomach.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak Attacks per Level as per Rogue
  
  Oozes do not have a Smarts score, and are immune to effects which would target
  Mental Defense. An Ooze that gains a Smarts score loses this immunity.
  
  Oozes can “see” through vibrations, and thus are immune to illusions, and attacks
  that require the ooze to see visual effects.
  
  Oozes are immune to poison, disease, sleep, paralysis, transmutation, and stunning.
  
  Oozes do not possess skill ranks or feats.
  
  Proficient with their natural weapons (their only Simple weapon proficiency)
  
  Oozes breathe and eat but do not sleep
  Ooze Creatures
  
  Á Bao A Qu
  
  Ashi-Magari
  
  Barbute
  
  Black Tamanous
  
  Blood Blob
  
  Bone Jelly
  
  Dheeyabery
  
  Golden Jelly
  
  Gunpowder Blob
  
  Hate Blob
  
  Heroin Blob
  
  Id Blob
  
  Mega Blob
  
  Nurikabe
  
  Steel Jelly
  
  Á Bao A Qu
  Amorphous yet animate blue blobs who glow. The Á Bao A Qu are stationed at wizard’s
  towers and places of great importance to guide visitors, and stand as guards.
  Á Bao A Qu
  Ooze; Size: 4; Effective Level: 3
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 23 (VM: 24)
  Body: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Slam 6k3 (5k3 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 8, RES: 1, SRT: —, AGI: 4, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Achieve Nirvana, Formless Shift
  Achieve Nirvana: Á Bao A Qu’s presence is entrenched in positive and enriching
  energies which can help lead those who search for it into Nirvana. Á Bao A Qu’s allies
  receive a +3 to all checks while within 3 squares of it.
  Formless Shift: Á Bao A Qu can change their shape as a swift action. This
  transformation can increase its reach by 1 square, its land speed by 4 squares, or grant
  it a new movement type with a base movement of 6 squares.
  
  Ashi-Magari
  Wads of cotton who wrap themselves around a person’s legs late into the night to
  impede them from walking when they wake up. This allows them to feed on the
  victim’s blood.
  Ashi-Magari
  Ooze; Size: 2; Effective Level: 1
  Defenses
  HP: 8 | MP: — | Soak: 3
  Defense: 23 (VM: 24) | Avoid: 26 (VM: 27)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 17 (VM: 18)
  Body: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 8k4 (5k3 bludgeoning damage), Finesse, Grapple
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 2, RES: 1, SRT: —, AGI: 8, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Leg Wrapping, Blood Drain
  Leg Wrapping: Taking after its name, Ashi-Magari’s grapple on their slam attacks is
  incredibly accurate and always targets the leg (thus negating the need to make a
  called shot or a location roll). The Ashi-Magari’s grapple attempt explodes 9s and 10s.
  Blood Drain: Ashi-Magari prefer to slowly drain blood from their victim over a long
  period of time while they sleep. This ensures they feel no pain so the Ashi-Magari can
  drain them again another time. However if forced they can suck a target’s blood up
  rapidly while they’re grappled. This deals 1 point of bleed damage (which only lasts for
  1 round), and doing so allows the Ashi-Magari to recover all of its HP. This can only be
  done while it is hungry, which it takes 4 days for an Ashi-Magari to want to feed again.
  
  Barbute
  Named after the helmet, Barbutes take the form of a helmet (most commonly barbutes)
  and seek being worn. Once worn, the barbute attempts to crush the wearer’s skull by
  clamping down hard, hoping to devour the brain matter within.
  Barbute
  Ooze; Size: 1; Effective Level: 4
  Defenses
  HP: 16 | MP: — | Soak: 2
  Defense: 16 (VM: 17) | Avoid: 12 (VM: 13)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 23 (VM: 24)
  Body: 0
  Offense
  Speed: 2 sq. (Land)
  Melee: Slam 8k4 (5k3 bludgeoning damage), Brutish
  Space: 0x0 | Reach: 0
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: —, AGI: 1, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Barbute Form, Crack Skull
  Barbute Form: When disguised as a helmet, the Barbute is indistinguishable from the
  real thing and can make a Deception check to disguise (rolling 10k5 vs. Mental Defense)
  to convince a target it’s a helmet.
  Crack Skull: While worn as a full-round action the Barbute can tighten itself and morph
  around its target’s head. The target is temporarily blind, deaf, and cannot speak while
  this happens while the Barbute injects stingers into the target’s eyes, ears, and mouth.
  After which it makes an attack roll (8k4 vs. Bodily Defense) and on a successful hit the
  target’s head is crushed as if affected by a critical hit to the head. On a miss, the
  target instead takes the Barbute’s slam damage.
  
  Black Tamanous
  A black mass which seeks to take over a target’s body and infect them in order to turn
  its victims into raging cannibals.
  Black Tamanous
  Ooze; Size: 4; Effective Level: 8
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 21 (VM: 22)
  Body: 5
  Offense
  Speed: 6 sq. (Land)
  Melee: Slam 6k3 (5k3 bludgeoning damage), Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: —, AGI: 6, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Cannibalistic Infection, Kuru Aura
  Cannibalistic Infection: On a successful slam attack, Black Tamanous rolls another
  attack (6k3 vs. Bodily Defense) and on a hit the opponent is stricken with an intense
  need to feed on other humanoid’s flesh. The character afflicted is affected by this
  compulsion for 1d5+1 days.
  Kuru Aura: All enemies within 6 squares of the Black Tamanous has an attack (6k3 vs.
  Bodily Defense) made against them and on a successful hit they are affected by
  tremors similar to that of the Kuru disease. This causes them to take a -2k0 to any
  physical-based check (including attack/damage), and a -5 to Defense/Avoid. This lasts
  for 1d5+1 rounds. Whether hit or not, characters are immune to this effect for 24 hours
  after being attacked by it.
  
  Blood Blob
  Created when a magic user’s blood is spilled and then immediately enchanted, Blood
  Blobs seek to bathe themselves in blood in order to grow.
  Blood Blob
  Ooze (Blob); Size: 2; Effective Level: 2
  Defenses
  HP: 10 | MP: — | Soak: 3
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 19 (VM: 20)
  Body: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 8k4 (5k3 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 4, RES: 1, SRT: —, AGI: 6, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Blood Bath, Absorb Disease
  Blood Bath: If fully submerged in blood, the Blood Blob will absorb it and grow. If the
  pool of blood is one size category larger, the Blood Blob can grow from it. When
  absorbing the pool of blood and growing it increases its size category permanently by 1
  (increasing Soak, Space, and Reach as per normal). This can be done up to a maximum
  of Size 10.
  Absorb Disease: If the Blood Blob comes in contact with a disease it can absorb it and
  for 1 hour the Blood Blob’s attacks now contract the disease onto whoever it hits. This
  still requires an attack roll against Bodily Defense like normal (using the Blood Blob’s
  slam attack).
  
  Bone Jelly
  A skeletal structure encasing a shifting mass of organs, Bone Jellies attack trespassers
  of graveyards with their sharpened bones.
  Bone Jelly
  Ooze (Jelly); Size: 4; Effective Level: 6
  Defenses
  HP: 11 | MP: — | Soak: 5
  Defense: 20 (VM: 21) | Avoid: 20 (VM: 21)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 17 (VM: 18)
  Body: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Claws 8k4 (6k3 slashing damage), Brutish, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 2, RES: 1, SRT: —, AGI: 5, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Clawed Fury, Splinter Attack
  Clawed Fury: If both of the Bone Jelly’s claw attacks hit, they total their damage
  before applying Deflection and Soak. In addition to this, if both attacks hit the
  Penetration is increased by 5 and damage is increased by +2k2.
  Splinter Attack: If they are struck by an opponent with an unarmed strike or natural
  attack, the opponent takes 1 point of piercing damage (bypassing Soak).
  
  Dheeyabery
  Particularly craft oozes who disguise themselves as Humanoids in order to lure prey
  close enough, and then swallowing them whole into their acidic gullet.
  Dheeyabery
  Ooze; Size: 4; Effective Level: 6
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 21 (VM: 22)
  Body: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Bite 8k4 (7k4 piercing damage), Brutish, Reach
  Space: 1x1 | Reach: 1 (2 with Bite)
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: —, AGI: 2, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Human Guise, Engulf
  Human Guise: Dheeyabery can appear as a humanoid creature, and those who wish to
  recognize it as a fake must make an Awareness check DC 22 in order to see through the
  disguise.
  Engulf: As a full-round action the Dheeyabery can make a bite attack, except when
  making the bite attack it goes against Avoid. On a successful hit the target is devoured
  by Dheeyabery, Dheeyabery increases its size by 1 for the purpose of space and reach
  (but not Soak). Those swallowed by Dheeyabery take 2 points of acid damage each
  round (bypassing Soak). In order to escape a DC 30 Acrobatics or DC 30 Feats of
  Strength check must be passed, or with a light weapon the escapee must ‘kill’ its
  stomach. Damage dealt to the stomach doesn’t roll over to the Dheeyabery’s normal
  HP.
  Stomach Defense: 5 | Stomach HP: 6 | Stomach Soak: 4
  
  Golden Jelly
  Glorious jellies with a bright golden sheen, Golden Jellies are among the rarest jellies,
  not just for their natural strength but for their value.
  Golden Jelly
  Ooze (Jelly); Size: 4; Effective Level: 8
  Defenses
  HP: 27 | MP: — | Soak: 6
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 25 (VM: 26)
  Body: 8
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 6k3 (5k3 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: 1, END: 10, RES: 1, SRT: —, AGI: 2, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Golden Glory, Sheen
  Golden Glory: Golden Jelly receive a +1 to Soak, and +5 bonus HP due to their glorious
  construction.
  Sheen: Opponents take a -1 to attack rolls against the Golden Jelly due to its glorious
  golden sheen.
  
  Gunpowder Blob
  Animated piles of gunpowder given semi-gelatinous ‘life’, the gunpowder surrounding
  these blobs are used to fire small ‘bullets’ within the blob.
  Gunpowder Blob
  Ooze (Blob); Size: 4; Effective Level: 6
  Defenses
  HP: 13 | MP: — | Soak: 5
  Defense: 23 (VM: 24) | Avoid: 26 (VM: 27)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 19 (VM: 20)
  Body: 2
  Offense
  Speed: 6 sq. (Land)
  Ranged: Pistol 8k4 (4k4 bludgeoning and piercing damage, 5 PEN), Semi
  Space: 1x1 | Reach: 1 (8 with Pistol)
  Statistics
  STR: 1, MAG: 1, END: 4, RES: 1, SRT: —, AGI: 8, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Innate Shot, Bullet Explosion
  Innate Shot: Gunpowder Blobs do not need to reload their pistol attack, and have a
  near-unlimited amount of ammo for their natural pistol attack. In addition to this, the
  weapon’s Penetration is increased by 4.
  Bullet Explosion: As a full-round action a Gunpowder Blob can explode a barrage of
  bullets in all directions. This is an attack (8k4 vs. Avoid) that extends out 6 squares and
  on a successful hit deals 6k6 points of damage, or half damage on a miss.
  
  Hate Blob
  Blobs of animated, amorphous rage who seek to spread this unbridled hatred among
  others.
  Hate Blob
  Ooze (Blob); Size: 4; Effective Level: 5
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 21 (VM: 22)
  Body: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: 6 Tentacles 6k3 (5k2 bludgeoning damage), Reach
  Space: 1x1 | Reach: 1 (2 with Tentacles)
  Statistics
  STR: 6, MAG: 1, END: 6, RES: 1, SRT: —, AGI: 6, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Malevolent Strike, Spreading Hatred
  Malevolent Strike: Against enemies who have attacked it within the past 24 hours,
  Hate Blobs receive a +1k1 on attack and damage rolls, as well as a +2 to Defense and
  Avoid.
  Spreading Hatred: Against enemies struck by its tentacles, the Hate Blob can make an
  attack (6k3 vs. Mental Defense) in order to try and stricken the target with rage. On a
  successful hit, the target flies into a frenzy attacking themselves or any allies within
  their line of sight. This lasts for 1d5+1 rounds. Characters who have been attacked by
  this effect cannot be affected again for 24 hours.
  
  Heroin Blob
  Massive blobs of black tar heroin, these oozes were created by spellcasters who have
  access to illicit drugs. They are often used to defend crime syndicates by putting
  unwitting victims under the drug’s effect.
  Heroin Blob
  Ooze (Blob); Size: 4; Effective Level: 5
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 18 (VM: 19) | Avoid: 16 (VM: 17)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 23 (VM: 24)
  Body: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 8k4 (6k4 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: —, AGI: 3, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Contact Heroin, Infectious Presence
  Contact Heroin: Heroin Blob’s Slam attacks contain an innate heroin dose that
  instantly attacks an opponent on a successful Slam attack.
  Name: Heroin
  GP: 60 G | 10k5 vs. Bodily Defense | ½ hour | AT: 2 | OT: END/2
  Description: Heroine is a powerful opiate substance with prominent relaxing and
  sedative effects. Characters under the effects of heroin receive a +5 to Mental
  Defense for the duration, however the character is exhausted and nauseated after the
  duration.
  Taking additional doses of Heroin increases the bonus by another +5, however the
  character also takes 2 points of damage (bypassing Soak) each time.
  Infectious Presence: Heroin Oozes make drugs more potent with just their presence.
  Drugs (excluding its own Contact Heroin) receive a +2k2 to-hit against Bodily Defense,
  decrease AT by 1, and decrease OT by 1.
  
  Id Blob
  Magically powerful blobs whose attacks can affect the very minds of those they attack.
  Id Blobs are created by psychics more often than not.
  Id Blob
  Ooze (Blob); Size: 4; Effective Level: 12
  Defenses
  HP: 18 | MP: 24 | Soak: 5
  Defense: 18 (VM: 24) | Avoid: 16 (VM: 22)
  Mental Defense: 19 (VM: 25) | Bodily Defense: 19 (VM: 25)
  Body: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Slam 8k4 (6k4 psychokinetic damage), Æther
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: 8, END: 4, RES: 6, SRT: —, AGI: 3, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Natural Psychic, Explode Head
  Natural Psychic: Id Blobs can cast any Psychic spells as if they were a 12th level Mage.
  In addition to this, Id Blobs receive a +4 to their Mental Defense.
  Explode Head: If the Id Blob kills an opponent using Psychokinetic damage, their head
  explodes as if they were slain by a critical hit called shot to the head. Opponents
  adjacent to the target whose head was exploded take a -2k0 to Awareness checks on
  their next turn due to the blood and gore.
  
  Mega Blob
  The large “king of all” blobs, this titanic entity tries to swallow everything that comes
  within its path by absorbing them into its mass.
  Mega Blob
  Ooze (Blob); Size: 10; Effective Level: 20
  Defenses
  HP: 44 | MP: — | Soak: 11
  Defense: 16 (VM: 17) | Avoid: 12 (VM: 13)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 27 (VM: 28)
  Body: 20
  Offense
  Speed: 8 sq. (Land)
  Melee: Slam 12k6 (12k7 bludgeoning damage), Brutish, Powerful
  Space: 6x6 | Reach: 6
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 1, SRT: —, AGI: 1, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Engulfing Slam, Powerful Body
  Engulfing Slam: On a successful slam attack, opponents are considered to
  automatically be grappled. On the opponent’s turn they can break this grapple as a
  full-round action and they cannot be affected by this ability again for 24 hours.
  While grappled the opponent takes the Mega Blob’s slam damage halved each round on
  their turn.
  Powerful Body: Mega Blobs add both their Strength and their Endurance onto HP.
  
  Nurikabe
  This ooze poses as an invisible wall, attempting to block the path of travelers for
  seemingly no reason. Though they block passages, Nurikabe are rarely if ever violent.
  Nurikabe
  Ooze; Size: 5; Effective Level: 6
  Defenses
  HP: 19 | MP: — | Soak: 6
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 25 (VM: 26)
  Body: 8
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 4k2 (5k3 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 4, MAG: 1, END: 10, RES: 1, SRT: —, AGI: 2, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Natural Invisibility, Wall Body
  Natural Invisibility: Nurikabe are considered to constantly be under the effects of the
  Invisibility spell. The Stealth roll is 8k4+6 despite the Nurikabe’s stats.
  Wall Body: Opponents who run into a Nurikabe while moving without knowing their
  presence being there take the Nurikabe’s slam damage automatically and are knocked
  prone.
  
  Steel Jelly
  This ooze poses as an invisible wall, attempting to block the path of travelers for
  seemingly no reason. Though they block passages, Nurikabe are rarely if ever violent.
  Steel Jelly
  Ooze; Size: 4; Effective Level: 6
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 15 (VM: 16) | Bodily Defense: 23 (VM: 24)
  Body: 10
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 8k4 (6k4 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: —, AGI: 2, LUK: 1
  Feats: N/A
  Skills: N/A
  Gear: N/A
  Language: N/A
  Special Abilities: Steel Deflection, Harden Form
  Steel Deflection: Steel Jellies can use their Endurance to Dodge as opposed to their
  Agility.
  Harden Form: As a full-round action the Steel Jelly can strengthen its steel body into a
  near-unbreakable form. This doubles their Deflection until the beginning of their next
  turn.
  
  Plant
  Plants which either have some form of sentience, or use their limited sentience for one
  thing: attacking those nearby for food. Some are immobile, not being able to move due
  to being rooted into the ground, and others are incredibly nimble creatures only being
  identified as a plant due to their appearance as opposed to how they act.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak Attacks per Level as per Rogue
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Immunity to mind-affecting effects.
  
  Immunity to poisons, paralysis, polymorph, sleeping, and stunning.
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Plants breathe and eat but do not sleep
  Plants Creatures
  
  Bog Scum
  
  Bog Scum Man
  
  Bonguru
  
  Bytal
  
  Dark Tree
  
  Demented
  
  Grasping Lawn
  
  Jidra
  
  Jubokko
  
  Mbielu-Mbielu-Mbielu
  
  Nidhogg
  
  Psychic Pitcher
  
  Stray Sod
  
  Vegetative Cannibal
  
  Ya-Te-Veo
  
  Bog Scum
  Small bog creatures who attach to victims within swamp water much like a leech,
  draining them of blood in order for them to grow.
  Bog Scum
  Plant (Swamp); Size: 3; Effective Level: 2
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0
  Offense
  Speed: 3 sq. (Land), 6 sq. (Swim)
  Melee: Slam 8k3 (4k3 bludgeoning damage), Finesse, Reach
  Space: 1x1 | Reach: 1 (2 with Slam)
  Statistics
  STR: 2, MAG: 1, END: 6, RES: 1, SRT: 2, AGI: 6, LUK: 1
  Feats: Weapon Focus (Simple)
  Skills: Acrobatics 6k3+2, Stealth 6k3+2
  Gear: N/A
  Language: Sylvan
  Special Abilities: Bog Camouflage, Blood Drain
  Bog Camouflage: While in a bog, swamp, or similar environments the Bog Scum
  explodes 10s on Acrobatics and Stealth checks.
  Blood Drain: On a slam attack, the Bog Scum heals half their damage they deal (after
  Soak is applied to the opponent).
  
  Bog Scum Man
  The larger kin to Bog Scum, the Bog Scum Man look more like humanoids, and take
  pleasure in torturing other humanoids.
  Bog Scum Man
  Plant (Swamp); Size: 4; Effective Level: 10
  Defenses
  HP: 18 | MP: — | Soak: 5
  Defense: 21 (VM: 23) | Avoid: 19 (VM: 21)
  Mental Defense: 20 (VM: 22) | Bodily Defense: 22 (VM: 24)
  Head: 0 | Body: 4 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 8 sq. (Swim)
  Melee: 2 Claws 10k6 (8k4 slashing damage, 3 PEN), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 2, SRT: 4, AGI: 4, LUK: 4
  Feats: Weapon Focus + Improved (Simple), Brutal Strike, Weapon Specialization +
  Improved (Simple)
  Skills: Acrobatics 8k4+10, Stealth 4k2+10
  Gear: N/A
  Language: Sylvan, English
  Special Abilities: Clawed Flurry, Bog Absorption
  Clawed Furry: If both Bog Scum Man’s attacks hit, they deal an additional 1d5 points
  of damage (bypassing Soak).
  Bog Absorption: Bog Scum Men have Water Absorption and Ice Resistance 10.
  
  Bonguru
  Giant pig-like creatures covered in plants and possessing a beehive ‘beard’, Bonguru
  are able to consume the honey to heal their wounds.
  Bonguru
  Plant; Size: 6; Effective Level: 6
  Defenses
  HP: 27 | MP: — | Soak: 7
  Defense: 18 (VM: 19) | Avoid: 14 (VM: 15)
  Mental Defense: 21 (VM: 22) | Bodily Defense: 27 (VM: 28)
  Head: 2 | Body: 8 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land)
  Melee: Gore 12k6 (11k5 piercing damage, 6 PEN), Brutish
  Space: 3x3 | Reach: 3
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 1, SRT: 6, AGI: 2, LUK: 2
  Feats: Step Up, Toughness, Just as Planned
  Skills: Feats of Strength 12k6+6, Fortitude 12k6+6
  Gear: N/A
  Language: Sylvan
  Special Abilities: Devour Honey, Death Omen
  Devour Honey: Bonguru can, as a swift action, eat some of the honey from their
  beehive beard and recover 1d5 + Endurance HP.
  Death Omen: As a standard action the Bonguru can mark an opponent with their Death
  Omen. Against this opponent they gain a +2k1 to-hit and damage against them.
  
  Bytal
  Diminutive intelligent flowers who absorb magical power into them in order to unleash
  potent bursts of energy.
  Bytal
  Plant; Size: 1; Effective Level: 5
  Defenses
  HP: 10 | MP: — | Soak: 2
  Defense: 23 (VM: 31) | Avoid: 20 (VM: 28)
  Mental Defense: 23 (VM: 31) | Bodily Defense: 16 (VM: 24)
  Flower: 0 | Stem: 0
  Offense
  Speed: 2 sq. (Land)
  Melee: Slam 2k1 (2k1 bludgeoning damage, -5 PEN), Finesse
  Space: 0x0 | Reach: 0
  Statistics
  STR: 1, MAG: 8, END: 1, RES: 8, SRT: 8, AGI: 2, LUK: 1
  Feats: Magic Conduit, Advantageous Size, Dodge
  Skills: Awareness 8k4+5, Spellcraft 8k4+5
  Gear: N/A
  Language: Sylvan (Telepathic communication only)
  Special Abilities: Devour Mana, Mana Burst
  Devour Mana: As a standard action the Bytal can absorb the MP of all casters within a
  6 square radius. This is an attack (8k4 vs. Mental Defense) and on a successful hit those
  who have MP within the radius lose 8 MP, and the Bytal gains 8 MP per caster.
  The Bytal does not have spells, and can only use the MP they absorb.
  Mana Burst: As a standard action the Bytal can unleash a blast using the MP it has
  absorbed from enemies surrounding it. This is an attack (8k4 vs. Avoid) and on a
  successful hit it deals 8k4 points of arcane damage. This costs 4 MP to use.
  
  Dark Tree
  Black, leafless trees with branches extending far into the sky. Dark Trees use their
  branches and roots to slay their enemies.
  Dark Tree
  Plant; Size: 6; Effective Level: 8
  Defenses
  HP: 21 | MP: — | Soak: 7
  Defense: 27 (VM: 28) | Avoid: 14 (VM: 15)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 25 (VM: 26)
  Branches: 0 | Trunk: 10 | Roots: 2
  Offense
  Speed: 3 sq. (Land)
  Melee: 4 Branches 10k5 (8k3 slashing damage), Brutish, Powerful, Reach
  Space: 3x3 | Reach: 3 (4 with Branches)
  Statistics
  STR: 8, MAG: 1, END: 10, RES: 1, SRT: 2, AGI: 2, LUK: 1
  Feats: Power Strike, Weapon Focus (Simple), Brutal Strike, Tough it Out
  Skills: Feats of Strength 8k4+8, Fortitude 10k5+8
  Gear: N/A
  Language: Sylvan
  Special Abilities: Branch Flurry, Dark Aura
  Branch Flurry: As a full-round action the Dark Tree can make an attack with all of
  their branches as one attack. This goes against Avoid, and on a successful hit the
  damage is increased by +2k1 and Penetration is increased by the Dark Tree’s Strength.
  Dark Aura: Dark Trees can unleash a radius of darkness centered around themselves.
  Those within this darkness can only see if they have darkvision. This is a 24 square
  radius around the Dark Tree.
  
  Demented
  Living poisonous plants which release spores that act similarly to kratom, causing
  sickness though alleviating pain. They look similar to pitcher plants, although they
  radiate a strange orange glow from their own pitchers.
  Demented
  Plant; Size: 4; Effective Level: 4
  Defenses
  HP: 27 | MP: — | Soak: 6
  Defense: 19 (VM: 20) | Avoid: 18 (VM: 19)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 30 (VM: 31)
  Pitcher: 4 | Stem: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 4k2 (4k3 bludgeoning damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: 1, END: 15, RES: 1, SRT: 1, AGI: 4, LUK: 1
  Feats: Toughness, Resilient Body
  Skills: Feats of Strength 4k2+4, Fortitude 15k7+4
  Gear: N/A
  Language: Sylvan
  Special Abilities: Pore Release, Poisonous Blood
  Pore Release: As a standard action the Demented can release kratom pores from its
  pitcher, creating a 4 square radius around itself that acts like the drug kratom.
  Poisonous Blood: When hit Demented release a sickly green blood-like substance in
  short sprays as a defense mechanism. All characters adjacent to the Demented have an
  attack (15k7 vs. Bodily Defense) made against them and on a hit they take 1 point of
  acid damage (bypassing Soak).
  
  Grasping Lawn
  Large patches of intelligent grass, Grasping Lawns seek to drag down and suffocate
  their victims. The only thing letting people tell it apart is that the Grasping Lawn
  sways like an intelligent being possesses it…
  Grasping Lawn
  Plant; Size: Special; Effective Level: 6
  Defenses
  HP: 33 | MP: — | Soak: 5
  Defense: 0 (VM: 0) | Avoid: 0 (VM: 0)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 21 (VM: 22)
  Body: 4
  Offense
  Speed: 0 sq. (Stationary)
  Melee: 10 Tentacles 6k3 (5k2 bludgeoning damage), Brutish
  Space: Special | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: —, LUK: 1
  Feats: All-Out Attack, Power Strike, Cleave
  Skills: Feats of Strength 8k4+6, Fortitude 6k3+6
  Gear: N/A
  Language: Sylvan
  Special Abilities: Stationary, Grasping Tendrils
  Stationary: Grasping Lawns are made up of swaths of grassland, and thus their size and
  interaction is special compared to normal creatures as they act more like intelligent
  traps.
  The Grasping Lawn doesn’t possess an Agility score, is unable to Dodge, their
  Defense/Avoid are permanently locked at 0, their Size is negligible, and their Soak is 5.
  In addition to this, the Grasping Lawn quadruples Endurance to HP.
  The GM can determine how large the Grasping Lawn is from being a small patch of
  grass (2x2) to a massive garden (8x8 or larger).
  Grasping Tendrils: If the Grasping Lawn hits an opponent with two or more of their
  tentacles, the opponent is automatically grappled. If the opponent is hit with six or
  more, they are instead helpless for 1 round and then resume being grappled.
  
  Jidra
  Plant giants whose noxious presence destroys plant life around it. Jidra usually live in
  forests for a time, sucking the life from them before moving on. They look similar to
  humans save that they are surrounded by and covered by plant life.
  Jidra
  Plant; Size: 5; Effective Level: 12
  Defenses
  HP: 32 | MP: — | Soak: 6
  Defense: 22 (VM: 23) | Avoid: 19 (VM: 20)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 22 (VM: 23)
  Head: 2 | Body: 10 | Arms: 6 | Legs: 6
  Offense
  Speed: 6 sq. (Land)
  Melee: Slam 10k5 (7k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 1, AGI: 4, LUK: 6
  Feats: Weapon Focus (Simple), Brutal Strike, Toughness, Step Up, Great Charge, Brutal
  Charge
  Skills: Feats of Strength 8k4+12, Persuasion 6k3+12
  Gear: N/A
  Language: Sylvan, Arabic
  Special Abilities: Absorb Plants, Decaying Touch
  Absorb Plants: Within an 8 square radius the Jidra can, as a swift action, absorb the
  life of all plants. This deals 8 damage (bypassing Soak) and the Jidra heals 8 HP for
  each affected enemy.
  Decaying Touch: The Jidra’s natural attacks deal an additional +4k2 damage and gain
  +5 Penetration against Plants. This does not apply against other Jidra.
  
  Jubokko
  Also known as “vampire trees”, Jubokko absorb the blood from those within its forest,
  slowly feeding off of unsuspecting travelers. Jubokko tend to make their home on
  battlefields, being born from the abundance of blood in the area.
  Jubokko
  Plant; Size: 6; Effective Level: 6
  Defenses
  HP: 19 | MP: — | Soak: 7
  Defense: 18 (VM: 20) | Avoid: 13 (VM: 15)
  Mental Defense: 18 (VM: 20) | Bodily Defense: 26 (VM: 28)
  Branches: 0 | Trunk: 8
  Offense
  Speed: 2 sq. (Land)
  Melee: Slam 12k6 (10k5 bludgeoning damage), Brutish, Reach
  Space: 3x3 | Reach: 3 (4 with Slam)
  Statistics
  STR: 12, MAG: 1, END: 10, RES: 2, SRT: 2, AGI: 1, LUK: 4
  Feats: Blood BathB, Bludgeoning Strike, Power Strike, Cleave
  Skills: Feats of Strength 12k6+6, Endurance 10k5+6
  Gear: N/A
  Language: Sylvan, Japanese
  Special Abilities: Absorb Blood, Bleeding Branches
  Absorb Blood: If any blood is spilled within 12 squares of the Jubokko, it recovers 8
  points of HP. This can only be activated once per round. Count a living being taking
  physical damage (piercing, bludgeoning, or slashing) as blood being spilled.
  Bleeding Branches: On a successful slam attack the Jubokko deals 1d5 points of bleed
  damage.
  
  Mbielu-Mbielu-Mbielu
  Dinosaur-like plant monsters, Mbielu have strange planks growing off their back and
  look similar to a stegosaurus, save for the multitudes of vines and growth making up its
  body.
  Mbielu-Mbielu-Mbielu
  Plant; Size: 5; Effective Level: 8
  Defenses
  HP: 19 | MP: — | Soak: 6
  Defense: 20 (VM: 21) | Avoid: 18 (VM: 19)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 23 (VM: 24)
  Head: 0 | Body: 6 | Arms: 1 | Legs: 1
  Offense
  Speed: 6 sq. (Land), 6 sq. (Swim)
  Melee: Tail Slam 10k5 (7k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 1, SRT: 2, AGI: 4, LUK: 2
  Feats: Weapon Focus (Simple), Brutal Strike, Power Strike, Cleave
  Skills: Feats of Strength 8k4+8, Endurance 8k4+8
  Gear: N/A
  Language: Sylvan, French
  Special Abilities: Sweeping Tail, Aquatic
  Sweeping Tail: As a full-round action the Mbielu can attack all enemies in a 3 square
  radius surrounding it. This attack uses its Tail Slam against Avoid, and on a miss it deals
  half damage to those within the radius.
  Aquatic: Mbielu are immune to Water damage, and have Ice Resistance 10.
  
  Nidhogg
  The great serpent of the world tree Yggdrasil, Nidhogg has been gnawing on Yggdrasil
  for so long it has absorbed some of its power, become one with the tree.
  Nidhogg
  Plant (Nidhogg); Size: 6; Effective Level: 20
  Defenses
  HP: 48 | MP: — | Soak: 8
  Defense: 23 (VM: 27) | Avoid: 23 (VM: 27)
  Mental Defense: 22 (VM: 26) | Bodily Defense: 24 (VM: 28)
  Head: 2 | Body: 12 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Bite 10k6 (11k5 piercing damage, 8 PEN), Brutish
  Space: 3x3 | Reach: 3
  Statistics
  STR: 8, MAG: 1, END: 8, RES: 4, SRT: 6, AGI: 6, LUK: 4
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Power Strike, Toughness, Resilient Body, Never Give Up, Shake it Off
  Skills: Awareness 6k3+20, Feats of Strength 8k4+20
  Gear: N/A
  Language: Sylvan, Old Norse
  Special Abilities: Yggdrasil Spit, World Bite
  Yggdrasil Spit: As a standard action Nidogg can unleash an 8 square line of bile that
  attacks (8k4 vs. Avoid) for 8k4 points of acid damage, or half on a failed hit. In
  addition to this, opponents hit have their move speeds reduced by half for 1 minute.
  World Bite: As a standard action Nidhogg can unleash a bite attack and on a successful
  hit, the opponent takes no damage and is instead teleported to a space within 24
  squares of Nidhogg (including directly upwards or downwards).
  
  Psychic Pitcher
  Giant pitcher plants who use their knack for mind control to entice unsuspecting foes
  into its gullet and allow themselves to be bitten.
  Psychic Pitcher
  Plant; Size: 8; Effective Level: 4
  Defenses
  HP: 12 | MP: — | Soak: 9
  Defense: 16 (VM: 17) | Avoid: 12 (VM: 13)
  Mental Defense: 25 (VM: 26) | Bodily Defense: 19 (VM: 20)
  Pitcher: 0 | Stem: 0
  Offense
  Speed: 2 sq. (Land)
  Melee: Bite 1k1 (2k2 bludgeoning damage)
  Space: 5x5 | Reach: 5
  Statistics
  STR: 1, MAG: 1, END: 4, RES: 1, SRT: 10, AGI: 1, LUK: 1
  Feats: Slippery Mind, Psychokinetic Pull
  Skills: Awareness 10k5+4, Knowledge (Humanoids) 10k5+4
  Gear: N/A
  Language: Sylvan
  Special Abilities: Mind Control, Natural Psychic
  Mind Control: As a standard action the Psychic Pitcher can make an attack (10k5 vs.
  Mental Defense) against an opponent within 6 squares, they can force an opponent to
  take an action that the Psychic Pitcher suggests.
  Natural Psychic: Psychic Pitchers can cast Psychic spells as if they were a 4th level
  spellcaster.
  
  Stray Sod
  Giant pitcher plants who use their knack for mind control to entice unsuspecting foes
  into its gullet.
  Stray Sod
  Plant; Size: 1; Effective Level: 1
  Defenses
  HP: 11 | MP: — | Soak: 2
  Defense: 21 (VM: 22) | Avoid: 22 (VM: 23)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 20 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 3 sq. (Land)
  Melee: Bite 8k3 (4k3 piercing damage), Finesse
  Space: 0x0 | Reach: 0
  Statistics
  STR: 1, MAG: 1, END: 5, RES: 1, SRT: 1, AGI: 6, LUK: 1
  Feats: Weapon Focus (Simple)
  Skills: Acrobatics 6k3+1, Stealth 6k3+1
  Gear: N/A
  Language: Sylvan, Irish
  Special Abilities: Lose Their Way, Temporary Blindness
  Lose Their Way: If a Stray Sod is hit by an attack, the opponent has an attack (6k3 vs.
  Mental Defense) and on a successful hit, the opponent takes a -20 to Awareness checks
  for 1 day.
  Temporary Blindness: As a standard action the Stray Sod can attack (6k3 vs. Mental
  Defense) an opponent within 6 squares and on a successful hit the opponent is blind for
  1 round.
  
  Vegetative Cannibal
  Plant monsters who eat other plants, Vegetative Cannibals are masses of various
  different plant amalgamations, forming a hideous chimera of plant-life.
  Vegetative Cannibal
  Plant; Size: 4; Effective Level: 5
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 23 (VM: 24) | Avoid: 23 (VM: 24)
  Mental Defense: 17 (VM: 18) | Bodily Defense: 21 (VM: 22)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: Bite 8k4 (7k4 piercing damage), Brutish, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: 1, END: 6, RES: 1, SRT: 2, AGI: 6, LUK: 2
  Feats: Toughness, Combat Reflexes, Dodge
  Skills: Acrobatics 8k4+5, Feats of Strength 8k4+5
  Gear: N/A
  Language: Sylvan
  Special Abilities: Acidic Bite, Plant Healing
  Acidic Bite: On a successful bite attack, Vegetative Cannibals also deal acid damage
  after the bite’s damage. This deals 8k4 acid damage.
  Plant Healing: Vegetative Cannibals heal 8 points of HP if it bites a Plant-type creature.
  This does not work if it bites itself, but it does work if it bites a different Vegetative
  Cannibal.
  
  Ya-Te-Veo
  Plant monsters who eat other plants, Vegetative Cannibals are masses of various
  different plant amalgamations, forming a hideous chimera of plant-life.
  Ya-Te-Veo
  Plant; Size: 6; Effective Level: 10
  Defenses
  HP: 24 | MP: — | Soak: 7
  Defense: 17 (VM: 18) | Avoid: 14 (VM: 15)
  Mental Defense: 16 (VM: 17) | Bodily Defense: 27 (VM: 28)
  Tentacles: 0 | Trunk: 10
  Offense
  Speed: 0 sq. (Stationary)
  Melee: 10 Tentacles 14k8 (12k5 bludgeoning damage), Brutish, Reach
  Space: 3x3 | Reach: 3 (4 with Tentacles)
  Statistics
  STR: 12, MAG: 1, END: 12, RES: 1, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike
  Skills: Feats of Strength 12k6+10, Fortitude 12k6+10
  Gear: N/A
  Language: Sylvan, Malagasy, French
  Special Abilities: Many Tentacles, Tear Apart
  Many Tentacles: If the Ya-Te-Veo’s tentacles hit, they gain a free Grapple attempt
  (using the same attack).
  Tear Apart: As a standard action the Ya-Te-Veo can attempt to rip the limb off of a
  grappled opponent. Doing this is a Feats of Strength against the opponent’s Bodily
  Defense. If this is successful, the opponent takes 4 damage (bypassing Soak), they take
  1 bleed damage for 1d5+1 rounds, and they are dropped prone and no longer grappled.
  
  Undead
  Covering a broad category of raised dead creatures, undead are usually formed
  unnaturally through necromancy brought on by a necromancer. This is done by forcibly
  sucking the life energy from a soul before it can pass on to the afterlife, and imbuing
  the life giving energy into a corpse. This abominable act ensures the being will never
  reach the afterlife, and puts their existence into a state of constant torture until the
  created undead is slain. This, however, only frees them from their torment and not
  their inevitable fate of nonexistence.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak Attacks per Level as per Rogue
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Darkvision 6 squares
  
  Incorporeal undead use their Resistance to determine HP instead of END.
  
  Incorporeal undead do not possess Strength or Endurance scores.
  
  Incorporeal undead can only be harmed by magical weapons, and weapons that
  state they are able to harm incorporeal beings.
  
  Mindless undead possess no Smarts score.
  
  Corporeal undead do not possess a Magic or Resistance score normally.
  
  Immunity to mind-affecting effects (if mindless), death effects, disease, paralysis,
  poison, sleep, stunning, nonlethal, fatigue, and exhaustion. Healed by unholy, and
  harmed by holy.
  
  Resurrection spells kill undead instantly upon hitting.
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Undead do not breathe, eat, or sleep
  Undead Creatures
  
  Ahkiyyini
  
  Asanbosam
  
  Blitzing Zombie
  
  Bloody Bones
  
  Djieien
  
  Dorotabō
  
  Dullahan
  
  Enenra
  
  Gashadokuro
  
  Gloson
  
  Helhest
  
  Mokoi
  
  Nachzehrer
  
  Rompo
  
  Swordmaster
  
  Ahkiyyini
  Small skeletons who bang on drums in order to cause earthquakes and tsunamis,
  Ahkiyyini are not necessarily combatants, preferring to affect nature instead.
  Ahkiyyini
  Undead; Size: 3; Effective Level: 4
  Defenses
  HP: 12 | MP: — | Soak: 4
  Defense: 23 (VM: 23) | Avoid: 26 (VM: 26)
  Mental Defense: 19 (VM: 19) | Bodily Defense: 19 (VM: 19)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: 2 Bone Clubs 8k4 (4k3 bludgeoning damage), Nonlethal, Fragile
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: —, END: 4, RES: —, SRT: 4, AGI: 8, LUK: 1
  Feats: Two-Weapon Fighting, Weapon Focus (Simple)
  Skills: Artisan (Drums) 8k4+4, Stealth 8k4+4
  Gear: 2 Bone Clubs, 2 Drums
  Language: Necrotis, Inuktitut
  Special Abilities: Bone Parade, Natural Disaster
  Bone Parade: Ahkiyyini can play their drums as a full-round action, using the Minstrel’s
  Perform class ability so long as their drums are playing. In addition to this, Ahkiyyini
  use their Agility for their Artisan (Drums) checks.
  Natural Disaster: As a full-round action the Ahkiyyini can bang on their drums, creating
  a natural disaster - either an earthquake or tsunami.
  Earthquake functions as the Earthquake spell.
  Tsunami is a 12 square cone attack (8k4 vs. Avoid) and deals 8k4 water damage. This
  deals half damage on a miss.
  
  Asanbosam
  African vampire-like creatures with iron teeth, and hooked feat that allows it to hang
  on trees. They use this in order to fall onto enemies in order to attack them.
  Asanbosam
  Undead; Size: 4; Effective Level: 8
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 25 (VM: 25) | Avoid: 27 (VM: 27)
  Mental Defense: 20 (VM: 20) | Bodily Defense: 22 (VM: 22)
  Head: 1 | Body: 6 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Bite 8k4 (7k4 piercing damage, 2 PEN), Finesse, Deadly
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 6, RES: —, SRT: 4, AGI: 8, LUK: 4
  Feats: Combat Reflexes, Skill Focus (Acrobatics, Stealth), High Ground
  Skills: Acrobatics 8k4+8, Stealth 8k4+8
  Gear: N/A
  Language: Necrotis, Xhosa
  Special Abilities: Drop Attack, Draining Bite
  Drop Attack: As a standard action if the Asanbosam has the high ground against an
  opponent, they can drop from their perch and attack an opponent with their bite. This
  doubles the bonuses from the High Ground feat, and automatically grapples the
  opponent if the Asanbosam hits with their Bite.
  Draining Bite: On a successful bite attack the Asanbosam recovers 1d5 + END points of
  HP and the opponent takes an equal amount in bleed damage for 1d5-1 rounds
  thereafter.
  
  Blitzing Zombie
  Fast variations of the standard shambling corpses, Blitzing Zombies use their blinding
  speed to tackle and latch onto foes. Despite this agility, they’re incredibly fragile -
  appearing to be made of nothing more than sinew and loose bits of muscle.
  Blitzing Zombie
  Undead (Mindless); Size: 4; Effective Level: 2
  Defenses
  HP: 7 | MP: — | Soak: 5
  Defense: 29 (VM: 29) | Avoid: 32 (VM: 32)
  Mental Defense: 17 (VM: 17) | Bodily Defense: 18 (VM: 18)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 12 sq. (Land)
  Melee: Bite 10k5 (8k4 piercing damage), Finesse, Deadly, Savage
  Melee: 2 Claws 10k5 (6k3 slashing damage), Finesse, Deadly
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: 1, RES: —, SRT: —, AGI: 10, LUK: 8
  Feats: Combat Reflexes
  Skills: Acrobatics 8k4+8, Stealth 8k4+8
  Gear: N/A
  Language: Necrotis (Understand, cannot speak)
  Special Abilities: Blitz, Plague Born
  Blitz: As a full-round action the Blitzing Zombie can use a Blitz. This is a charge attack,
  except that it uses both of the Blitzing Zombie’s claws as attacks. If one of the claws
  hit, they deal damage regularly. However if both claws hit, the opponent is grappled
  and both the Blitzing Zombie and the opponent are knocked prone.
  Plague Born: Blitzing Zombie’s Bite and Claw attacks function as the zombie’s Plaguing
  Bite, in which on a successful hit roll against the opponent’s Bodily Defense using the
  same attack roll and on a hit the opponent will resurrect as a Blitzing Zombie upon
  dying. This is a disease effect.
  
  Bloody Bones
  Also sometimes called Rawhead, Bloody Bones are known to inhabit Knucker Holes
  after Knucker leave, dragging small children down as their meals.
  Bloody Bones
  Undead; Size: 4; Effective Level: 6
  Defenses
  HP: 16 | MP: — | Soak: 5
  Defense: 22 (VM: 22) | Avoid: 22 (VM: 22)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 19 (VM: 19)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Claws 8k3 (5k2 slashing damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: 4, RES: —, SRT: 1, AGI: 6, LUK: 2
  Feats: Weapon Focus (Simple), Toughness, Step Up
  Skills: Acrobatics 6k3+6, Stealth 6k3+6
  Gear: N/A
  Language: Necrotis
  Special Abilities: Gore and Pus, Rawhead
  Gore and Pus: If the Bloody Bones takes damage, all characters adjacent to it have an
  attack (6k3 vs. Bodily Defense) made and on a successful hit they’re nauseated for
  1d5+1 rounds.
  Rawhead: Bloody Bones is made of raw skin and flesh strung together in a horrific
  display of a half-rotted skeleton. All enemies who first encounter the Bloody Bones
  have an attack (6k3 vs. Mental Defense) made and on a successful hit they take 1d5+1
  points of sanity damage. This effect only triggers the first time you encounter a Bloody
  Bones within the same day.
  
  Djieien
  A powerful lich who has opted to take the form of a spider, Dijeien are massive and
  incredibly venomous.
  Djieien
  Undead; Size: 4; Effective Level: 18
  Defenses
  HP: 26 | MP: — | Soak: 5
  Defense: 25 (VM: 25) | Avoid: 14 (VM: 14)
  Mental Defense: 23 (VM: 23) | Bodily Defense: 23 (VM: 23)
  Head: 0 | Body: 8 | Arms: 3 | Legs: 3
  Offense
  Speed: 8 sq. (Land), 8 sq. (Climb)
  Melee: Bite 10k6 (5k2 unholy damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: —, END: 8, RES: —, SRT: 8, AGI: 2, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Brutal Strike, Tough it Out, Shake it Off,
  Slippery Mind, Artful Dodge, Blood Bath, Power Strike
  Skills: Awareness 8k4+18, Feats of Strength 8k4+18
  Gear: N/A
  Language: Necrotis and Single Human Language
  Special Abilities: Dark Bite, Shadow Spider
  Dark Bite: Djieien deal unholy damage with their bite attacks. In addition to this if the
  Dijieien spends a full-round action it can instead make their Bite attack against the
  opponent’s Mental Defense and on a successful hit deal 8k4 points of unholy damage.
  Shadow Spider: Djieien receive a +2k0 to all checks (including attack and damage rolls)
  while within an area of darkness. If the area is bright, this instead becomes a penalty.
  
  Dorotabō
  Vengeful ghosts who have melded with the very fields they used to take care of while
  alive, Dorotabō are small muck monsters in the vague shape of a human encased
  around a spirit.
  Dorotabō
  Undead; Size: 3; Effective Level: 5
  Defenses
  HP: 24 | MP: — | Soak: 4
  Defense: 20 (VM: 20) | Avoid: 19 (VM: 19)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 25 (VM: 25)
  Head: 0 | Body: 4 | Arms: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 6k2 (4k3 bludgeoning damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: —, END: 10, RES: —, SRT: 1, AGI: 4, LUK: 2
  Feats: Weapon Focus (Simple), Toughness, Unhindered Movement, SlipperyB
  Skills: Acrobatics 4k2+5, Fortitude 10k5+5
  Gear: N/A
  Language: Necrotis and Japanese
  Special Abilities: Vengeance, Ooze Form
  Vengeance: Dorotabō receive a +2k2 to attack and damage against enemies who have
  attacked them within the same day. This bonus is not gained if they attacked the
  enemy first.
  Ooze Form: Dorotabō are immune to poison, disease, sleep, paralysis, transmutation,
  and stunning as if they are an ooze.
  
  Dullahan
  Spirits who have literally and figuratively lost their heads, Dullahan are clad in dark
  armor like a black knight, and are incredibly tall despite their lack of a head. Dullahan
  hunt down those who it knows will die, and slay them itself.
  Dullahan
  Undead; Size: 4; Effective Level: 14
  Defenses
  HP: 35 | MP: — | Soak: 5
  Defense: 27 (VM: 27) | Avoid: 28 (VM: 28)
  Mental Defense: 21 (VM: 21) | Bodily Defense: 23 (VM: 23)
  Body: 8 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: Bone Whip 10k5 (7k4 slashing damage), Finesse, Trip, Disarm, Reach
  Space: 1x1 | Reach: 1 (2 with Bone Whip)
  Statistics
  STR: 2, MAG: —, END: 6, RES: —, SRT: 4, AGI: 8, LUK: 8
  Feats: Weapon Focus + Improved (Whip), Weapon Specialization + Improved (Whip),
  Toughness, Limb Breaker, Plagueborne
  Skills: Persuasion 8k4+14, Stealth 8k4+14
  Gear: Dullahan’s special Bone Whip, Black Armor (8 Body DEF, 2 Arm/Leg DEF, no
  AP/AtD)
  Language: Necrotis and Irish
  Special Abilities: Dullahan’s Curse, Wanton Whip, Dullahan Weaknesses
  Dullahan’s Curse: As a standard action a Dullahan can target an opponent within 6
  squares, making an attack (8k4 vs. Mental Defense) in order to afflict the target with
  the curse. On a successful hit, the opponent’s Defenses are halved for 1 minute. On a
  critical hit, the opponent is instantly slain. Once affected by this ability, they cannot
  be affected by it for 24 hours (even by other Dullahan).
  Wanton Whip: As a full-round action the Dullahan can target an opponent within their
  whip’s reach with this special attack. This is an attack with the whip that targets Avoid
  and on a successful hit the opponent is tripped, disarmed, and staggered for 1 round.
  Dullahan Weaknesses: Attacks made by gold weapons automatically critically hit
  against the Dullahan.
  
  Enenra
  Dark smoke creatures with a taste for innocent souls, Enenra are able to shift into
  semi-physical forms in order to do battle and pummel their enemies.
  Enenra
  Undead; Size: 4; Effective Level: 7
  Defenses
  HP: 16 | MP: — | Soak: 5
  Defense: 24 (VM: 24) | Avoid: 26 (VM: 26)
  Mental Defense: 19 (VM: 19) | Bodily Defense: 21 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: 2 Slams 8k4 (6k4 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: 6, RES: —, SRT: 4, AGI: 8, LUK: 2
  Feats: Step Up, Dodge, Improved Initiative, Skill Focus (Stealth)
  Skills: Acrobatics 8k4+7, Stealth 8k4+7
  Gear: N/A
  Language: Necrotis and Japanese
  Special Abilities: Semi-Corporeal, Possess the Weak
  Semi-Corporeal: Enenra can shift between being corporeal and incorporeal as a swift
  action. While incorporeal, the Enenra cannot attack (or even touch) corporeal enemies
  and vice versa. In addition to this, while incorporeal the Enenra is treated as being
  invisible for the purposes of Stealth unless the opponent has a way to see through
  invisibility or detect ghosts.
  Possess the Weak: The Enenra can attempt to possess weak-willed opponents who are
  unconscious. This is an attack (8k4 vs. Mental Defense) and on a successful hit, the
  Enenra takes over the individual’s body. If the body is slain, the Enenra is slain.
  Entering the body is a standard action (or swift if it has already been possessed or if
  the recipient is willing), and exiting the body is a move action.
  
  Gashadokuro
  Incredibly powerful and massive skeletons, Gashadokuro are spawned from battlefields,
  amassing from all of the bodies together to form one giant skeleton instead.
  Gashadokuro
  Undead; Size: 8; Effective Level: 10
  Defenses
  HP: 36 | MP: — | Soak: 10
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 27 (VM: 27)
  Head: 15 | Body: 15 | Arms: 15 | Legs: 15
  Offense
  Speed: 4 sq. (Land)
  Melee: Bite 14k7 (14k6 piercing damage), Brutish, Savage, Powerful
  Melee: 2 Claws 14k7 (13k4 slashing damage), Brutish, Savage, Powerful
  Space: 5x5 | Reach: 5
  Statistics
  STR: 14, MAG: —, END: 14, RES: —, SRT: 1, AGI: 1, LUK: 1
  Feats: Resilient Body, Toughness, Ground Shatter, Power Strike, Cleave
  Skills: Feats of Strength 14k7+10, Stealth 1k1+10
  Gear: N/A
  Language: Necrotis and Japanese
  Special Abilities: Powered by Undeath, Zone of Bone
  Powered by Undeath: Gashadokuro are powered by unholy energies, like all undead,
  but they can utilize this energy to an extreme degree. Gashadokuro start with a special
  pool of energy called Undeath Points which start at 15 at the start of the day. Being hit
  by attacks reduces these Undeath Points by 1 each time (or alternatively the
  Gashadokuro can instead cause it to reduce by 5 in order to take no damage from an
  attack). In order to raise their Undeath Points, Gashadokuro must kill. For every
  opponent they kill, they receive an Undeath Point (maximum of 30 Undeath Points).
  Their Deflection is equal to their Undeath Points.
  Zone of Bone: All enemies within 12 squares who are not skeletons receive a -5 to
  their Defense and Avoid. In addition to this, enemies within 6 squares of the
  Gashadokuro are automatically able to see it and notice its presence, however enemies
  outside of this 6 square radius can be snuck up upon as if the Gashadokuro had cover.
  When using Stealth in this manner, the Gashadokuro uses their level for rolled and kept
  dice (10k5+10 effectively).
  
  Gloson
  Haunting boars with razor-sharp protrusions from their backs which slice open unaware
  travelers in graveyards when the Gloson runs between their legs.
  Gloson
  Undead; Size: 3; Effective Level: 5
  Defenses
  HP: 22 | MP: — | Soak: 4
  Defense: 17 (VM: 17) | Avoid: 14 (VM: 14)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 23 (VM: 23)
  Head: 2 | Body: 6 | Arms: 0 | Legs: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: 2 Gores 10k5 (5k4 slashing damage, 8 PEN), Brutish, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: —, END: 8, RES: —, SRT: 1, AGI: 2, LUK: 1
  Feats: Weapon Focus (Simple), Brutal Strike, Toughness
  Skills: Feats of Strength 8k4+5, Fortitude 8k4+1
  Gear: N/A
  Language: Necrotis and Old Norse
  Special Abilities: Slicing Charge, Fissure Stomp
  Slicing Charge: On a charge the Gloson can move through an enemies’ space rather
  than stop and attack them. Doing this is an attack (10k5 vs. Avoid) against all enemies
  within the charge path. On a miss this deals half damage.
  Fissure Stomp: As a standard action the Gloson can cause a massive earthquake 24
  squares around it. Doing this is an attack (10k5 vs. Bodily Defense) against everyone
  except the Gluson within this radius. On a successful hit, the affected characters are
  knocked prone. Gluson are immune to this ability.
  
  Helhest
  Three-legged horses associated with the dark goddess, Hel. These Danish horses often
  spread pestilence and death in their wake, their manes black and mangy.
  Helhest
  Undead; Size: 5; Effective Level: 6
  Defenses
  HP: 23 | MP: — | Soak: 7
  Defense: 20 (VM: 20) | Avoid: 18 (VM: 18)
  Mental Defense: 19 (VM: 19) | Bodily Defense: 23 (VM: 23)
  Head: 0 | Body: 4 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: 1 Bite 12k6 (10k5 piercing damage), Brutish, Savage
  Melee: 2 Hooves 12k6 (9k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 2
  Statistics
  STR: 12, MAG: —, END: 8, RES: —, SRT: 4, AGI: 4, LUK: 2
  Feats: Toughness, Resilient Body, Step Up
  Skills: Feats of Strength 12k6+6, Fortitude 8k4+6
  Gear: N/A
  Language: Necrotis and Old Norse
  Special Abilities: Diseased Presence, Death Sight
  Diseased Presence: All enemies in a 3 square radius have an attack (8k4 vs. Bodily
  Defense) made and on a successful hit the opponent(s) are infected with Malaria. Once
  affected by this ability (even if it misses), opponents are immune to this for 24 hours.
  Death Sight: When an opponent sees the Helhest they have an attack (8k4 vs. Mental
  Defense) made and on a successful hit, they take 1d10 + (Smarts) points of Sanity
  damage. If this sanity damage would reduce an opponent to 0 Sanity (not 0 Stress), this
  kills them.
  On a critical hit with the attack, the Helhest deals 3d10 + (Smarts * 3) Sanity damage.
  Opponents immune to fear are also immune to Death Sight.
  
  Mokoi
  Trickster undead who are formed from various evil and malicious deeds taken by
  humanoids. Mokoi appear as small skeletons with bits of flesh clinging to their body,
  trying to stay attached to their malformed frame.
  Mokoi
  Undead; Size: 2; Effective Level: 2
  Defenses
  HP: 14 | MP: 12 | Soak: 3
  Defense: 24 (VM: 24) | Avoid: 23 (VM: 23)
  Mental Defense: 22 (VM: 22) | Bodily Defense: 22 (VM: 22)
  Head: 0 | Body: 2 | Arms: 1 | Legs: 1
  Offense
  Speed: 4 sq. (Land)
  Melee: Slam 6k3 (4k2 bludgeoning damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: 6, RES: —, SRT: 6, AGI: 6, LUK: 6
  Feats: Toughness
  Skills: Deception 6k3+2, Stealth 6k3+2
  Gear: N/A
  Language: Necrotis and Dhangu-Djangu
  Special Abilities: Black Magic, Evil Presence
  Black Magic: Mokoi can cast Divine spells (only Unholy or Neutral spells), and Madness
  spells as if they were a 2nd level caster. They use their Luck for Magic, and Smarts for
  Resistance.
  Evil Presence: All enemies within 4 squares of the Mokoi take a -4 to-hit and damage
  against them. This does not stack from multiple Mokoi, applying separately per Mokoi.
  
  Nachzehrer
  Special Germanic vampires who exhibit ghoul-like behavior, Nachzehrer are
  characterized as flesh-eaters rather than blood-suckers, and prefer the bodies of those
  who are already dead to live bodies. Most are seen as the “vultures” of society.
  Nachzehrer
  Undead (Vampire); Size: 4; Effective Level: 10
  Defenses
  HP: 16 | MP: — | Soak: 3
  Defense: 21 (VM: 21) | Avoid: 16 (VM: 16)
  Mental Defense: 25 (VM: 25) | Bodily Defense: 21 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Bite 2k1 (4k2 piercing damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 4, RES: —, SRT: 8, AGI: 2, LUK: 8
  Feats: Skill Focus (Deception, Persuasion), Skill Mastery, Slippery Mind, Just as Planned
  Skills: Deception 8k4+10, Persuasion 8k4+10
  Gear: N/A
  Language: Necrotis and German
  Special Abilities: Persuasive Disarm, Flesh Subsistence
  Persuasive Disarm: Nachzeher have some natural magic to them. On a successful
  Persuasion check against an opponent’s Mental Defense, the opponent drops their
  weapon. This can be done once per encounter.
  Flesh Subsistence: Nachzeher can subsist on flesh - dead or alive. Once per encounter
  a Nachzeher can devour flesh in order to recover 4 HP.
  Nachzeher as PCs: It is possible to play Nachzeher as PCs without affecting balance
  too much. PC Nachzeher gain the Special Abilities as normal, rely on a class rather than
  their Species for HP/Soak, Attacks per Level, Skills, and Proficiencies. Nachzeher
  receive a +1 SRT and LUK, and have 4 Size. The Bestiary Nachzeher’s stats aren’t
  accurate to the playable PC Nachzeher.
  
  Rompo
  Amalgamations of various different beings Rompos are made up of the head of a hare,
  the body of a human, the front arms of a badger, and the rear legs of a bear. Rompos
  are skeletons, and prefer to eat flesh similar to a ghoul.
  Rompo
  Undead; Size: 4; Effective Level: 6
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 22 (VM: 22) | Avoid: 22 (VM: 22)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 21 (VM: 21)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Bite 6k3 (6k3 piercing damage), Finesse
  Melee: 2 Claws 6k3 (5k2 slashing damage), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 6, RES: —, SRT: 1, AGI: 6, LUK: 2
  Feats: Weapon Focus (Simple), Step Up, Combat Reflexes
  Skills: Acrobatics 6k3+6, Stealth 6k3+6
  Gear: N/A
  Language: Necrotis (Understand, can’t speak)
  Special Abilities: Natural Disguise, Regrow Flesh
  Natural Disguise: When making a stealth check, the Rompo’s bones can turn into any
  color they want, blending in with their surroundings. This grants them a +2k1 on
  Stealth checks. Using this ability is a swift action.
  Regrow Flesh: When feeding, the Rompo regains its flesh momentarily and can appear
  as a non-skeletal version of itself for 1 day. While in this form it receives 4 Deflection
  to all body parts.
  
  Swordmaster
  A floating, possessed blade. The Swordmaster was once a legendary tutor whose spirit
  has since been attached to this sword. Some are the weapons of Bound Warrior
  Battlemages, the intelligence of the weapon carrying it on past its owner’s death.
  Swordmaster
  Undead; Size: 1; Effective Level: 12
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 25 (VM: 25) | Avoid: 30 (VM: 30)
  Mental Defense: 21 (VM: 21) | Bodily Defense: 16 (VM: 16)
  Hilt: 0 | Blade: 8
  Offense
  Speed: 6 sq. (Land)
  Melee: Katana 12k7 (10k5 slashing damage), Deadly
  Space: 0x0 | Reach: 1
  Statistics
  STR: 10, MAG: —, END: 1, RES: —, SRT: 6, AGI: 10, LUK: 1
  Feats: Weapon Focus + Improved (Swords), Weapon Specialization + Improved (Swords),
  Brutal Strike, Combat Reflexes
  Skills: Acrobatics 10k5+12, Stealth 10k5+12
  Gear: Self (Katana, or other sword depending on the body)
  Language: Native Human Language
  Special Abilities: Sword’s Soak, Swordmaster’s Slash
  Sword’s Soak: This weapon counts the Size for the purpose of Soak to be 4 (effectively
  making the total Soak of the Swordmaster 5 instead of 2).
  Swordmaster’s Slash: Once per encounter the Swordmaster can make a single attack
  as a full-round action. This attack cannot be parried or dodged, increases the weapon’s
  Penetration by its Strength, and reduces the Soak of the opponent being hit by 1
  (minimum of 1).
  
  Vermin
  Insects, arachnids, invertebrates, and many other ‘creepy crawlies’ are considered
  Vermin. This creature classification has nothing to do with how invasive the species is,
  though parasites are also considered a part of ‘vermin’ when the parasite is a living
  being wishing to spread itself.
  Features
  
  6 HP (HP progression as per Rogue) | +1 Soak Attacks per Level as per Rogue
  
  Skill Ranks as per Chaplain (Doesn’t add Smarts to Skill Ranks)
  
  Vermin do not possess a Smarts score. They are thus immune to mind-affecting
  effects.
  
  Vermins do not possess a Magic or Resistance score. They are not immune to spells,
  however, and are still harmed by unholy magic.
  
  Darkvision 6 squares
  
  Proficient with Simple weapons (if it is capable of wielding weapons)
  
  Vermin breathe, eat, and sleep
  Vermin Creatures
  
  Armored Spider Crab
  
  Awahondo
  
  Eintykara
  
  Farsee
  
  Geophage
  
  Giant Tardigrade
  
  Horror Spider
  
  Ice Worm
  
  Jinshin Mushi
  
  Kamikiri
  
  Kurage-no-Hinotama
  
  Mambabarang
  
  Mother Swarm
  
  Ōmukade
  
  Plate Crab
  
  Armored Spider Crab
  Horrific spider-crab combinations covered in adamantine-like plates all over their body.
  Armored Spider Crabs possess two gigantic black crab claws which they use to cut their
  prey into bits before devouring the remains with their smaller mouth.
  Armored Spider Crab
  Vermin (Giant); Size: 6; Effective Level: 6
  Defenses
  HP: 25 | MP: — | Soak: 8
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 25 (VM: 25)
  Head: 12 | Body: 18 | Arms: 14 | Legs: 14
  Offense
  Speed: 4 sq. (Land)
  Melee: 2 Claws 14k7 (11k5 slashing damage), Brutish, Savage, Powerful
  Space: 3x3 | Reach: 3
  Statistics
  STR: 12, MAG: —, END: 10, RES: —, SRT: —, AGI: 1, LUK: 1
  Feats: Weapon Focus (Simple), Brutal Strike, Weapon Specialization (Simple)
  Skills: Feats of Strength 12k6+6, Fortitude 10k5+6
  Gear: N/A
  Language: N/A
  Special Abilities: Shielding Arms, Thick Plating
  Shielding Arms: Armored Spider Crabs can take a Raise action (a swift action) to use
  their Arms like a shield, defending a part of their body (except the arms). This adds
  half the arm’s Deflection (7) to the body part being defended.
  Thick Plating: Armored Spider Crabs add half their Strength to HP, and gain a +1 to
  Soak.
  
  Awahondo
  Man-sized red and black assassin bugs with intense needle-like mouth that can pierce
  the flesh of humanoids, sucking their blood and injecting poisons like a mosquito.
  Awahondo
  Vermin; Size: 4; Effective Level: 4
  Defenses
  HP: 18 | MP: — | Soak: 5
  Defense: 25 (VM: 25) | Avoid: 30 (VM: 30)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 25 (VM: 25)
  Head: 2 | Body: 4 | Arms: 3 | Legs: 3
  Offense
  Speed: 6 sq. (Land), 12 sq. (Fly)
  Melee: Bite 12k5 (8k4 piercing damage, 10 PEN), Finesse, Savage
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 10, RES: —, SRT: —, AGI: 10, LUK: 1
  Feats: Weapon Focus (Simple), Combat Reflexes
  Skills: Acrobatics 10k5+4, Stealth 10k5+4
  Gear: N/A
  Language: N/A
  Special Abilities: Blood Drain, Penetrating Bite
  Blood Drain: On a successful hit with their bite attack, the Awahondo heal an amount
  of HP equal to half the damage they dealt with their Bite (minimum of 1).
  Penetrating Bite: As a full-round action the Awahondo can make their bite attack,
  doubling their Penetration against the opponent and adding the Powerful weapon
  special ability onto their attack.
  
  Eintykara
  Bee-like creatures who swarm together in order to form a man’s body, Eitynkara
  doesn’t refer to the individual insects but instead the man-like creation they make.
  Eintykara
  Vermin (Swarm); Size: 4; Effective Level: 5
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 20 (VM: 20) | Avoid: 18 (VM: 18)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 23 (VM: 23)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: 2 Slams 10k5 (6k4 bludgeoning and piercing damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 8, MAG: —, END: 8, RES: —, SRT: —, AGI: 4, LUK: 2
  Feats: Step Up, Weapon Focus (Simple), Brutal Strike
  Skills: Acrobatics 8k4+5, Feats of Strength 8k4+5
  Gear: N/A
  Language: N/A
  Special Abilities: Formless Organs, Reformation
  Formless Organs: Eitynkara are immune to critical hits, poisons, and diseases.
  Reformation: Eitynkara can un-form and reform as a swift action each, using this as a
  means of defense. While un-formed Eitynkara cannot be targeted by single-target
  attacks (however area of effect attacks work just fine) however they cannot attack in
  turn. While formed, the Eitynkara functions normally.
  Eitynkara have no body parts truly to target with called shots, and are thus unaffected.
  
  Farsee
  Aquatic-dwelling lobster-like creatures with a single massive claw. Farsee are only
  known to ever show up as warning before a natural disaster, and even then they’re
  incredibly rare sights to behold.
  Farsee
  Vermin (Giant); Size: 6; Effective Level: 20
  Defenses
  HP: 56 | MP: — | Soak: 8
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 31 (VM: 31)
  Head: 8 | Body: 20 | Arms: 12 | Legs: 12
  Offense
  Speed: 6 sq. (Land), 6 sq. (Fly)
  Melee: Pincer 18k10 (14k7 slashing damage, 6 PEN), Brutish, Savage, Powerful, Grapple
  Space: 3x3 | Reach: 3
  Statistics
  STR: 16, MAG: —, END: 16, RES: —, SRT: —, AGI: 1, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Power Strike, Improved Maneuver (Grapple), Toughness, Resilient Body,
  All-Out Attack
  Skills: Feats of Strength 16k8+20, Fortitude 16k8+20
  Gear: N/A
  Language: N/A
  Special Abilities: Squeezing Pincer, Split in Two
  Squeezing Pincer: If a Farsee successfully grapples an opponent and they begin their
  turn grappled by the Farsee, they take half the Farsee’s Strength (8) in bleed damage
  each round until they’re released from the grapple.
  Split in Two: As a full-round action against any opponent the Farsee has grappled they
  can roll a Feats of Strength check, the DC is equal to 40 + opponent’s level + double
  opponent’s Endurance. On a successful check, the opponent is split in two by the waist
  and killed instantly, organs spilling to the ground.
  
  Geophage
  Massive worms who make their homes in deserts, Geophages are known to swallow
  caravans whole, and sometimes even catching starfighters mid-flight and devouring
  them. Geophages open their maw to reveal four mouths for chomping and chewing.
  Geophage
  Vermin (Giant); Size: 10; Effective Level: 16
  Defenses
  HP: 31 | MP: — | Soak: 11
  Defense: 32 (VM: 32) | Avoid: 14 (VM: 14)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 29 (VM: 29)
  Head: 5 | Body: 14
  Offense
  Speed: 3 sq. (Land), 24 sq. (Burrow)
  Melee: 4 Bites 16k9 (15k9 piercing damage, 6 PEN), Brutish
  Space: 6x6 | Reach: 6
  Statistics
  STR: 14, MAG: —, END: 14, RES: —, SRT: —, AGI: 2, LUK: 2
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Power Strike, Cleave, Tough it Out
  Skills: Acrobatics 14k7+16, Feats of Strength 14k7+16
  Gear: N/A
  Language: N/A
  Special Abilities: Razor Bite, Vibro-Sight
  Razor Bite: Geophages can, as a full-round action, make a single bite attack. This bite
  attack doubles Penetration (12 PEN), and adds the Savage and Powerful qualities to the
  bite.
  Vibro-Sight: Though ‘blind’ in a traditional sense, Geophages are able to navigate
  through the sands by the use of vibrations. Unless a creature is flying or otherwise not
  touching a solid surface, opponents are unable to stealth against a Geophage. Devices
  which cause lots of vibrations (such as heavy machinery) imposes a -10 to the
  Geophage’s Awareness check, and allows the use of Stealth. In this case, the
  Geophage’s Awareness uses half its level for the check instead of Smarts (8k4+16).
  
  Giant Tardigrade
  Massive “water bears” (compared to the norm), tardigrades are nigh-indestructible
  when it comes to outside forces. This has led some to name them the “Infinity Bug”.
  Giant Tardigrade
  Vermin (Giant); Size: 4; Effective Level: 6
  Defenses
  HP: 25 | MP: — | Soak: 5
  Defense: 27 (VM: 27) | Avoid: 14 (VM: 14)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 25 (VM: 25)
  Head: 4 | Body: 4 | Arms: 4 | Legs: 4
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb), 6 sq. (Swim)
  Melee: Bite 2k1 (4k2 piercing damage)
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 10, RES: —, SRT: —, AGI: 2, LUK: 1
  Feats: Toughness, Tough it Out, Shake it Off
  Skills: Acrobatics 14k7+16, Feats of Strength 14k7+16
  Gear: N/A
  Language: N/A
  Special Abilities: Tough Body, Resistant Skin
  Tough Body: Giant Tardigrades are immune to poisons, diseases, temperature effects
  (such as extreme cold/heat), the vacuum of space, and high-pressure environments. In
  addition to this, Giant Tardigrades have Fire, Ice, Water, Electricity, Wind, Acid, and
  Earth Resistance 5. Giant Tardigrades are also able to breathe underwater.
  Resistant Skin: Tardigrades can, once per encounter, negate damage that would be
  dealt to them. It doesn’t matter what source this damage comes from. This also can be
  used to negate attacks which bypass Soak.
  
  Horror Spider
  Death-infested spiders with the capability of sucking the life force from their prey.
  Horror Spiders are dog-sized, sleek black, and have thousands of little claws in front of
  their tiny mouth.
  Horror Spider
  Vermin; Size: 2; Effective Level: 4
  Defenses
  HP: 17 | MP: — | Soak: 5
  Defense: 24 (VM: 24) | Avoid: 26 (VM: 26)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 20 (VM: 20)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Bite 10k4 (5k4 piercing damage, 2 PEN), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 2, MAG: —, END: 5, RES: —, SRT: —, AGI: 8, LUK: 2
  Feats: Toughness, Weapon Focus (Simple)
  Skills: Acrobatics 8k4+4, Stealth 8k4+4
  Gear: N/A
  Language: N/A
  Special Abilities: Paralytic Bite, Unholy Bite
  Paralytic Bite: On a successful bite attack, Horror Spiders make another attack against
  the opponent’s Bodily Defense. On a successful hit the opponent takes 1d5 Strength
  damage for 1 minute. This can only bring an opponent to a minimum of 0, and cannot
  exceed 0.
  Unholy Bite: Instead of doing piercing damage, the Horror Spider can choose to do
  Unholy damage. Doing this makes the attack go against Avoid instead of Defense.
  
  Ice Worm
  Similar to a Geophage, the Ice Worm is a snow-burrowing and pure white worm. These
  worms are much smaller, and hunt in groups in order to devour whatever they can.
  They prefer not to eat living things, and want for inanimate objects instead.
  Unfortunately for some, these end up being houses and other important objects.
  Ice Worm
  Vermin; Size: 4; Effective Level: 6
  Defenses
  HP: 15 | MP: — | Soak: 5
  Defense: 23 (VM: 23) | Avoid: 26 (VM: 26)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 21 (VM: 21)
  Head: 1 | Body: 4
  Offense
  Speed: 6 sq. (Land), 6 sq. (Climb)
  Melee: Bite 8k4 (7k4 piercing and ice damage, 6 PEN), Finesse
  Space: 1x1 | Reach: 1
  Statistics
  STR: 4, MAG: —, END: 6, RES: —, SRT: —, AGI: 8, LUK: 1
  Feats: Combat Reflexes, Skill Focus (Stealth)
  Skills: Acrobatics 8k4+6, Stealth 8k4+6
  Gear: N/A
  Language: N/A
  Special Abilities: Inanimate Devour, Slithering Dodge
  Inanimate Devour: Ice Worm’s bite attacks count the Soak of objects as 2 less
  (minimum of 1), cannot be resisted. Once per encounter if the Ice Worm successfully
  devours an inanimate object (reduce it to 0 HP), they recover 5 HP.
  Slithering Dodge: Ice Worms can, once per encounter, add +2k0 onto any Dodge check
  they make.
  
  Jinshin Mushi
  Fist-sized insects who can cause earth quakes, Jinshin Mushi are incredibly docile and
  prefer to stay away from combat unless provoked.
  Jinshin Mushi
  Vermin; Size: 1; Effective Level: 2
  Defenses
  HP: 7 | MP: — | Soak: 2
  Defense: 26 (VM: 26) | Avoid: 27 (VM: 27)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 17 (VM: 17)
  Head: 0 | Body: 0 | Arms: 0 | Legs: 0
  Offense
  Speed: 4 sq. (Land)
  Melee: Bite 8k4 (1k1 piercing damage)
  Space: 0x0 | Reach: 0
  Statistics
  STR: 1, MAG: —, END: 1, RES: —, SRT: —, AGI: 8, LUK: 6
  Feats: Skill Focus (Acrobatics)
  Skills: Acrobatics 8k4+2, Stealth 8k4+2
  Gear: N/A
  Language: N/A
  Special Abilities: Sonic Burst, Earthquake Thorax
  Sonic Burst: Jinshin Mush can release a sonic burst as a standard action. All enemies
  within an 8 square radius have an attack (8k4 vs. Mental Defense) made and on a
  successful hit they take 6k3 points of Sonic damage.
  Earthquake Thorax: If there are three or more Jinshin Mushi within 6 squares of each
  other, they can each take a standard action to release a single sonic burst that shakes
  the very earth beneath them. All enemies within 12 squares of the origin Jinshin Mushi
  (the one who used this ability first) have two attacks (8k4 vs. Mental Defense, and 8k4
  vs. Bodily Defense) made. The attack vs. Mental Defense deals 6k3 points of Sonic
  damage, and the attack vs. Bodily Defense is from the earthquake below, causing them
  to fall prone and take 4k2 points of earth damage.
  
  Kamikiri
  Strange arthropod creatures with scissor-like beaks and claws who use these to cut the
  hairs of their enemies in the night. These hairs are used to fuel its magic.
  Kamikiri
  Vermin; Size: 3; Effective Level: 1
  Defenses
  HP: 10 | MP: — | Soak: 4
  Defense: 24 (VM: 24) | Avoid: 26 (VM: 26)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 19 (VM: 19)
  Head: 0 | Body: 0 | Arms: 4 | Legs: 0
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Claws 10k4 (5k3 slashing damage), Finesse, Deadly
  Space: 1x1 | Reach: 1
  Statistics
  STR: 1, MAG: —, END: 4, RES: —, SRT: —, AGI: 8, LUK: 2
  Feats: Weapon Focus (Simple)
  Skills: Acrobatics 8k4+1, Stealth 8k4+1
  Gear: N/A
  Language: N/A
  Special Abilities: Deadly Slice, Hair Strike
  Deadly Slice: Kamikiri add +10 on critical hits with their Deadly property, not +5.
  Hair Strike: Kamikiri can attack an opponent’s hair with pin-point accuracy. They can
  make a called shot against the opponent’s hair on their body (so long as it isn’t
  covered), and doing so they take no penalty. On a hit the opponent’s hair is cut. On a
  critical hit, the opponent is instead rendered completely bald all over (regardless of
  any clothes they’re wearing).
  
  Kurage-no-Hinotama
  Swamp jellyfish that hover through the air, their beautiful and wisp-y appearance lures
  unsuspecting folk closer and ensnares them within their tentacles.
  Kurage-no-Hinotama
  Vermin; Size: 4; Effective Level: 6
  Defenses
  HP: 18 | MP: — | Soak: 5
  Defense: 25 (VM: 25) | Avoid: 30 (VM: 30)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 21 (VM: 21)
  Bell: 0 | Tentacles: 0
  Offense
  Speed: 6 sq. (Fly)
  Melee: 6 Tentacles 8k4 (7k3 bludgeoning damage), Finesse, Grapple, Reach
  Space: 1x1 | Reach: 1 (2 with Tentacles)
  Statistics
  STR: 1, MAG: —, END: 6, RES: —, SRT: —, AGI: 10, LUK: 1
  Feats: Second Wind, Strengthened Recovery, Improved Maneuver (Grapple)
  Skills: Acrobatics 10k5+6, Stealth 10k5+6
  Gear: N/A
  Language: N/A
  Special Abilities: Spirit Away, Paralytic Sting
  Spirit Away: Kurage-no-Hinotama can take a standard action to attack (8k4 vs. Mental
  Defense) and on a successful hit, they take 2 points of Resistance damage. This can
  stack with itself (to a minimum of 0 Resistance). This can only affect opponents the
  Kurage-no-Hinotama is already grappling.
  Paralytic Sting: As a standard action the Kurage-no-Hinotama can unleash a tentacle
  attack against an opponent within 2 squares. On a successful hit, the opponent takes
  no damage but is paralyzed for 1 round.
  
  Mambabarang
  Insect shamans who have infused themselves with the power of their bugs, gaining
  druidic power from them. Mambabarang appear as humanoid shapes covered in bugs.
  Mambabarang
  Vermin (Swarm); Size: 4; Effective Level: 10
  Defenses
  HP: 6 | MP: 26 | Soak: 5
  Defense: 17 (VM: 17) | Avoid: 14 (VM: 14)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 25 (VM: 25)
  Head: 2 | Body: 2 | Arms: 2 | Legs: 2
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Slams 6k3 (5k3 bludgeoning damage), Brutish
  Space: 1x1 | Reach: 1
  Statistics
  STR: 6, MAG: —, END: 10, RES: —, SRT: —, AGI: 2, LUK: 1
  Feats: Intense Spell, Elemental Focus (Plant), Elemental Spell, Silent Spell, Rebounding
  Spell
  Skills: Spellcraft 10k5+10, Use Magic Device 10k5+10
  Gear: N/A
  Language: N/A
  Special Abilities: Insect Caster, No Anatomy
  Insect Caster: Mambabarang use their Endurance as if it were Magic/Resistance. They
  cast spells as a 10th level Druid, and use the Nature spell list. In addition, they use END
  for Spellcraft and Use Magic Device.
  No Anatomy: Mambabarang are immune to the extra effects of called shots, are
  immune to critical hits, diseases, poisons, and precision damage (such as Precise
  Strike).
  
  Mother Swarm
  The “mother of all insects”, Mother Swarm is a horse-shaped entity covered in crab-
  like chitin and possessing two lobster-like pincers in addition to its four legs.
  Mother Swarm
  Vermin (Swarm); Size: 5; Effective Level: 30
  Defenses
  HP: 85 | MP: — | Soak: 7
  Defense: 24 (VM: 24) | Avoid: 23 (VM: 23)
  Mental Defense: 16 (VM: 16) | Bodily Defense: 36 (VM: 36)
  Head: 8 | Body: 12 | Pincers: 8 | Legs: 8
  Offense
  Speed: 6 sq. (Land)
  Melee: 2 Pincers 22k12 (15k8 slashing damage), Brutish, Savage, Powerful
  Space: 2x2 | Reach: 2
  Statistics
  STR: 20, MAG: —, END: 20, RES: —, SRT: —, AGI: 6, LUK: 6
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike, Toughness, Resilient Body, Shake it Off, Limb Breaker, Cornered Brawler,
  Great Charge, Brutal Charge, The Greatest Fortitude, To Pieces, Blood Bath
  Skills: Feats of Strength 20k10+30, Fortitude 20k10+30
  Gear: N/A
  Language: N/A
  Special Abilities: Swarm Breath, Undying
  Swarm Breath: As a standard action, Mother Swarm can unleash a gout of various
  insects at a foe. An attack (20k10 vs. Bodily Defense) is made, and on a successful hit
  the opponent is nauseated, and infected with the Bubonic Plague. This is a 6 square
  cone and can only be used once per encounter.
  Undying: As long as insects remain in existence, Mother Swarm’s consciousness will
  shift to other living insects in order to survive, reforming her body within 1d5+1 days.
  In order to kill Mother Swarm permanently, she must be on a planet without any
  insects and slain there.
  
  Ōmukade
  Dragon-eating giant centipedes, the Ōmukade is known to wrap itself around a
  mountain where a dragon has set up its lair, and strike against the dragon while it tries
  to defend its hoard.
  Ōmukade
  Vermin (Giant); Size: 10; Effective Level: 10
  Defenses
  HP: 24 | MP: — | Soak: 11
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 27 (VM: 27)
  Head: 4 | Body: 14 | Thousands of Legs: 1
  Offense
  Speed: 12 sq. (Land), 12 sq. (Climb)
  Melee: Bite 14k8 (12k8 piercing damage, 8 PEN), Brutish, Deadly, Powerful
  Space: 6x6 | Reach: 6
  Statistics
  STR: 12, MAG: —, END: 12, RES: —, SRT: —, AGI: 1, LUK: 1
  Feats: Weapon Focus + Improved (Simple), Weapon Specialization + Improved (Simple),
  Brutal Strike
  Skills: Feats of Strength 12k6+10, Fortitude 12k6+10
  Gear: N/A
  Language: N/A
  Special Abilities: Dragon Hunter, Trampling Bite
  Dragon Hunter: Ōmukade receive a +4k2 to attack and damage, and a +6 to all
  Defenses against Dragons (including Half-Dragons).
  Trampling Bite: As a full-round action the Ōmukade can move in a straight line at
  double its speed and make a Bite attack vs. Avoid against all enemies within the line.
  On a successful hit they take the Ōmukade’s bite damage, and on a miss they take half
  its damage.
  
  Plate Crab
  Crabs covered in armor-like plates, Plate Crabs forgo the usual pincers for massive
  shields which are used to properly defend themselves.
  Plate Crab
  Vermin; Size: 5; Effective Level: 5
  Defenses
  HP: 6 | MP: — | Soak: 11
  Defense: 16 (VM: 16) | Avoid: 12 (VM: 12)
  Mental Defense: 15 (VM: 15) | Bodily Defense: 27 (VM: 27)
  Head: 6 | Body: 18 | Shields: 14 | Legs: 8
  Offense
  Speed: 12 sq. (Land), 12 sq. (Climb)
  Melee: Shield Slam 8k4 (6k4 bludgeoning damage), Brutish
  Space: 2x2 | Reach: 6
  Statistics
  STR: 8, MAG: —, END: 14, RES: —, SRT: —, AGI: 1, LUK: 1
  Feats: Shield of ValorB, Scars of Valor, Emblazoned Shield, Shake it Off
  Skills: Feats of Strength 8k4+5, Fortitude 14k7+5
  Gear: N/A
  Language: N/A
  Special Abilities: Shield Arms, Deflecting Dodge
  Shield Arms: Plate Crabs can use their arms like shields by taking the Raise action.
  They add half their Shields (Arm) Deflection to one of their body parts this way.
  Deflecting Dodge: As part of a Dodge, the Plate Crab can choose to use half their
  Shields (Arm) instead of their Agility.
  
  Chapter 4: Enemy Powers
  Sometimes making a boss more memorable or more challenging extends beyond the
  standard character customization rules. Adding bonus HP, bonuses to-hit, and bonuses
  to the various Defenses can only go so far when the group in question can handily deal
  with the threats placed against them. In addition, a difficult boss can also prove to
  serve as a climactic end to a story arc or entire campaign. These options presented
  here are meant to be used by the GM only, and not to be given to players. This is due
  to a lack of balance present in these choices, and because these choices are meant to
  strengthen bosses, not regular player characters.
  These powers have no prerequisites associated with them in order to be taken,
  however it is recommended minor bosses only have a handful of these powers if any
  while major bosses can have this restriction lifted for the purpose of engaging the
  players more.
  Various powers listed have both “Standard” and “Epic” variants to choose from.
  Standard is made for minor to mid-level bosses while Epic is for high level bosses.
  Power Name
  Description
  Accurate
  You are more accurate with your weapon’s attacks.
  Always Prepared
  Gain an incredible bonus to Initiative.
  Anti-Aging
  You do not suffer the negative effects of aging.
  Avoiding
  Gain a bonus to Avoid.
  Death’s Touch
  Instantly kill with a single, well-placed swipe.
  Defensive
  Gain a bonus to Defense.
  Deific Defenses
  Only Legendary Weapons can harm you.
  Evasive
  Use your quick reflexes to dodge effectively.
  Healing Factor
  Gain regeneration that isn’t disabled.
  Heavy Hitter
  You are more damaging with your weapon’s attacks.
  Incredible Speed
  Gain an incredible amount of move speed.
  Incredible Vitality
  Gain an incredible amount of starting HP.
  Intense Weather Phenomenon
  Weather changes in a two mile radius around you.
  Land Creation
  You can, as a full-round action, summon a landmass.
  Mind Link
  Control the actions of an opponent.
  Ranged Champion
  Gain a massive bonus to your range.
  Revival
  When you’re killed, revive once per month.
  Self-Destruct
  When you die, explode and harm opponents.
  Size Increase
  Increase your size by two steps permanently.
  Split Initiative
  Go twice on the initiative counter.
  Stronger Poison
  Gain a bonus on poisons used.
  Teleportation
  Instantly teleport a distance.
  Vigorous
  Gain a bonus to Bodily Defense.
  Weapon Enhancer
  The weapons wielded by you are deadly.
  Willful
  Gain a bonus to Mental Defense.
  Zealous Vitality
  Unable to be killed by critical hit called shots.
  
  Name: Accurate
  Description: Your attack rolls increase their bonuses for each time this power is taken.
  This power can be taken multiple times, stacking with itself.
  Standard: You gain a +1k0 to all attack rolls, and a bonus to the amount of keep dice
  equal to half the bonus amount of rolled dice granted. (Example: +4k2)
  Epic: You gain a +1k1 to all attack rolls, and a flat bonus on attack rolls equal to your
  level.
  Name: Always Prepared
  Description: You’re ready for combat — no matter the situation.
  Standard: You gain a +10 bonus to initiative.
  Epic: You gain a +20 bonus to initiative, and any roll below half is considered half
  instead (treat 1, 2, 3, and 4 as a 5 if they roll as such).
  Name: Anti-Aging
  Description: You never suffer the negative ramifications of age, and appear as young
  or as old as you want. You do not die from old age.
  Standard: You are permanently considered to be an Adult, no matter how old or
  young you look, and gain no bonuses or penalties as such.
  Epic: You are permanently considered to be an Adult, no matter how old or young you
  look, and can gain the benefits of being Young or Old (your choice) without taking any
  of the penalties. Alternatively you can choose to instead gain a +1 bonus to two stats
  if you do not choose to reap the benefits of being older or younger.
  Name: Avoiding
  Description: Gain a bonus to Avoid.
  Standard: You gain a bonus to Avoid equal to ½ your level + 1 (minimum of 2).
  Epic: You gain a bonus to Avoid equal to your level + 2 (minimum of 3).
  
  Name: Death’s Touch
  Description: You can, with a single attack, kill an enemy of your choosing. This only
  affects NPCs, and not PCs.
  Standard: You must hit the target in order for the attack to kill them. Use an attack
  roll from one of your weapons/spells in order to do this.
  Epic: You do not need to hit the target for the attack to kill them.
  Name: Defensive
  Description: Gain a bonus to Defense.
  Standard: You gain a bonus to Defense equal to ½ your level + 1 (minimum of 2).
  Epic: You gain a bonus to Defense equal to your level + 2 (minimum of 3).
  Name: Deific Defenses
  Description: You are only able to be harmed by specific weapons. Normal weapons
  deal damage, however upon reaching 0 HP you are knocked unconscious and
  immediately revive at full HP a round later.
  Standard: Only Legendary Weapons, and magic weapons can kill you. Magic weapons
  are any weapon which has been enchanted with a magical bonus of some sort, a
  Battlemage using Spellstrike, or other bonuses which may state a weapon is magical.
  Epic: Only Legendary Weapons can kill you.
  Name: Evasive
  Description: You gain a bonus to Dodge checks you make.
  Standard: You gain a bonus equal to ½ level on dodge checks made.
  Epic: You gain a bonus +0k1 on dodge checks in addition to +½ level.
  Name: Healing Factor
  Description: You recover a set amount of hit points over time.
  Standard: You have Regeneration 5.
  Epic: You have Regeneration 10.
  
  Name: Heavy Hitter
  Description: Your damage rolls increase their bonuses for each time this power is
  taken. This power can be taken multiple times, stacking with itself.
  Standard: You gain a +1k0 to all damage rolls, and a bonus to the amount of keep dice
  equal to half the bonus amount of rolled dice granted. (Example: +4k2)
  Epic: You gain a +1k1 to all damage rolls, and a flat bonus on damage rolls equal to
  your level.
  Name: Incredible Speed
  Description: You’re able to move great distances.
  Standard: Gain a bonus to move speed equal to double your Agility plus ½ level.
  Epic: Gain a bonus to move speed equal to double Agility plus double level.
  Name: Incredible Vitality
  Description: You’re able to soak up great amounts of damage.
  Standard: Gain a bonus to your total amount of HP equal to 3 times your Endurance.
  Epic: Gain a bonus to your total amount of HP equal to 5 times your Endurance.
  Name: Intense Weather Phenomenon
  Description: Within a 2 mile radius around you, the weather grows increasingly more
  intense. This can be activated and deactivated as a swift.
  Standard: Choose one of the following weather conditions: cold weather, darkness, or
  hot weather.
  Epic: In addition to the choices above you can do the following: corrosive atmosphere,
  toxic atmosphere, blizzard, sandstorm, dust devils, quicksand, psychokinetic
  phenomenon, smoke, holy/unholy storm, or a vacuum.
  Name: Land Creation
  Description: You’re able to summon landmasses from nowhere.
  Standard: You can create islands, continents, dungeons, or kingdoms from scratch.
  Epic: You can create planets, suns, planes, and other celestial bodies from scratch.
  
  Name: Mind Link
  Description: You’re able to mentally dominate an enemy to control their action. This
  is an attack against their Mental Defense using your level for the attack (level (k) ½
  level) and adds either Magic, Smarts, or Luck as a bonus to the roll (whichever is
  higher).
  Standard: This only affects a single enemy at a time, and can only affect them once
  per day. It lasts for one round per level.
  Epic: This can affect multiple enemies (up to ½ your level) at a time once per day for
  a number of rounds equal to your level, or alternatively can affect a single enemy for
  one day per level and can be reinstated so long as you maintain concentration.
  Name: Ranged Champion
  Description: You’re able to hit enemies from a great distance away.
  Standard: Gain a bonus to your attack range equal to double Agility + level.
  Epic: You can use any ranged or thrown weapon at any range, so long as you have line
  of sight.
  Name: Revival
  Description: You can revive after being slain.
  Standard: Once per month after being slain you can revive from the dead. In order to
  be permanently slain you must be killed after this revival has taken place. If your
  body was previously destroyed, a new one is created in a random safe location.
  Epic: Once per month after being slain you can revive from the dead. In order to be
  permanently slain you must be killed by a certain object, spell, or Legendary Weapon.
  If you possess the Deific Defenses Enemy Power, it must be a Legendary Weapon.
  Name: Self Destruct
  Description: After being slain you can make one last hurrah against enemies around
  you. This attack is made using your level (level (k) ½ level) and adds Endurance as a
  bonus to hit.
  Standard: You explode into gore and viscera in a 12 square radius, making an attack
  against the Avoid of all enemies. This deals 50 damage (before applying Soak).
  Epic: You explode into gore and viscera in a 24 square radius, making an attack
  against the Avoid of all enemies. This deals 80 damage (before applying Soak).
  
  Name: Size Increase
  Description: You permanently increase your size. This affects Soak, and other
  bonuses.
  Standard: Increase Size permanently by 2. Alternatively you can increase Size by 1
  while increasing Soak by another 1.
  Epic: Increase Size permanently by 4. Alternatively, you can increase Size by 2 while
  increasing Soak by another 2.
  Name: Split Initiative
  Description: You are of two minds, and able to act twice in combat.
  Standard: You act twice in initiative, your second initiative at a -10 result.
  Epic: You act twice in initiative, taking no penalty to your second initiative.
  Name: Stronger Poison
  Description: Your poison is incredibly lethal. This power can be taken multiple times,
  stacking with itself.
  Standard: You gain a +1k0 to all poison attack rolls, and a bonus to the amount of
  keep dice equal to half the bonus amount of rolled dice granted. (Example: +4k2)
  Epic: You gain a +1k1 to all poison attack and damage rolls.
  Name: Teleportation
  Description: You can teleport on a whim, doing so as a move action.
  Standard: You can teleport a number of miles equal to your Agility.
  Epic: You can teleport a number of miles equal to double Agility. In addition to this,
  you can teleport anywhere within the same galaxy once per day.
  Name: Vigorous
  Description: Gain a bonus to Bodily Defense.
  Standard: You gain a bonus to Bodily Defense equal to ½ your level + 1 (minimum of
  2).
  Epic: You gain a bonus to Bodily Defense equal to your level + 2 (minimum of 3).
  
  Name: Weapon Enhancer
  Description: Weapons you wield increase in their usefulness and deadliness.
  Standard: Weapons you wield gain a +2k1 bonus to damage, a +2 bonus to
  Penetration, and Brutish or Finesse (your choice).
  Epic: Weapons you wield gain a +4k2 bonus to damage, a +4 bonus to Penetration,
  and Brutish, Finesse, Savage, or Powerful (your choice).
  Name: Willful
  Description: Gain a bonus to Mental Defense.
  Standard: You gain a bonus to Mental Defense equal to ½ your level + 1 (minimum of
  2).
  Epic: You gain a bonus to Mental Defense equal to your level + 2 (minimum of 3).
  Name: Zealous Vitality
  Description: You’re trained to ignore the effects of called shots.
  Standard: You are immune to the critical effects of called shots. In addition to this,
  you can once per day ignore the penalties from a single called shot’s regular effect.
  Epic: You’re immune to called shots.
  
  Chapter 5: Hazards
  Hazards are a catch-all term for various things which may come up in a game to
  assault a character. These come in many forms, all of which will be covered in this
  section.
  
  Poisons: Already present in the rules for The Fade Tabletop, poisons are used by
  characters, creatures, and traps to weaken their foes.
  
  Disease: Diseases are similar to poisons, except they’re viruses that people catch.
  Biological warfare sometimes spreads these horrible diseases.
  
  Drugs: Similar to poisons, except people willingly take some drugs in order to
  benefit from their effects or simply to escape their mind.
  
  Traps: Mechanical and magical traps laid out to catch unwary foes off-guard and
  to catch them in their “snare”.
  Poisons, Diseases, and Drugs go against Bodily Defense typically. Traps typically go
  against Defense or Avoid. Horrors typically go against Mental Defense.
  Poisons
  Poisons are one-time use extracts which can be poured onto a weapon (a move action)
  as a means to apply its effects onto an attack. The attack against Bodily Defense is
  defined within the Poison’s description.
  Name
  Price
  Vs. BD
  Bone Rot
  600 G
  4k4
  Coolington’s Brew
  900 G
  4k3
  Demon Bile
  850 G
  6k3
  Demon Rabies
  400 G
  4k4
  Doom Lily Pollen
  750 G
  4k3
  Dream Venom
  600 G
  5k3
  Dwarven Moonshine
  600 G
  5k3
  Elven Absinthe
  750 G
  4k4
  Magebane
  500 G
  6k4
  Magma Blood Pollen
  950 G
  4k4
  Mind Render
  800 G
  5k4*
  Nightmare Vapor
  1,000 G
  6k3*
  Orc War Grog
  900 G
  4k4
  Rainbow Venom
  800 G
  6k4
  Reason Bane
  650 G
  4k4
  Shadowdust
  600 G
  4k4
  Slaying Powder
  5,000 G
  6k6
  T080E
  2,500 G
  5k3
  Witch’s Bane
  1,300 G
  6k4
  
  Name: Bone Rot
  Price: 600 G | Injury | 4k4 vs. Bodily Defense
  Description: On a successful hit, the opponent takes 1 point of damage (bypassing
  Soak) and causes them to become staggered for 1d5+2 rounds.
  Name: Coolington’s Brew
  Price: 900 G | Ingested | 4k3 vs. Bodily Defense
  Description: This poison must be ingested for its effects to take place. Once taken,
  you receive a -2 Smarts and have a 50% chance to lose your turn due to speaking in
  unintelligible jokes and memes. This lasts for 1d5 rounds. Goblins are immune to the -
  2 to Smarts.
  Name: Demon Bile
  Price: 850 G | Injury | 6k3 vs. Mental Defense
  Description: When struck by a weapon coated in this poison, you have an attack made
  against Mental Defense and on a successful hit you resort to attacking allies within
  line of sight for 1d10 rounds. If you cannot attack allies (or refuse) you instead take a
  -1 to Endurance for each round.
  Name: Doom Lily Pollen
  Price: 750 G | Ingest | 4k3 vs. Bodily Defense
  Description: For 1d5 rounds, you are sickened.
  Name: Dream Venom
  Price: 600 G | Ingest | 5k3 vs. Mental Defense
  Description: For 1d5 rounds, you fall asleep.
  Name: Dwarven Moonshine
  Price: 600 G | Ingest | 5k3 vs. Bodily Defense
  Description: For 1d5 rounds, you are blind.
  Name: Elven Absinthe
  Price: 750 G | Ingest | 4k4 vs. Mental Defense
  Description: For 1d5 rounds, you are confused.
  Name: Magebane
  Price: 500 G | Injury | 6k4 vs. Bodily Defense
  Description: This poison deals 1 point of Magic and Resistance damage per round it
  remains within the user’s bloodstream. This poison lasts 1d5+1 rounds.
  Name: Magma Blood Pollen
  Price: 950 G | Injury | 4k4 vs. Bodily Defense
  Description: You deal 1 point of fire damage with your weapon if it hits (this bypasses
  Soak). This lasts for 1d10 rounds.
  
  Name: Mind Render
  Price: 800 G | Injury | 5k4 vs. Mental Defense
  Description: Upon being hit by this poison, you take 1 point of Magic and Smarts
  damage for 1 hour.
  Name: Nightmare Vapor
  Price: 1,000 G | Ingest | 6k3 vs. Mental Defense
  Description: Upon being hit by this poison, you have Post-Traumatic Stress Disorder
  for 1d5+1 minutes.
  Name: Orc War Grog
  Price: 900 G | Ingest | 4k4 vs. Bodily Defense
  Description: You gain a +2 bonus to Strength, and a -2 to Resistance, Smarts, and
  Luck. This lasts for 1d10 rounds.
  Name: Reason Bane
  Price: 600 G | Injury | 4k4 vs. Mental Defense
  Description: For 1d5 rounds, you take 1 point of sanity damage.
  Name: Shadowdust
  Price: 600 G | Injury | 4k4 vs. Bodily Defense
  Description: For 1d10 rounds you deal 1 point of unholy damage with a weapon
  (bypasses Soak).
  Name: Slaying Powder
  Price: 5,000 G | Ingest | 6k6 vs. Bodily Defense
  Description: This poison deals 1d5 damage to Endurance per round it remains within
  the bloodstream. This poison lasts for 1d10+2 rounds.
  Name: T080E
  Price: 2,500 G | Injury | 5k3 vs. Bodily Defense
  Description: On a successful hit, the target is confused and nauseated for 1d5+1
  rounds.
  Name: Witch’s Bane
  Price: 1,300 G | Injury | 6k4 vs. Bodily Defense
  Description: On a successful hit, the opponent cannot cast spells for 1d5+1 rounds.
  
  Diseases
  Diseases affect a user for days on end, and have progressively worsening effects.
  These are laid out like poisons, except a duration is included as well as a mortality
  rate.
  Name: Bubonic Plague
  Injury or Inhaled | 7k4 vs. Bodily Defense | 10 Days | High Mortality
  Description: While afflicted the character takes 1 point of Endurance and Agility
  damage, and they’re fatigued. Unless cured these symptoms will occur for 10 days.
  Roll 1d10 and the result is the day which the disease will intensify. When intensified it
  deals 4 Endurance damage instead.
  Name: Cholera
  Injury or Ingested | 6k3 vs. Bodily Defense | 4 Days | Moderate Mortality
  Description: While afflicted the character takes 1 point of Endurance damage and is
  fatigued until cured.
  Name: Dysentery
  Contact or Injury | 7k4 vs. Bodily Defense | 6 Days | Low Mortality
  Description: While afflicted the character takes 2 points of damage per day, and is
  fatigued and staggered. This damage doesn’t heal naturally, and thus medical
  treatment or magic must be used.
  Name: Leprosy
  Contact, Inhaled, or Injury | 6k4 vs. Bodily Defense | 8 Weeks | Low Mortality
  Description: While afflicted the character may not recognize they are afflicted for
  years. Any effects which may cause the character fatigue gain an increased +2k2 to
  their check to afflict them. If the effect fatigues them, the character will remain
  fatigued until their leprosy is cured. In addition to this, roll a 1d100. There is a 25%
  chance the afflicted character is blind due to the disease. The character receives a
  permanent -5 to Persuasion/Deception unless magically cured of Leprosy.
  Name: Malaria
  Injury | 6k4 vs. Bodily Defense | 3 Days | Moderate Mortality
  Description: While afflicted the character takes 1 point of Strength damage, and a
  consecutive -1 penalty to Deception/Persuasion checks until cured of the disease.
  Name
  Vs. BD
  Duration
  Mortality
  Bubonic Plague
  7k4
  10 days
  High
  Cholera
  6k3
  3 days
  Moderate
  Dysentery
  4k3
  6 days
  Low
  Leprosy
  6k4
  8 weeks
  Low
  Malaria
  6k4
  3 days
  Moderate
  Rabies
  5k4
  12 weeks
  Moderate
  Tuberculosis
  6k4
  4 days
  Moderate
  
  Name: Rabies
  Injury | 5k4 vs. Bodily Defense | 12 Weeks | Moderate Mortality
  Description: While afflicted the character takes 1 point of Endurance damage, and
  the greater effect of Confusion (insanity) except it’s a 75% chance of attacking people.
  Name: Tuberculosis
  Inhaled | 6k4 vs. Bodily Defense | 4 Days | Moderate Mortality
  Description: While afflicted the character takes 1 point of Strength and Endurance
  damage.
  Drugs
  Drugs are often taken by individuals in order to produce various highs, to feel good,
  and sometimes for battle.
  Addiction occurs when a character’s body begins to crave the substance taken, and
  cannot go on without it. This usually manifests in withdrawals when not using the
  substance. The number represents how many doses must be taken to become
  addicted, if Endurance is lower use Endurance instead. Withdrawals deal a -2k0
  penalty to all the character’s checks.
  Characters who take more doses past the Overdose Threshold, another attack is made
  against their Bodily Defense using the drug’s original attack roll +2k2, and on a
  successful hit they die of an overdose.
  The drug’s attack roll is only necessary if a character is forced to take a drug
  unwillingly. Sometimes it is employed against negative effects that may take place.
  Being immune to poison makes you immune to the effects of drugs.
  * = This substance does not kill you upon an overdose, and has a different effect.
  Name
  Price
  Vs. BD
  Duration
  AT
  OT
  Alcohol
  5 G
  5k4
  1 hour
  4
  END+1
  Alprazolam
  15 G
  7k5
  1 hour
  2
  END
  Amphetamine
  30 G
  6k4
  3 hours
  5
  END
  Caffeine
  2 G
  6k3
  1 hour
  5
  END+4
  Cocaine
  45 G
  8k5
  1 hour
  3
  END/2
  DMT
  60 G
  8k5
  ½ hour
  —
  END+2*
  Heroin
  80 G
  10k5
  ½ hour
  2
  END/2
  Ketamine
  35 G
  6k4
  ½ hour
  5
  END+1
  Kratom
  5 G
  6k3
  1 hour
  4
  END/2*
  LSD
  40 G
  6k4
  3 hours
  —
  END+2*
  Marijuana
  10 G
  5k4
  1 hour
  9
  END+2*
  MDMA
  35 G
  6k4
  2 hours
  5
  END
  
  Name: Alcohol
  GP: 5 G | 5k4 vs. Bodily Defense | 1 hour | AT: 4 | OT: END+1
  Description: One of the most commonly taken substances, alcohol is sold in most
  places and is drank socially. Alcohol is known to make users abandon some of their
  inhibitions, however this impairs other mental and motor skills. Characters who drink
  alcohol cause 10s to explode on their Persuasion and Deception checks, however they
  take a -1k0 to Strength, Endurance, Agility, and Smarts checks (including attack rolls).
  Taking additional doses of alcohol adds +2 to Persuasion/Deception checks, and adds
  another -1k0 to STR, END, AGI, and SRT checks.
  Name: Alprazolam
  GP: 15 G | 7k5 vs. Bodily Defense | 1 hour | AT: 2 | OT: END
  Description: A benzodiapine used to ease anxiety and panicking. Characters under the
  effects of alprazolam are immune to non-magical fear effects, and receive a +2 to
  Mental Defense against magical fear effects. However on a successful hit against the
  target’s Bodily Defense the character is staggered.
  Taking additional doses of alprazolam adds +2 to Mental Defense against magical fear
  effects, and additional hits vs. Bodily Defense deal a -1 square to all move speeds.
  Name: Amphetamine
  GP: 250 G | 6k4 vs. Bodily Defense | 3 hour | AT: 5 | OT: END
  Description: Amphetamines (also known as speed), is a stimulant used to help those
  with ADHD and also to generally enhance wakefulness and focus. Characters under the
  effects of amphetamines are immune to non-magical fatigue and similar effects, and
  receive a +2 to Mental and Bodily Defense against magical fatigue/fatigue-like effects.
  After the effects wear off, the character is fatigued and staggered for 1d5+1 hours.
  Taking additional doses of amphetamine adds +2 to Mental/Bodily Defense against
  magical fatigue/fatigue-like effects. The after effects progress to exhaustion to the
  second time, and for the third time the duration increases to 1d10+1 hours. Every
  time thereafter the duration increases by 1 hour.
  Name: Caffeine
  GP: 2 G | 6k3 vs. Bodily Defense | 1 hour | AT: 5 | OT: END+4
  Description: Caffeine is one of the mot commonly available and taken substances,
  even more-so than alcohol. It stimulates those taking it, but is much weaker than
  other more illicit substances. Characters under the effects of caffeine receive a +2 to
  Bodily Defense against fatigue effects.
  Taking additional doses of caffeine adds +2 to Bodily Defense against fatigue effects.
  However, taking additional doses results in a -2 to Smarts-related checks for each
  time a dose is taken past the first.
  
  Name: Cocaine
  GP: 45 G | 8k5 vs. Bodily Defense | 1 hour | AT: 3 | OT: END/2
  Description: Cocaine is a stimulant which increases the user’s heart rate, numb pain,
  and also increase a user’s mental and physical activity. Characters under the effects
  of cocaine receive a +2 to land speed and Agility-based checks (including attack and
  damage). However on a successful hit against Bodily Defense the character also takes
  a -2 to Deception and Persuasion checks as well as a -2 to Mental Defense against fear
  effects.
  Taking additional doses of cocaine adds a +2 to land speed and Agility-based checks,
  however the penalty to Deception/Persuasion and Mental Defense also increase by -2
  each time.
  Name: DMT
  GP: 60 G | 8k5 vs. Bodily Defense | ½ hour | AT: — | OT: END+2
  Description: Dimethyltryptamine (also known as DMT) is a psychedelic which occurs
  naturally, and is viewed as one of the most intense psychedelics one can get their
  hands on. Characters under the effects of DMT receive a +5 bonus on all Magic-based
  checks (including attack and damage) due to the drug linking their spirit with the
  innate spiritual energy binding them. However, after the duration ends the character
  is exhausted.
  Taking additional doses of DMT renews the effect (but doesn’t stack with itself) and
  negates the exhaustion. Characters cannot die from a DMT overdose, however
  overdosing causes the character to be plagued by Hallucinations as per the mental
  illness.
  Name: Heroin
  GP: 60 G | 10k5 vs. Bodily Defense | ½ hour | AT: 2 | OT: END/2
  Description: Heroine is a powerful opiate substance with prominent relaxing and
  sedative effects. Characters under the effects of heroin receive a +5 to Mental
  Defense for the duration, however the character is exhausted and nauseated after the
  duration.
  Taking additional doses of Heroin increases the bonus by another +5, however the
  character also takes 2 points of damage (bypassing Soak) each time.
  Name: Ketamine
  GP: 35 G | 6k4 vs. Bodily Defense | ½ hour | AT: 5 | OT: END+1
  Description: Ketamine is a dissociative that causes intense hallucinations. Characters
  under the effects of ketamine receive a +2 to Mental Defense, however they are
  affected by the Hallucinations mental disorder for the duration of the drug.
  Taking additional doses of Ketamine increases the bonus by another +2, however the
  Hallucinations last an additional 1 minute for each additional dose.
  
  Name: Kratom
  GP: 5 G | 6k3 vs. Bodily Defense | 1 hour | AT: 4 | OT: END/2
  Description: Kratom is a depressant which has effects similar to that of an opioid,
  killing pain and relieving stress. Characters under the effects of kratom receive a +2
  to Bodily Defense and is cured of any effects which list “pain” within them. If the
  character’s Bodily Defense is hit (do not apply the bonus from kratom to the attack
  roll from kratom) they are sickened after the duration for 1 minute.
  Taking additional doses of Kratom increases the bonus by another +2, however the
  attack roll from kratom receives a +2k2 for every additional dose, and on a successful
  hit the character is instead nauseated for 1 hour after the duration. If it doesn’t hit,
  they are instead sickened after the duration for 1 minute. Overdose on Kratom
  causes you to be nauseated for 1 day.
  Name: LSD
  GP: 40 G | 6k4 vs. Bodily Defense | 3 hours | AT: — | OT: END+2
  Description: LSD is a popular psychoactive substance popular among creative and
  spiritual individuals. Characters under the effects of LSD receive a +5 bonus to Artisan
  checks, Spellcraft checks made to craft, and divine characters receive a +2 to rolls
  related to their divine magic (such as attack and damage). Afterwards characters are
  fatigued for 1 day.
  Taking additional doses of LSD resets the duration, and the after effect is instead
  being nauseated for 1 day. Additional doses beyond the first re-dose do not increase
  the duration of the nausea. Overdose on LSD knocks you unconscious for 1 minute.
  Name: Marijuana
  GP: 10 G | 5k4 vs. Bodily Defense | 1 hour | AT: 9 | OT: END+2
  Description: Marijuana is a popular psychedelic, its usage rivaling alcohol for its
  popularity. Characters under the effects of marijuana receive a +2 to Mental Defense
  against fear effects. Afterwards characters take a -1 to all checks for 1d5+1 rounds.
  Taking additional doses of Marijuana increases the bonus by 2 each time, and the
  after effects increase the penalty by 1 and the time by 2. Overdose on Marijuana
  knocks you unconscious for 1 minute.
  Name: MDMA
  GP: 35 G | 6k4 vs. Bodily Defense | 2 hours | AT: 5 | OT: END
  Description: MDMA is a popular party drug also known as “ecstasy”. Characters under
  the effects of MDMA receive a +2 on all checks made. Afterwards characters take a -2
  to all checks for 1 hour.
  Taking additional doses of MDMA increases the bonus by 1 each time, and the after
  effects increase the penalty by 1 and the time by 1 additional hour.
  
  Traps
  Whether designed through magic or mechanical means, traps are means of staving off
  intruders, kidnapping animals or other live prey, or warding off would-be trespassers
  and intimidating them into giving up on any sort of infiltration.
  Traps come in two types, Mechanical and Magical, as specified in their description. In
  addition to this, traps have a Stealth DC in order to be disabled and a Feats of
  Strength DC if it can be broken through brute force (like a rope around one’s ankles).
  Attacking traps with a weapon should be counted as a Feats of Strength for the
  purpose of the DC (though not the attack roll as this goes off of the weapon).
  Name
  Price
  Attack
  Stealth DC
  Feats of Strength DC
  Arrow Barrage
  250 G
  6k4
  25
  —
  Giant Boulder
  2,500 G
  6k4
  23
  —
  Pit Trap
  500 G
  4k4
  14
  —
  Pit Trap, Spiked
  1,500 G
  4k4
  14
  —
  Bear Trap
  2 G
  5k4
  25
  26
  Wall Saw
  2,000 G
  8k6
  26
  29
  Automated Turret
  4,000 G
  6k4
  26
  25
  Laser Grid
  4,000 G
  8k6
  30
  —
  Ion Pulse
  4,000 G
  8k6
  30
  —
  Energy Pillar
  6,000 G
  6k6
  32
  —
  Trespassers Smite
  6,000 G
  6k6
  32
  —
  Mind Rending
  6,000 G
  6k6
  32
  —
  Sending Rune
  6,000 G
  6k6
  32
  —
  Call Guardian
  6,000 G
  —
  32
  —
  Nightmare Visions
  6,000 G
  6k6
  32
  —
  Intruder Tendrils
  6,000 G
  6k6
  32
  —
  Name: Arrow Barrage
  Price: 250 G | Attack: 6k4 vs. Avoid | Stealth DC: 25 | Feats of Strength DC: —
  Description: On a successful hit the arrow barrage deals 6k4 points of piercing
  damage in an 8 square line (half damage on a miss). If these arrows are poisoned, the
  poison doesn’t take effect on a missed attack.
  Name: Giant Boulder
  Price: 2,500 G | Attack: 6k4 vs. Avoid | Stealth DC: 23 | Feats of Strength DC: —
  Description: On a successful hit the giant boulder deals 10k6 points of bludgeoning
  damage and subsequently makes an Overrun attempt if it hits. This overrun attempt is
  made at a 16k10 vs. Avoid.
  
  Name: Pit Trap
  Price: 500 G | Attack: 4k4 vs. Avoid | Stealth DC: 14 | Feats of Strength DC: —
  Description: On a successful hit the character falls into the pit trap, falling 4 squares
  and taking 2k1 points of bludgeoning damage. Deeper pits can exist, dealing more
  damage.
  Name: Pit Trap, Spiked
  Price: 1,500 G | Attack: 4k4 vs. Avoid | Stealth DC: 14 | Feats of Strength DC: —
  Description: On a successful hit the character falls into the pit trap, falling 4 squares
  and taking 6k4 points of piercing damage due to the spikes below. Spiked pits do not
  rely on the fall dealing damage, and instead rely on the target being impaled.
  Name: Bear Trap
  Price: 2 G | Attack: 5k4 vs. Avoid | Stealth DC: 25 | Feats of Strength DC: 26
  Description: On a successful hit the character takes 4k4 points of piercing damage
  and their speed is halved (if they are Size 6 or smaller). If a character is caught in two
  bear traps at once, they are immobilized.
  Name: Wall Saw
  Price: 2,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 26 | Feats of Strength DC: 29
  Description: On a successful hit the character takes 8k6 points of slashing damage
  and for 5 rounds thereafter will take 1 bleed damage.
  Name: Automated Turret
  Price: 4,000 G | Attack: 6k4 vs. Avoid | Stealth DC: 26 | Feats of Strength DC: 25
  Description: On a successful hit the character takes 7k5 points of fire damage, this
  has a range of 20 squares.
  Name: Laser Grid
  Price: 4,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 30 | Feats of Strength DC: —
  Description: On a successful hit the character takes 6k6 points of fire damage (halved
  on a miss).
  Name: Ion Pulse
  Price: 4,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 30 | Feats of Strength DC: —
  Description: On a successful hit the character takes 6k6 points of electricity damage
  (halved on a miss). This only affects characters with cybernetics, robots, androids,
  and other machinery which would be affected by Ion Damage.
  Name: Energy Pillar
  Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
  Description: On a successful hit the character takes 6k4 points of energy damage of
  any arcane element (halved on a miss).
  
  Name: Trespassers Smite
  Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
  Description: On a successful hit the character takes 6k4 points of energy damage of
  any divine element (halved on a miss).
  Name: Mind Rending
  Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
  Description: On a successful hit the character takes 6k4 points of psychokinetic
  damage (halved on a miss).
  Name: Sending Rune
  Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
  Description: On a successful hit the character is teleported to another location,
  designated when the rune is created. This location cannot be on another planet or
  occupy a solid space.
  Name: Call Guardian
  Price: 6,000 G | Attack: — | Stealth DC: 32 | Feats of Strength DC: —
  Description: When the square this trap is placed on is stepped upon, a creature is
  summoned to attack the intruder(s) as per the Summon Being spell. This spell lasts
  until the creature is destroyed, the intruders retreat, or the intruders are slain.
  Name: Nightmare Vision
  Price: 6,000 G | Attack: 6k6 vs. Mental Defense | Stealth DC: 32 | Feats of Strength
  DC: —
  Description: On a successful hit the character takes 6 points of sanity damage.
  Name: Intruder Tendrils
  Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
  Description: On a successful hit the character is unable to move (however they are
  not paralyzed).
  
  Chapter 6: Alternate and Add-On Rules
  The following rules being presented change the way the game is interacted with, or
  are add-ons which can be applied to games as a means to enhance preexisting rules.
  Removing Magic (Alternate)
  Magic is one of the very core aspects of The Fade Tabletop, however some areas may
  exist in “magical dead zones” such as within the Milky Way, and some fringe areas of
  Morta IV have been afflicted with it on a much smaller scale. Within these zones,
  magic doesn’t function and magical abilities become muted.
  In games where the players start off on a planet which has magical restriction, MAG
  and RES cannot be upgraded through character creation, and thus the point buy is
  only 10 instead of 15. Species bonuses and level advancements can still be invested
  into MAG and RES.
  Mage, Chaplain, Battlemage, Technomancer, Evoker, Alchemist, and Druid characters
  do not exist on planets without magic, as their connection to the classes is cut off. If
  an archetype would replace the spellcasting (or Blast in the case of the Evoker) of one
  of these classes, the class becomes playable. Class abilities (such as a Crusader’s
  Divine Gift) and archetypes which add Spellcasting cannot be selected.
  Characters who are not originally from areas where magic cannot function yet arrive
  in one (willingly or unwillingly) find that their magic refuses to work and any
  supernatural power they once commanded is now gone. Their MAG and RES remain
  unaffected however spells and alternative forms of MP cannot be used. Even
  attempting to use Spellcraft to cast a “0th level spell” fails, no matter the DC of the
  check.
  Magic items cease to function in these domains, becoming mundane versions of their
  typical magical selves. Species abilities that only affect the character themselves (for
  example, a Werewolf transforming, a spirit’s ability to float, and other things similar
  to this) remain unaffected, however some abilities may be harder to activate than
  others. If the GM wishes to make it difficult, they can impose a DC 15 check using
  (Level + 1/2 Magic) k (1/2 Level + 1/4 Magic).
  
  Subspecies Variants (Add-On)
  Sometimes certain species grow accustomed to certain exotic environments - either
  through magic or natural means. This can alter how a species functions, and alters
  their abilities. This is especially prominent on planets with multiple biomes, yet is
  chiefly inhabited by a single species. Some of
  These species variants come in the following forms:
  
  Aquatic
  
  Arctic
  
  Desert
  
  Jungle
  
  Mountain
  
  Swamp
  Aquatic
  All aquatic species are able to survive and breathe on both land and sea. Aquatic
  creatures are immune to water damage, and have Ice Resistance 5.
  Aquatic Dwarf
  
  +1 to Strength and Smarts
  
  4 sq. Land (Unaffected by armor), 4 sq. Swim (Unaffected by armor)
  
  Size: 3
  
  Strong Swimmer: Do not apply Armor Penalty on Acrobatics made to Swim.
  
  Underwater Combatant: While swimming, Aquatic Dwarves gain a +1 to-
  hit/damage.
  
  Native Language and Dwarven
  Aquatic Elf
  
  +1 to Magic and Agility
  
  6 sq. Land, 6 sq. Swim
  
  Size: 4
  
  Water Mastery: Gain a +1 to attack and damage on water and ice based attacks.
  
  Water Touch: While in a body of water, Aquatic Elves can take two Step actions.
  
  Native Language and Elven
  Aquatic Orc
  
  +1 to Strength and Endurance
  
  6 sq. Land, 6 sq. Swim
  
  Size: 4
  
  Water Blast: Once per encounter the Aquatic Orc can spit a gout of water. This
  attack deals 1k1 damage, 6 square range, and adds Endurance to-hit and damage
  as if it’s Magic.
  
  Thick Hide: Aquatic Orcs have a +2 to Bodily Defense.
  
  Native Language and Orcish
  
  Aquatic Gnomes
  
  +1 to Agility and Resistance
  
  4 sq. Land, 4 sq. Swim
  
  Size: 2
  
  Magic Ancestry: Aquatic Gnomes gain a +4 to MP (if they have any). If not, the
  Aquatic Gnome receives a +2 to all Defenses against spells.
  
  Aquatic Deftness: Aquatic Gnomes reroll 1s on Acrobatics checks.
  
  Native Language and Gnomish
  Aquatic Goblins
  
  +1 to Endurance and Agility
  
  4 sq. Land, 6 sq. Swim
  
  Size: 2
  
  Heir of the Sea: Aquatic Goblins do not provoke attacks of opportunity while
  swimming.
  
  Adept Thieves: Aquatic Goblins receive a +2 on Stealth checks, and on Stealth
  checks 10s explode. Skill Mastery instead upgrades this to 9s and 10s, but only for
  Stealth.
  
  Native Language and Goblin
  Aquatic Halflings
  
  +2 to Luck
  
  4 sq. Land, 4 sq. Swim
  
  Size: 2
  
  Chilling Presence: Persuasion checks explode on 10s. Skill Mastery instead
  upgrades this to 9s and 10s for Persuasion.
  
  Allied Dodge: When adjacent to an ally and your dodge check fails, once per
  encounter you can instead force the damage onto the ally.
  
  Native Language and Halfling
  Arctic
  All aquatic species are immune to ice damage, and are immune to extreme cold
  temperatures. In addition to this, snowy terrains is never difficult terrain.
  Arctic Dwarf
  
  +1 to Strength and Endurance
  
  4 sq. Land (Unaffected by armor)
  
  Size: 4
  
  Arctic Skill: Arctic Dwarves gain a +1k0 to all skill checks while it’s snowing.
  
  Hustler: Arctic Dwarves receive a +5 bonus on Fortitude checks, and gain a +2
  bonus to their HP.
  
  Native Language and Dwarven
  
  Arctic Elf
  
  +1 to Smarts and Agility
  
  6 sq. Land
  
  Size: 4
  
  Blizzard Step: If the Arctic Elf moves at half their speed or more, they gain a +2
  Defense and Avoid.
  
  Chill Touch: While wielding a metal weapon or using unarmed strikes, Arctic Elves
  can deal either the weapon’s damage or ice damage.
  
  Native Language and Elven
  Arctic Orc
  
  +2 to Endurance
  
  6 sq. Land
  
  Size: 4
  
  Frost Rage: When an Arctic Orc is below their maximum HP, they gain +2 to all
  Defenses, and +1 to attack and damage.
  
  Blubber: Arctic Orcs have a Natural Deflection of 2 to all body parts.
  
  Native Language and Orcish
  Arctic Gnomes
  
  +2 to Luck
  
  4 sq. Land
  
  Size: 2
  
  Weapon Crafter: Arctic Gnomes gain a +4 to Artisan (Weapons) checks.
  
  Arctic Blending: Arctic Gnomes reroll 1s on Stealth checks.
  
  Native Language and Gnomish
  Arctic Goblins
  
  +1 to Endurance and Smarts
  
  6 sq. Land
  
  Size: 2
  
  Starlight Strike: Arctic Goblins count enemies as being flanked while in the dark.
  
  Deft Dodge: Arctic Goblins add +2 to Dodge and Parry attempts.
  
  Native Language and Goblin
  Arctic Halflings
  
  +2 to Endurance
  
  4 sq. Land
  
  Size: 3
  
  Small and Hardy: Arctic Halflings receive +5 HP at 1st level.
  
  Resistant: Arctic Halflings receive a +2 to Bodily Defense, and double this bonus
  against poisons and diseases.
  
  Native Language and Halfling
  
  Desert
  All desert species are immune to extreme hot temperatures. In addition to this,
  desert terrains are never difficult terrain.
  Desert Dwarf
  
  +1 to Endurance and Agility
  
  4 sq. Land (Unaffected by armor)
  
  Size: 3
  
  Dry Acclimation: Desert Dwarves can go 1 day + 3 days per Endurance without
  water.
  
  Dune Walker: Desert Dwarves count their speed as 2 higher in Desert
  environments.
  
  Native Language and Dwarven
  Desert Elf
  
  +2 to Agility
  
  8 sq. Land
  
  Size: 3
  
  Whirling Dervish: Desert Elves treat Scimitars as Finesse weapons.
  
  Desert Acrobat: Desert Elves reroll 1s on all Acrobatics checks while in the desert.
  
  Native Language and Elven
  Desert Orc
  
  +2 to Strength
  
  6 sq. Land
  
  Size: 4
  
  Chosen of Doran: Desert Orcs treat their reach as 1 square longer.
  
  Big Grip: Desert Orcs can wield two-handed weapons in one hand with no penalty.
  
  Native Language and Orcish
  Desert Gnomes
  
  +2 to Smarts
  
  6 sq. Land
  
  Size: 2
  
  Well-Learned: Desert Gnomes add 1 to their class’ base Skill Ranks at first level.
  
  Swindler: Desert Gnomes reroll 1s on Deception and Persuasion checks.
  
  Native Language and Gnomish
  Desert Goblins
  
  +1 to Endurance and Agility
  
  6 sq. Land
  
  Size: 2
  
  Savage Strike: All attacks from Desert Goblins treat their PEN as 1 higher.
  
  Feral Bite: Desert Goblins possess a 3k2 bite attack that has 2 Penetration. This
  doesn’t include the bonus to PEN from Savage Strike.
  
  Native Language and Goblin
  
  Desert Halflings
  
  +1 to Strength and Luck
  
  4 sq. Land
  
  Size: 2
  
  Always Ready: Desert Halflings receive a +2 to Initiative checks.
  
  Snatchers: Desert Halflings receive Snatching Technique as a bonus feat without
  needing to meet the prerequisites.
  
  Native Language and Halfling
  Jungle
  All jungle species never treat jungle terrains as difficult terrain.
  Jungle Dwarf
  
  +2 to Agility
  
  4 sq. Land (Unaffected by armor), 4 sq. Climb (Unaffected by armor)
  
  Size: 4
  
  Jaunt Back: Once per encounter as an immediate action take two Step actions.
  
  Second Wind: Jungle Dwarves receive the Second Wind feat as a bonus feat.
  
  Native Language and Dwarven
  Jungle Elf
  
  +1 to Agility and Luck
  
  6 sq. Land
  
  Size: 4
  
  Bygone Student: Jungle Elves receive a +2 on all Knowledge checks.
  
  Altered Mind: Once per day the Jungle Elf can ignore up to 5 points of sanity
  damage from an attack that would hit them.
  
  Native Language and Elven
  Jungle Orc
  
  +2 to Strength
  
  4 sq. Land
  
  Size: 5
  
  Bestial Arms: Jungle Orcs receive two 2k2 claw attacks.
  
  Barrel Chest: Jungle Orcs have 2 Natural Deflection to the body.
  
  Native Language and Orcish
  Jungle Gnomes
  
  +2 to Magic
  
  6 sq. Land
  
  Size: 3
  
  Natural Power: Jungle Gnomes receive a single 1st level Nature spell. This spell
  can be cast once per day.
  
  Remove Blight: Jungle Gnomes can spend a full-round action to remove a poison
  or disease afflicting an ally once per day.
  
  Native Language and Gnomish
  
  Jungle Goblins
  
  +1 to Magic and Agility
  
  6 sq. Land, 8 sq. Climb
  
  Size: 2
  
  Savage Fire: Jungle Goblins deal +1k1 points of damage on fire attacks with non-
  technological weapons.
  
  Bouncy: Jungle Goblins do not take fall damage.
  
  Native Language and Goblin
  Jungle Halflings
  
  +2 to Agility
  
  6 sq. Land
  
  Size: 2
  
  Poisonous Adept: Jungle Halflings receive a +2 on poison attack rolls.
  
  Poisonous Resistance: Jungle Halflings gain a +4 to Bodily Defense.
  
  Native Language and Halfling
  Mountain
  All mountain species never treat mountainous terrains as difficult terrain.
  Mountain Dwarf (aka Deep Dwarves)
  
  +2 to Endurance
  
  6 sq. Land (Unaffected by armor)
  
  Size: 5
  
  Smash Earth: When faced with a solid barrier, once per encounter destroy it.
  
  Overhand Heft: Mountain Dwarves gain a +0k1 on Strength-based attack rolls.
  
  Native Language and Dwarven
  Mountain Elf
  
  +1 to Agility and Endurance
  
  6 sq. Land, 4 sq. Climb
  
  Size: 4
  
  Deep Contemplation: Once per day meditate for 1 round and regain 8 MP.
  
  Sturdy: Mountain Elves receive a +2 to Defense.
  
  Native Language and Elven
  Mountain Orc
  
  +1 to Strength and Endurance
  
  4 sq. Land
  
  Size: 5
  
  Break Down: On sunder checks, Mountain Orcs add their level to damage.
  
  Shatter: Mountain Orcs receive Ground Shatter as a bonus feat.
  
  Native Language and Orcish
  
  Mountain Gnomes
  
  +1 to Magic and Resistance
  
  4 sq. Land
  
  Size: 2
  
  Earth Affinity: Mountain Gnomes receive a +2 on Earth and Acid attack and
  damage rolls.
  
  Earthen Blade: Once per encounter a Mountain Gnome can use the Energy Sword
  spell. This can only create a sword that deals either Earth or Acid damage.
  
  Native Language and Gnomish
  Mountain Goblins
  
  +1 to Endurance and Agility
  
  6 sq. Land
  
  Size: 2
  
  Earth Blending: Mountain Goblins receive a +10 on Stealth while in a mountain
  terrain.
  
  Devour Minerals: Once per day a Mountain Goblin can eat a rock to heal 4 HP.
  
  Native Language and Goblin
  Mountain Halflings
  
  +2 to Strength
  
  4 sq. Land
  
  Size: 2
  
  Earthen Deflection: Mountain Halflings add 1/2 Endurance on Parry checks.
  
  Warrior’s Spirit: Mountain Halflings gain a +2 to Mental Defense.
  
  Native Language and Halfling
  Swamp
  All swamp species never treat swamp terrains as difficult terrain.
  Swamp Dwarf
  
  +1 to Endurance and Resistance
  
  4 sq. Land (Unaffected by armor)
  
  Size: 3
  
  Blending: Swamp Dwarves receive a +10 on Stealth while in swamps.
  
  Hold Under: On a grapple check while in a swamp, the target is immediately
  forced prone into the water and begins drowning.
  
  Native Language and Dwarven
  Swamp Elf
  
  +2 to Luck
  
  6 sq. Land
  
  Size: 4
  
  Shamanism: Once per day cast a single 1st level Nature spell.
  
  Machete Training: Swamp Elves receive a +2 on slashing attacks.
  
  Native Language and Elven
  
  Swamp Orc
  
  +2 to Endurance
  
  6 sq. Land
  
  Size: 4
  
  Noxious Resistance: Swamp Orcs receive a +2 to Bodily Defense.
  
  Speak with Frogs: Swamp Orcs are able to talk with and understand frogs and
  turtles.
  
  Native Language and Orcish
  Swamp Gnomes
  
  +2 to Agility
  
  4 sq. Land
  
  Size: 2
  
  Unbridled Vitality: Swamp Gnomes die at 4 + Endurance instead of 2 + Endurance.
  
  Bog Poison: Swamp Gnomes can once per day add a poison to their melee or
  ranged weapon. This poison deals 1d5 points of damage to Luck for 1 minute.
  
  Native Language and Gnomish
  Swamp Goblins
  
  +2 to Agility
  
  6 sq. Land
  
  Size: 2
  
  Noxious Magic: Swamp Goblins can once per day change a spell’s damage type to
  Acid.
  
  Swift Dodge: Swamp Goblins gain a +1 on Dodge checks (but not Parry).
  
  Native Language and Goblin
  Swamp Halflings
  
  +2 to Endurance
  
  4 sq. Land
  
  Size: 2
  
  Smoke Resistance: Swamp Halflings aren’t subject to choking from smoke, and
  can see clearly through smoke and fog.
  
  Land Bane: Swamp Halflings receive a +2 on to-hit and damage against non-
  swamp species.
  
  Native Language and Halfling
  
  Crippling Injuries (Alteranate)
  Sometimes in combat, you want foes to get progressively weaker as the combat goes
  on. In the core rules of the game, this isn’t represented (however regular people
  normally have low amounts of HP and can die fast anyways). This can make combat
  even more harsh, and make every battle a risky encounter.
  It is recommended if these rules are used to replace the Called Shot rules with these.
  If this is done, Zealous Vitality and similar effects which ignore Called Shots work
  against Crippling Injuries.
  Characters have three stages of injury.
  
  Healthy: At 51% to full HP.
  
  Injured: At 50% to 1% HP.
  
  Crippled: At 0 or lower HP.
  Characters progress from Healthy to Injured if they are at half or lower HP (round
  down when determining half HP), and characters progress from Injured to Crippled
  when they reach 0 HP and begin dying.
  Healthy characters take no penalties.
  Injured characters take a -5 to all rolls they make.
  Crippled characters are unconscious and begin dying unless they possess feats or
  abilities which allow them to remain otherwise conscious. If they are able to remain
  conscious, they take a -10 to all rolls they make, and a -2 to all movement speeds.
  Mindscape (Add-On)
  Mindscapes are areas where two minds link together, and the force of will from two
  individuals meets head-to-head. These mindscapes are dangerous, as opening ones’
  mind to a dangerous entity could result in permanent damage to one’s mind.
  Mindscapes are a special type of battlefield. In order to start combat, both individuals
  roll initiative using Smarts instead of Agility. On their turns, they receive 1 action.
  Attack: An attack using Smarts, Magic, or Luck for to-hit versus Mental Defense. On a
  successful hit, the target takes your level in stress damage. Add 1/2 level as a bonus.
  Defense: Add your level to your Mental Defense until the next turn.
  The first person to be reduced to 0 Sanity loses, and the attacker gets to determine
  what they wish to force upon the other individual to do. If they choose nothing, the
  person is left with 1 Sanity and 0 Stress when coming out of the Mindscape. They
  contract appropriate Mental Disorders because of this.
  
  Mass Combat (Add-On)
  When dealing with armies and massive hordes of enemies, this can prove sluggish in
  combat. Especially if a GM is required to play out the actions of multitudes of
  enemies at once. Instead, these rules should simplify a means of combat among
  massive groups of enemies, and even rules for players commanding armies themselves.
  Armies have the same amount of actions as a normal character.
  Armies have a Commander, someone who leads them. This person must have
  Persuasion trained, and must be the highest level character in the battalion. The
  Commander determines the overall strength and tactical prowess of the army overall.
  Armies possess the following stats:
  
  EL: The effective level of the army.
  
  Units: This functions as the army’s HP, and also how many units are still
  conscious/living.
  
  AV: Attack Value. This determines how much punishment they can dish out.
  
  DV: Defense Value. This determines how much AV can be taken before units are
  lost.
  
  Speed: The movement speed of the army.
  Effective Level: This is determined by the Commander’s Level, and how many units
  are in the army. Take the Commander’s Level (minimum 1) and add the amount of
  Units in the army divided by 10 (minimum of 1). For example: A Commander who is
  level 5 has an army of 20 units. The EL of the army is 7 (5 + 2).
  Units: This is the Smarts and Luck of the Commander added together, and then
  multiplied by 10 (minimum of 20 Units).
  Attack Value: This begins at 1, and adds 1/2 the Commander’s level (minimum of 1)
  to this.
  Defense Value: This begins at 1, and adds the Commander’s Endurance to this.
  Speed: Speed is 3 unless the Commander possesses any speed enhancements to his
  own natural movement speed.
  At the end of this, a type for the army must be chosen. There are three types:
  Warriors, Stalkers, or Magicians.
  
  Warrior Armies: Gain a +2 to either AV or DV.
  
  Stalker Armies: Gain a +2 to either Speed, or a +10 to Units.
  
  Magicians: Once per round cast a 1st level spell.
  
  Skill Scenes (Add-On)
  Skill Scenes are a series of skill checks made together as a means to accomplish a goal.
  This goal is clearly defined, and can be accomplished through various means. Some
  skills also provide bonuses for the Skill Scene. Sometimes all it takes for one failure
  for one part of a Skill Scene to fail, however most of the time everyone in a party gets
  a chance to succeed at a skill before the section of the Skill Scene is considered a
  failure. And even then, failing one part of a Skill Scene doesn’t always count the
  entire scene as a failure. Failing a required skill check three times is a total failure.
  Skill Scenes are structured like so:
  Scene Name
  Scene Complexity: The amount of skill checks needed to succeed.
  
  Skill 1: Description of how to use one of the skills for the scene.
  
  Skill 2: Description of how a second skill is used for the scene.
  Scene Notes: Notes about the scene, and special rules to be used with it. There may
  be multiple effects.
  Success Results: The victory result for the scene.
  Failure Results: The failure result for the scene.
  Example Skill Scenes
  Racing
  Scene Complexity: 3 Drive checks or 4 Ride Checks
  
  Drive: If the characters are using cars, planes, starships, or other vehicles, drive is
  required. Each participant makes a Drive check, the highest roll is in first place.
  
  Ride: If the characters are using animals, chariots, or other animal-powered
  vehicles, ride is required. Each participant makes a Ride check, the highest roll is
  in first place.
  
  Awareness: A DC 22 Awareness check can be made to grant your next Drive/Ride a
  +4 bonus.
  Scene Notes: If the race has characters on animals and vehicles racing each other, the
  amount of Ride checks needed to succeed increases by 1.
  While in first place, gain a +4 bonus to your next roll.
  Success Results: You complete the race in the position you ended at.
  Failure Results: Your vehicle/mount refuses to budge, or you veer off-course.
  
  Infiltration
  Scene Complexity: 2 Stealth checks or 2 Deception checks
  
  Acrobatics: A DC 20 Acrobatics check can be used to crawl into small places to
  avoid detection. This grants a +4 bonus to the next Stealth check made.
  
  Deception: A DC 25 Deception check can be made to convince the guards to be
  allowed through. Two passed checks count as a success for the whole scene.
  
  Stealth: A DC 24 Stealth check can be made to hide while progressing. Two passed
  checks count as a success for the whole scene.
  
  Use Computers: A DC 25 Use Computers check can be made to disable cameras
  and security devices (if any) before or during infiltration.
  Scene Notes: Infiltration missions take at a minimum 30 minutes.
  Success Results: You successfully reach the designated location without triggering
  alarms or being caught.
  Failure Results: You successfully reach the designated location, however you
  triggered the alarms and guards are now encroaching.
  Interrogation
  Scene Complexity: 2 Deception checks or 2 Persuasion checks
  
  Deception: A DC 25 Deception check can be made to fool the prisoner into
  revealing critical information. Two passed checks counts as a success for the
  scene.
  
  Persuasion: A DC 25 Persuasion check can be used to coax information out
  sincerely or through threats and intimidation. Two checks count as a success for
  the whole scene.
  Scene Notes: When intimidating someone with Persuasion, you can deal 1 point of
  damage to them (ignoring Soak) in order to grant a +5 to the next intimidate check.
  Success Results: You learn the information you seek.
  Failure Results: Either the will of the captive proves to be too strong to relent, or (if
  force was used) the pain or mental anguish was enough for them to pass out.
  
  Investigation
  Scene Complexity: 1 Deception check or 1 Persuasion check and 1 Knowledge check
  
  Deception: A DC 26 Deception check can be made to use subterfuge and
  falsehoods to coax information out from trusting parties. Only 1 success is
  required.
  
  Persuasion: A DC 16 Persuasion check can be used to gather information through
  legitimate practices. Only 1 success is required.
  
  Knowledge [Appropriate Type]: A DC 20 Knowledge check of the appropriate type
  can be made to get a general layout of the situation. Only 1 success is required.
  
  Use Computers: A DC 24 Use Computers check can be used to search the web for
  information which may be beneficial for your search, granting a +4 bonus on your
  next check made related to this Skill Scene that isn’t Use Computers.
  Scene Notes: When gathering information with the Persuasion skill, up to 15 Gold can
  be given to informants as a means of tipping them off, granting a +5 to the check.
  Success Results: You successfully learn everything you need to know through the
  investigation.
  Failure Results: You fail at finding out what you need to know, and the parties being
  investigated (if any) are made aware of this fact.
  Negotiation
  Scene Complexity: 2 Deception checks or 3 Persuasion checks
  
  Deception: A DC 22 Deception check can be used to fabricate information which
  would win the other over to your side. Two passed checks count as a success.
  
  Persuasion: A DC 25 Persuasion check can be made to convince the other party of
  your own cause, and to join/support you. Three passed checks count as a success.
  
  Knowledge [Appropriate Type]: A DC 16 Knowledge check can be made to become
  privy to information which would suit your side, granting you a +4 on the next
  check made.
  Scene Notes: On a single failure with Deception, the entire scene fails and the other
  party is privy to the lies.
  Success Results: Success pulls the other party to your side, and they agree to join
  your cause or support your efforts.
  Failure Results: The other party either learns of tricky and foul play, or stands strong
  against the arguments you present, instead opting for stubbornness.
  
  Wilderness Travel
  Scene Complexity: 4 Awareness checks
  
  Awareness: A DC 18 Awareness check can be made to plot a course through the
  wilderness, or otherwise make it through. Four passed checks count as a success.
  
  Fortitude: A DC 20 Fortitude check can be made, halving the amount of rations
  used per day of travel.
  
  Knowledge [Wilderness]: A DC 20 Knowledge [Wilderness] check can be made. On
  a successful check, grant a +2 bonus to the next skill check made.
  Scene Notes: For each subsequent check (whether pass or failure), add +2 to the
  skill’s DC. This only adds to the skill DC being used, and remains until the scene is
  over.
  Travel takes 1 day at minimum for the scene, and expends 2 rations per day.
  Success Results: You reach your destination safely.
  Failure Results: You are completely lost within the wilderness, and conditions begin
  to worsen. Your maximum HP is cut in half, and you take a -5 to all Defenses until you
  rest for a full day in a civilized area.
  Chase
  Scene Complexity: 2 Acrobatics checks or 2 Fortitude checks
  
  Acrobatics: A DC 24 Acrobatics check can be made, leaping over obstacles and
  climbing over ledges to shorten the distance Two passed checks count as a success.
  
  Fortitude: A DC 24 Fortitude check can be made, toughing it out and pushing
  through despite exhaustion and just never stopping. Two passed checks count as a
  success.
  Scene Notes: None.
  Success Results: You catch or outrun the assailant.
  Failure Results: The assailant catches or outruns you.
  
  Hard to Kill (Alternate)
  This rule changes how difficult it is for characters to be killed. This allows characters
  to stay alive (though unconscious) longer while bleeding out.
  Characters die if they reach a a negative number below 0 HP equal to 2 + Level +
  Endurance (minimum of -4).
  With this rule, incredibly tough high level characters will only die at a negative equal
  to -32 (10 END + Level 20 + 2) which allows for plenty of time until characters heal
  the bleeding ally. It also ensures really powerful attacks don’t guarantee the
  character will die.
  While unconscious and being attacked, characters have their Soak halved (to a
  minimum of 1). This prevents characters who may be bleeding out from being
  immovable rocks unable to be harmed while they sit bleeding out on the floor with
  their vitals exposed.
  Dynamic Melee (Alternate)
  This introduces a complete overhaul of melee combat beyond “I attack, I deal
  damage” and introduces options which all characters using melee can use. Because
  this alternate rule adds many new options for characters to use in combat, it’s not
  recommended for beginners to apply to their games due to the breadth of choices
  available in the midst of combat, which can cause less experienced players to freeze
  up. With these rules, remove Half-Sword Adept, Pommel Strike, and Death Stroke.
  Each use for a weapon is separated into Techniques with separate bonuses and effect
  attached.
  Universal
  
  Slice: This can be done with any slashing weapon. Deal damage regularly.
  
  Smash: This can be done with any bludgeoning weapon. Deal damage regularly.
  
  Stab: This can be done with any piercing weapon. Deal damage regularly.
  Sword Techniques
  
  Precision: Decrease a sword’s damage by 1k0 to increase its Penetration by ½
  Agility. This deals piercing damage.
  
  Pommel Strike: Decrease a sword’s damage by 1k0 to stagger an opponent for 1
  round. This deals bludgeoning damage.
  
  Swift Slice: This is only usable with Finesse weapons that deal slashing damage.
  Deal half damage in order to attack twice.
  
  Beat: This is only usable with Rapiers and Estocs. Declare this instead of attacking.
  If you parry an attack made against you, your parry attempts receive a +1k1.
  
  Thrust: Move 1 square and attack as part of a single standard action. This deals
  piercing damage.
  
  Polearm Techniques
  
  Push Back: Deal no damage with your polearm, but instead force an opponent to
  move back 1 square on a successful hit.
  
  Butt Strike: Use the butt of your polearm as a 2k1 bludgeoning weapon. It can be
  used on its own, or can be used as if it’s a Double weapon.
  
  Sweep: Deal no damage with your polearm, but instead trip an opponent.
  Axe Techniques
  
  Hook: Deal no damage with your axe, but instead trip an opponent and drag them
  1 square towards you.
  
  Butt Strike: Use the butt of your axe as a 2k1 bludgeoning weapon. It can be used
  on its own, or can be used as if it’s a Double weapon.
  
  Penetrating Slash: If your Penetration exceeds the amount of Deflection
  protecting the body part being hit, deal additional damage equal to the amount
  your Penetration exceeds the Deflection.
  Hammer Techniques
  
  Armor Smasher: Deal no damage, but instead cause an opponent’s armor to break
  for the remainder of the combat upon striking it. If this strikes a body part not
  protected by armor or if the armor protecting it has been broken, deal +2k1
  damage instead.
  
  Staggering Strike: On a successful hit deal -2k0 less damage and cause an
  opponent to become staggered.
  Bow Techniques
  
  Dual Arrows: Make a single attack against two opponents, no two of which can be
  more than 2 squares apart. This attack is done at a -1k0, and deals damage as
  normal.
  
  Trick Shot: Choose a solid barrier within your bow’s range. You can bounce an
  arrow off the barrier, and count that barrier as your new point of origin for range
  and cover purposes.
  Pistol Techniques
  
  Pistol Whip: Make a 2k1 bludgeoning melee attack.
  
  Point Blank: Shoot an enemy within 1/2 your range, and deal +1k1 damage.
  
  Hammer Trick: This is only usable on Revolvers. This change the Semi quality to
  Auto.
  Rifle Techniques
  
  Rifle Butt: Make a 3k1 bludgeoning melee attack.
  
  Burst Fire: This is only usable on rifles with both Semi and Auto as options. Make
  three attacks, each deals half damage.
  
  Hastened Bolt: This is only usable on rifles with Single as an option and by
  characters with 6 Agility or more. This changes the Single quality to Semi.
  
  Shotgun Techniques
  
  Dragon’s Breath: Your damage is changed to fire, and on a miss you deal half
  damage.
  
  Slug: Remove Scatter from your shotgun’s weapon property.
  
  Shotgun Butt: Make a 3k1 bludgeoning melee attack.
  Armor Suits (Alternate)
  In The Fade Tabletop, armor is usually bought separately and pieced together. These
  armor suits provide a static Deflection among all body parts. These do not include
  shields, which remain separate.
  Armor Pieces
  Name
  Price
  Def
  AtD
  AP
  SF
  Speed
  Weight
  Leather Armor
  50 G
  3
  +8
  -0
  10%
  —
  15 lbs.
  Chain Armor
  200 G
  6
  +5
  -4
  35%
  -1 sq.
  30 lbs.
  Plate Armor
  600 G
  8
  +2
  -8
  60%
  -2 sq.
  50 lbs.
  Skill Specializations (Add-On)
  Skill Specializations add a usage of a skill that characters are able to do really well
  compared to normal uses of the skill. Characters only have a number of Skill
  Specializations equal to their Smarts, and can only have one Skill Specialization per
  skill.
  Skill Specializations double your level as a bonus on the skill rather than your full
  level.
  
  Acrobatics: Jumping, swimming, or tumbling
  
  Deception: Lying or disguising
  
  Drive: By vehicle (example - Drive: Cars or Drive: Motorcycles)
  
  Feats of Strength: Lifting, pushing, or smashing
  
  Fortitude: Holding breath, forced march, running, or ignoring hunger/thirst
  
  Handle Animal: Teach a trick, lead an animal, or rearing an animal
  
  Heal: First Aid or treating poisons
  
  Linguistics: Understand languages, mimic dialect, or create forgery
  
  Persuasion: Diplomacy, carousing, gather information, or intimidate
  
  Ride: By animal (example - Ride: Horse or Ride: Elephant)
  
  Spellcraft: Identify spells, creating spells, decipher scroll, or create magic item
  
  Stealth: Hiding, sniping, stealing, picking locks, or disabling traps
  
  Use Computers: Hacking, modifying, crashing, or destroying
  
  Use Magic Device: Use wand, use scroll, decipher scroll, or disable magic trap
  
  Chapter 8: Credits, Copyright, and Contact
  Thank you for reading The Fade Tabletop 2nd Edition’s Core Rulebook! It’s been a
  great honor writing this system, and I hope those of you who read this enjoy the
  content within the book when used in your games. I hope to see The Fade’s
  community to grow, so let’s make it happen!
  Writers: Jeremy Harris
  Artist: Shane-Emeraldwing
  Email: Email me at Jhar226@yahoo.com and I’ll get to you right away.
  Website: The official Black Flame Studios website is here!
  Creative Commons License
  This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
  International License. To view the content of the license, visit the following site:
  https://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative
  Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
  What this means is that you are free to copy, share, and remix the text and artwork
  within this book under the following conditions:
  
  You must give appropriate credit, provide a link to the license, and indicate if
  changes were made. You may do so in any reasonable manner, but not in any way
  that suggests the licensor endorses you or your use.
  
  If you remix, transform, or build upon the material, you must distribute your
  contributions under the same license as the original.
  
SOURCE: textdata/thevault/The Fade/The Fade Tabletop 2e - Monsters and Encounters.pdf